Keisuke Fujii

CV
h-index21
33papers
337citations
Novelty40%
AI Score55

33 Papers

7.6CVSep 3, 2024Code
Space evaluation based on pitch control using drone video in Ultimate

Shunsuke Iwashita, Atom Scott, Rikuhei Umemoto et al.

Ultimate is a sport in which teams of seven players compete for points by passing a disc into the end zone. A distinctive aspect of Ultimate is that the player holding the disc is unable to move, underscoring the significance of creating space to receive passes. Despite extensive research into space evaluation in sports such as football and basketball, there is a paucity of information available for Ultimate. This study focuses on the 3-on-3 format, which is widely practiced in Ultimate, and evaluates space during offensive play. The data collection process entailed the use of drones for filming and the subsequent correction of the angles for the purpose of obtaining positional data. The model is derived from the pitch control model of soccer and adapted to the rules of Ultimate, where the player holding the disc is stationary. The integration of position and distance weights with pitch control values enables the derivation of space evaluation metrics. The findings of this study indicate that movement to create space and accurate passing into that space are both significant factors in scoring. The code is available at https://github.com/shunsuke-iwashita/USO.

9.6CVAug 29, 2024Code
3D Pose-Based Temporal Action Segmentation for Figure Skating: A Fine-Grained and Jump Procedure-Aware Annotation Approach

Ryota Tanaka, Tomohiro Suzuki, Keisuke Fujii

Understanding human actions from videos is essential in many domains, including sports. In figure skating, technical judgments are performed by watching skaters' 3D movements, and its part of the judging procedure can be regarded as a Temporal Action Segmentation (TAS) task. TAS tasks in figure skating that automatically assign temporal semantics to video are actively researched. However, there is a lack of datasets and effective methods for TAS tasks requiring 3D pose data. In this study, we first created the FS-Jump3D dataset of complex and dynamic figure skating jumps using optical markerless motion capture. We also propose a new fine-grained figure skating jump TAS dataset annotation method with which TAS models can learn jump procedures. In the experimental results, we validated the usefulness of 3D pose features as input and the fine-grained dataset for the TAS model in figure skating. FS-Jump3D Dataset is available at https://github.com/ryota-skating/FS-Jump3D.

3.8LGSep 26, 2023Code
Evaluating Soccer Match Prediction Models: A Deep Learning Approach and Feature Optimization for Gradient-Boosted Trees

Calvin Yeung, Rory Bunker, Rikuhei Umemoto et al.

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.

5.6CVMar 26
BFMD: A Full-Match Badminton Dense Dataset for Dense Shot Captioning

Ning Ding, Keisuke Fujii, Toru Tamaki

Understanding tactical dynamics in badminton requires analyzing entire matches rather than isolated clips. However, existing badminton datasets mainly focus on short clips or task-specific annotations and rarely provide full-match data with dense multimodal annotations. This limitation makes it difficult to generate accurate shot captions and perform match-level analysis. To address this limitation, we introduce the first Badminton Full Match Dense (BFMD) dataset, with 19 broadcast matches (including both singles and doubles) covering over 20 hours of play, comprising 1,687 rallies and 16,751 hit events, each annotated with a shot caption. The dataset provides hierarchical annotations including match segments, rally events, and dense rally-level multimodal annotations such as shot types, shuttle trajectories, player pose keypoints, and shot captions. We develop a VideoMAE-based multimodal captioning framework with a Semantic Feedback mechanism that leverages shot semantics to guide caption generation and improve semantic consistency. Experimental results demonstrate that multimodal modeling and semantic feedback improve shot caption quality over RGB-only baselines. We further showcase the potential of BFMD by analyzing the temporal evolution of tactical patterns across full matches.

15.8CVMay 20, 2024Code
AutoSoccerPose: Automated 3D posture Analysis of Soccer Shot Movements

Calvin Yeung, Kenjiro Ide, Keisuke Fujii

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.

13.0LGFeb 5, 2025Code
OpenSTARLab: Open Approach for Spatio-Temporal Agent Data Analysis in Soccer

Calvin Yeung, Kenjiro Ide, Taiga Someya et al.

