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Mining geospatial temporal patterns from soccer games

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Data Mining and aggregations of spatial aspects over multiple games is not possible ... GPS device embedded in a ball and in a future possibly player's clothes ... – PowerPoint PPT presentation

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Title: Mining geospatial temporal patterns from soccer games


1
Mining geo-spatial temporal patterns from soccer
games
  • Paul Lesov G2
  • 8715 Spatial Databases
  • University of Minnesota
  • Fall 2007

2
Outline
  • Motivation
  • Problem Statement
  • Challenges
  • Scope/Limitations
  • Contribution
  • Spatial Indexing
  • Relational Model
  • Temporal event handling
  • Demonstration
  • Future Work
  • Conclusion

3
Motivation
  • Importance
  • Soccer is the most popular game in the world
  • Soccer has great impact on many regional
    economics
  • Soccer data is used for coaching, marketing,
    medical, AI simulations and betting odds
  • Finding hidden trends in the data collected can
    lead to improved coaching, injury prevention,
    targeted marketing, better prediction and more
    realistic game simulations
  • Goal Provide a database framework to allow
    spatial- autocorrelation of a soccer game, which
    would in turn allow applicable statistical
    methods to find useful patterns and nuggets
    contained within

4
Problem Statement
  • Current Data Mining Limitations
  • Today trends are data mined from the non-spatial
    aspects of the game (player and team statistics)
  • Spatial-centric game play information is obtained
    as needed by reviewing game video
  • Data Mining and aggregations of spatial aspects
    over multiple games is not possible
  • Example A team owner may be considering
    expanding the size of the pitch. He may want to
    know if the team performance will suffer as a
    result of such move. A question such as During
    last 3 seasons was out team more successful at
    (passing/dribbling/shooting/ scoring) when
    attacking through the middle or the flanks? can
    not be easily answered quantitatively today.

5
Challenges
  • Manual data collection is time consuming
  • Advances in obtaining spatial data from video
    footage
  • GPS device embedded in a ball and in a future
    possibly players clothes
  • Spatial-Temporal Aspects
  • Lack of defined standard for capturing temporal
    relations between spatial entities
  • Implementation Issues
  • OGIS extensions to popular free databases are not
    fully standardized and support for different
    functions is varying to a large degree
  • Development was done using both MySQL and
    PostgreSQL to allow for an overlaps between the
    two providers to cover all needed functionally

6
Contribution Spatial Indexing
  • Key Concepts
  • Distance Preserving Fixed Spatial Grid
  • well defined, static boundaries
  • data is evenly distributed
  • column-based ordering for 60 10x10m quadrants
    emphases the importance of horizontal movement
    down/up the field

7
Contribution ER
Spatial Non Temporal
Spatial Temporal
Non Spatial Temporal
8
Contribution Temporal
  • Event entity maintains all the temporal aspects
    for a single game. It has no spatial
    representation and is an identifier for spatial
    Entities Pass, Dribble and Shot. A spatial
    Possession entity is a collection of the Events
    spatial derivatives.

INPUT EVENT E, PASS P, SHOT S, DRIBBLE
D OUTPUT POSSESION PO For each E Initialize
id0, Geo_collection_array()j0 If
id.time_end(id).time_start If
p.eventid Add p.geom to geo_collection_array
else if d.eventid Add d.geom to
geo_collection_array else if s.eventid Add
s.geom to geo_collection_array else j copy
geo_collection_array to PO PO.idj update
possesion with PO.id
9
Scope/Limitations
  • Manual Data Collection
  • Limited data set prevented us from multi-game
    pattern mining
  • Only ball trajectory is collected, not 22 players
    and 3 officials
  • Limitation on knowing kinematics of each player
    and players spatial relations to each other
  • Game Play elements identification of which is not
    supported by database schema
  • Fouls
  • Injuries
  • Set pieces
  • Temporal data resides independently of spatial
    possession data
  • Similarity identification queries are not
    supported (Such as show all possessions that
    followed the same path as this possession)

10
Validation/Demonstration
A prototype is accessible at http//65.41.192.13/g
soccer.htm It utilizes colors, shapes and
different line types for the resulting visuals.
Example Show all long (over 20 meters) passes
into penalty area between 60th and 70th minute.

11
Validation/Demonstration

Example Show all possessions for team Germany
which resulted in lost of possession from
dribbles into opponents penalty area
12
Future Work
  • Automate data collection
  • Utilize emerging video stream player
    disambiguation technology or GPS tracking
  • Extend database schema to support
  • Fouls, Injuries and Set pieces (easy)
  • 22 players 3 officials kinematics (harder as
    player actions are not easily identifiable and
    players have complex trajectories temporal
    aspects of which must be preserved )
  • Allow similarity identification queries
  • Polynomial approximations for most of the
    possessions is possible as curves and usage of
    PA-Tree for indexing

13
Conclusion
  • We have created a prototype for storing
    spatial-temporal data contained within a soccer
    game by providing
  • ER model
  • distance preserving fixed grid
  • functional approach to temporal issues
  • working demonstration
  • Mining this data over the course of many games
    may realize much insight into the game and can
    lead to improved coaching, injury prevention,
    targeted marketing, better prediction and more
    realistic game simulations

14
Questions?
---THANK YOU!
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