Abstract:Multi-object tracking (MOT) is crucial for various multi-agent analyses such as evaluating team sports tactics and player movements and performance. While pedestrian tracking has advanced with Tracking-by-Detection MOT, team sports like basketball pose unique challenges. These challenges include players' unpredictable movements, frequent close interactions, and visual similarities that complicate pose labeling and lead to significant occlusions, frequent ID switches, and high manual annotation costs. To address these challenges, we propose a novel pose-based virtual marker (VM) MOT method for team sports, named Sports-vmTracking. This method builds on the vmTracking approach developed for multi-animal tracking with active learning. First, we constructed a 3x3 basketball pose dataset for VMs and applied active learning to enhance model performance in generating VMs. Then, we overlaid the VMs on video to identify players, extract their poses with unique IDs, and convert these into bounding boxes for comparison with automated MOT methods. Using our 3x3 basketball dataset, we demonstrated that our VM configuration has been highly effective, and reduced the need for manual corrections and labeling during pose model training while maintaining high accuracy. Our approach achieved an average HOTA score of 72.3%, over 10 points higher than other state-of-the-art methods without VM, and resulted in 0 ID switches. Beyond improving performance in handling occlusions and minimizing ID switches, our framework could substantially increase the time and cost efficiency compared to traditional manual annotation.
Abstract:The SoccerNet 2024 challenges represent the fourth annual video understanding challenges organized by the SoccerNet team. These challenges aim to advance research across multiple themes in football, including broadcast video understanding, field understanding, and player understanding. This year, the challenges encompass four vision-based tasks. (1) Ball Action Spotting, focusing on precisely localizing when and which soccer actions related to the ball occur, (2) Dense Video Captioning, focusing on describing the broadcast with natural language and anchored timestamps, (3) Multi-View Foul Recognition, a novel task focusing on analyzing multiple viewpoints of a potential foul incident to classify whether a foul occurred and assess its severity, (4) Game State Reconstruction, another novel task focusing on reconstructing the game state from broadcast videos onto a 2D top-view map of the field. Detailed information about the tasks, challenges, and leaderboards can be found at https://www.soccer-net.org, with baselines and development kits available at https://github.com/SoccerNet.
Abstract:Recent deep learning-based object detection approaches have led to significant progress in multi-object tracking (MOT) algorithms. The current MOT methods mainly focus on pedestrian or vehicle scenes, but basketball sports scenes are usually accompanied by three or more object occlusion problems with similar appearances and high-intensity complex motions, which we call complex multi-object occlusion (CMOO). Here, we propose an online and robust MOT approach, named Basketball-SORT, which focuses on the CMOO problems in basketball videos. To overcome the CMOO problem, instead of using the intersection-over-union-based (IoU-based) approach, we use the trajectories of neighboring frames based on the projected positions of the players. Our method designs the basketball game restriction (BGR) and reacquiring Long-Lost IDs (RLLI) based on the characteristics of basketball scenes, and we also solve the occlusion problem based on the player trajectories and appearance features. Experimental results show that our method achieves a Higher Order Tracking Accuracy (HOTA) score of 63.48$\%$ on the basketball fixed video dataset and outperforms other recent popular approaches. Overall, our approach solved the CMOO problem more effectively than recent MOT algorithms.
Abstract:Image understanding is a foundational task in computer vision, with recent applications emerging in soccer posture analysis. However, existing publicly available datasets lack comprehensive information, notably in the form of posture sequences and 2D pose annotations. Moreover, current analysis models often rely on interpretable linear models (e.g., PCA and regression), limiting their capacity to capture non-linear spatiotemporal relationships in complex and diverse scenarios. To address these gaps, we introduce the 3D Shot Posture (3DSP) dataset in soccer broadcast videos, which represents the most extensive sports image dataset with 2D pose annotations to our knowledge. Additionally, we present the 3DSP-GRAE (Graph Recurrent AutoEncoder) model, a non-linear approach for embedding pose sequences. Furthermore, we propose AutoSoccerPose, a pipeline aimed at semi-automating 2D and 3D pose estimation and posture analysis. While achieving full automation proved challenging, we provide a foundational baseline, extending its utility beyond the scope of annotated data. We validate AutoSoccerPose on SoccerNet and 3DSP datasets, and present posture analysis results based on 3DSP. The dataset, code, and models are available at: https://github.com/calvinyeungck/3D-Shot-Posture-Dataset.