Sports analytics has become both more professional and sophisticated, driven by the growing availability of detailed performance data. This progress enables applications such as match outcome prediction, player scouting, and tactical analysis. In soccer, the effective utilization of event and tracking data is fundamental for capturing and analyzing the dynamics of the game. However, there are two primary challenges: the limited availability of event data, primarily restricted to top-tier teams and leagues, and the scarcity and high cost of tracking data, which complicates its integration with event data for comprehensive analysis. Here we propose OpenSTARLab, an open-source framework designed to democratize spatio-temporal agent data analysis in sports by addressing these key challenges. OpenSTARLab includes the Pre-processing Package that standardizes event and tracking data through Unified and Integrated Event Data and State-Action-Reward formats, the Event Modeling Package that implements deep learning-based event prediction, alongside the RLearn Package for reinforcement learning tasks. These technical components facilitate the handling of diverse data sources and support advanced analytical tasks, thereby enhancing the overall functionality and usability of the framework. To assess OpenSTARLab's effectiveness, we conducted several experimental evaluations. These demonstrate the superior performance of the specific event prediction model in terms of action and time prediction accuracies and maintained its robust event simulation performance. Furthermore, reinforcement learning experiments reveal a trade-off between action accuracy and temporal difference loss and show comprehensive visualization. Overall, OpenSTARLab serves as a robust platform for researchers and practitioners, enhancing innovation and collaboration in the field of soccer data analytics.

11.8CVMar 24, 2025Code
TrackID3x3: A Dataset and Algorithm for Multi-Player Tracking with Identification and Pose Estimation in 3x3 Basketball Full-court Videos

Kazuhiro Yamada, Li Yin, Qingrui Hu et al.

Multi-object tracking, player identification, and pose estimation are fundamental components of sports analytics, essential for analyzing player movements, performance, and tactical strategies. However, existing datasets and methodologies primarily target mainstream team sports such as soccer and conventional 5-on-5 basketball, often overlooking scenarios involving fixed-camera setups commonly used at amateur levels, less mainstream sports, or datasets that explicitly incorporate pose annotations. In this paper, we propose the TrackID3x3 dataset, the first publicly available comprehensive dataset specifically designed for multi-player tracking, player identification, and pose estimation in 3x3 basketball scenarios. The dataset comprises three distinct subsets (Indoor fixed-camera, Outdoor fixed-camera, and Drone camera footage), capturing diverse full-court camera perspectives and environments. We also introduce the Track-ID task, a simplified variant of the game state reconstruction task that excludes field detection and focuses exclusively on fixed-camera scenarios. To evaluate performance, we propose a baseline algorithm called Track-ID algorithm, tailored to assess tracking and identification quality. Furthermore, our benchmark experiments, utilizing recent multi-object tracking algorithms (e.g., BoT-SORT-ReID) and top-down pose estimation methods (HRNet, RTMPose, and SwinPose), demonstrate robust results and highlight remaining challenges. Our dataset and evaluation benchmarks provide a solid foundation for advancing automated analytics in 3x3 basketball. Dataset and code will be available at https://github.com/open-starlab/TrackID3x3.

2.0CVSep 14, 2024Code
MulCPred: Learning Multi-modal Concepts for Explainable Pedestrian Action Prediction

Yan Feng, Alexander Carballo, Keisuke Fujii et al.

Pedestrian action prediction is of great significance for many applications such as autonomous driving. However, state-of-the-art methods lack explainability to make trustworthy predictions. In this paper, a novel framework called MulCPred is proposed that explains its predictions based on multi-modal concepts represented by training samples. Previous concept-based methods have limitations including: 1) they cannot directly apply to multi-modal cases; 2) they lack locality to attend to details in the inputs; 3) they suffer from mode collapse. These limitations are tackled accordingly through the following approaches: 1) a linear aggregator to integrate the activation results of the concepts into predictions, which associates concepts of different modalities and provides ante-hoc explanations of the relevance between the concepts and the predictions; 2) a channel-wise recalibration module that attends to local spatiotemporal regions, which enables the concepts with locality; 3) a feature regularization loss that encourages the concepts to learn diverse patterns. MulCPred is evaluated on multiple datasets and tasks. Both qualitative and quantitative results demonstrate that MulCPred is promising in improving the explainability of pedestrian action prediction without obvious performance degradation. Furthermore, by removing unrecognizable concepts from MulCPred, the cross-dataset prediction performance is improved, indicating the feasibility of further generalizability of MulCPred.

