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 player classification


A Graph-Based Method for Soccer Action Spotting Using Unsupervised Player Classification

arXiv.org Artificial Intelligence

Action spotting in soccer videos is the task of identifying the specific time when a certain key action of the game occurs. Lately, it has received a large amount of attention and powerful methods have been introduced. Action spotting involves understanding the dynamics of the game, the complexity of events, and the variation of video sequences. Most approaches have focused on the latter, given that their models exploit the global visual features of the sequences. In this work, we focus on the former by (a) identifying and representing the players, referees, and goalkeepers as nodes in a graph, and by (b) modeling their temporal interactions as sequences of graphs. For the player identification, or player classification task, we obtain an accuracy of 97.72% in our annotated benchmark. For the action spotting task, our method obtains an overall performance of 57.83% average-mAP by combining it with other audiovisual modalities. This performance surpasses similar graph-based methods and has competitive results with heavy computing methods. Code and data are available at https://github.com/IPCV/soccer_action_spotting.


Etheredge

AAAI Conferences

Player classification allows for considerable improvements on both game analytics and game adaptivity. With this paper we aim at reversing the ad-hoc tendency in player classification methods, by proposing an approach to player classification that can be integrated across different games and genres and is particularly suited to be used by game designers. This paper describes our generic method of interaction-based player classification, which consists of three components: (i) intercepting player interactions, (ii) finding player types through fuzzy cluster analysis and (iii) classification using Hidden Markov Models (HMM). To showcase our method we developed Blindmaze, a simple web-based hidden maze game publicly available, featuring a bounded set of interactions. All data collected from a game is interaction-based, requiring minimal implementation effort from the game developers. It is concluded that our method makes player classification even more available by making it generic and re-usable across different games.