Abstract:Deep learning has achieved remarkable success in recent years. Central to its success is its ability to learn representations that preserve task-relevant structure. However, massive energy, compute, and data costs are required to learn general representations. This paper explores Hyperdimensional Computing (HDC), a computationally and data-efficient brain-inspired alternative. HDC acts as a bridge between connectionist and symbolic approaches to artificial intelligence (AI), allowing explicit specification of representational structure as in symbolic approaches while retaining the flexibility of connectionist approaches. However, HDC's simplicity poses challenges for encoding complex compositional structures, especially in its binding operation. To address this, we propose Generalized Holographic Reduced Representations (GHRR), an extension of Fourier Holographic Reduced Representations (FHRR), a specific HDC implementation. GHRR introduces a flexible, non-commutative binding operation, enabling improved encoding of complex data structures while preserving HDC's desirable properties of robustness and transparency. In this work, we introduce the GHRR framework, prove its theoretical properties and its adherence to HDC properties, explore its kernel and binding characteristics, and perform empirical experiments showcasing its flexible non-commutativity, enhanced decoding accuracy for compositional structures, and improved memorization capacity compared to FHRR.
Abstract:Vector Symbolic Architectures (VSAs) have emerged as a novel framework for enabling interpretable machine learning algorithms equipped with the ability to reason and explain their decision processes. The basic idea is to represent discrete information through high dimensional random vectors. Complex data structures can be built up with operations over vectors such as the "binding" operation involving element-wise vector multiplication, which associates data together. The reverse task of decomposing the associated elements is a combinatorially hard task, with an exponentially large search space. The main algorithm for performing this search is the resonator network, inspired by Hopfield network-based memory search operations. In this work, we introduce a new variant of the resonator network, based on self-attention based update rules in the iterative search problem. This update rule, based on the Hopfield network with log-sum-exp energy function and norm-bounded states, is shown to substantially improve the performance and rate of convergence. As a result, our algorithm enables a larger capacity for associative memory, enabling applications in many tasks like perception based pattern recognition, scene decomposition, and object reasoning. We substantiate our algorithm with a thorough evaluation and comparisons to baselines.
Abstract:Machine learning has become a common approach to predicting the outcomes of soccer matches, and the body of literature in this domain has grown substantially in the past decade and a half. This chapter discusses available datasets, the types of models and features, and ways of evaluating model performance in this application domain. The aim of this chapter is to give a broad overview of the current state and potential future developments in machine learning for soccer match results prediction, as a resource for those interested in conducting future studies in the area. Our main findings are that while gradient-boosted tree models such as CatBoost, applied to soccer-specific ratings such as pi-ratings, are currently the best-performing models on datasets containing only goals as the match features, there needs to be a more thorough comparison of the performance of deep learning models and Random Forest on a range of datasets with different types of features. Furthermore, new rating systems using both player- and team-level information and incorporating additional information from, e.g., spatiotemporal tracking and event data, could be investigated further. Finally, the interpretability of match result prediction models needs to be enhanced for them to be more useful for team management.
Abstract:Recent advances in computer vision have made significant progress in tracking and pose estimation of sports players. However, there have been fewer studies on behavior prediction with pose estimation in sports, in particular, the prediction of soccer fouls is challenging because of the smaller image size of each player and of difficulty in the usage of e.g., the ball and pose information. In our research, we introduce an innovative deep learning approach for anticipating soccer fouls. This method integrates video data, bounding box positions, image details, and pose information by curating a novel soccer foul dataset. Our model utilizes a combination of convolutional and recurrent neural networks (CNNs and RNNs) to effectively merge information from these four modalities. The experimental results show that our full model outperformed the ablated models, and all of the RNN modules, bounding box position and image, and estimated pose were useful for the foul prediction. Our findings have important implications for a deeper understanding of foul play in soccer and provide a valuable reference for future research and practice in this area.
Abstract:Machine learning models have become increasingly popular for predicting the results of soccer matches, however, the lack of publicly-available benchmark datasets has made model evaluation challenging. The 2023 Soccer Prediction Challenge required the prediction of match results first in terms of the exact goals scored by each team, and second, in terms of the probabilities for a win, draw, and loss. The original training set of matches and features, which was provided for the competition, was augmented with additional matches that were played between 4 April and 13 April 2023, representing the period after which the training set ended, but prior to the first matches that were to be predicted (upon which the performance was evaluated). A CatBoost model was employed using pi-ratings as the features, which were initially identified as the optimal choice for calculating the win/draw/loss probabilities. Notably, deep learning models have frequently been disregarded in this particular task. Therefore, in this study, we aimed to assess the performance of a deep learning model and determine the optimal feature set for a gradient-boosted tree model. The model was trained using the most recent five years of data, and three training and validation sets were used in a hyperparameter grid search. The results from the validation sets show that our model had strong performance and stability compared to previously published models from the 2017 Soccer Prediction Challenge for win/draw/loss prediction.