1.5CVNov 11, 2023
DRUformer: Enhancing the driving scene Important object detection with driving relationship self-understanding

Yingjie Niu, Ming Ding, Keisuke Fujii et al.

Traffic accidents frequently lead to fatal injuries, contributing to over 50 million deaths until 2023. To mitigate driving hazards and ensure personal safety, it is crucial to assist vehicles in anticipating important objects during travel. Previous research on important object detection primarily assessed the importance of individual participants, treating them as independent entities and frequently overlooking the connections between these participants. Unfortunately, this approach has proven less effective in detecting important objects in complex scenarios. In response, we introduce Driving scene Relationship self-Understanding transformer (DRUformer), designed to enhance the important object detection task. The DRUformer is a transformer-based multi-modal important object detection model that takes into account the relationships between all the participants in the driving scenario. Recognizing that driving intention also significantly affects the detection of important objects during driving, we have incorporated a module for embedding driving intention. To assess the performance of our approach, we conducted a comparative experiment on the DRAMA dataset, pitting our model against other state-of-the-art (SOTA) models. The results demonstrated a noteworthy 16.2\% improvement in mIoU and a substantial 12.3\% boost in ACC compared to SOTA methods. Furthermore, we conducted a qualitative analysis of our model's ability to detect important objects across different road scenarios and classes, highlighting its effectiveness in diverse contexts. Finally, we conducted various ablation studies to assess the efficiency of the proposed modules in our DRUformer model.

11.8CVJul 17, 2025Code
AthleticsPose: Authentic Sports Motion Dataset on Athletic Field and Evaluation of Monocular 3D Pose Estimation Ability

Tomohiro Suzuki, Ryota Tanaka, Calvin Yeung et al.

Monocular 3D pose estimation is a promising, flexible alternative to costly motion capture systems for sports analysis. However, its practical application is hindered by two factors: a lack of realistic sports datasets and unclear reliability for sports tasks. To address these challenges, we introduce the AthleticsPose dataset, a new public dataset featuring ``real'' motions captured from 23 athletes performing various athletics events on an athletic field. Using this dataset, we trained a representative 3D pose estimation model and performed a comprehensive evaluation. Our results show that the model trained on AthleticsPose significantly outperforms a baseline model trained on an imitated sports motion dataset, reducing MPJPE by approximately 75 %. These results show the importance of training on authentic sports motion data, as models based on imitated motions do not effectively transfer to real-world motions. Further analysis reveals that estimation accuracy is sensitive to camera view and subject scale. In case studies of kinematic indicators, the model demonstrated the potential to capture individual differences in knee angles but struggled with higher-speed metrics, such as knee-drive velocity, due to prediction biases. This work provides the research community with a valuable dataset and clarifies the potential and practical limitations of using monocular 3D pose estimation for sports motion analysis. Our dataset, code, and checkpoints are available at https://github.com/SZucchini/AthleticsPose.

3.6CVJul 28, 2025Code
KASportsFormer: Kinematic Anatomy Enhanced Transformer for 3D Human Pose Estimation on Short Sports Scene Video

Zhuoer Yin, Calvin Yeung, Tomohiro Suzuki et al.

Recent transformer based approaches have demonstrated impressive performance in solving real-world 3D human pose estimation problems. Albeit these approaches achieve fruitful results on benchmark datasets, they tend to fall short of sports scenarios where human movements are more complicated than daily life actions, as being hindered by motion blur, occlusions, and domain shifts. Moreover, due to the fact that critical motions in a sports game often finish in moments of time (e.g., shooting), the ability to focus on momentary actions is becoming a crucial factor in sports analysis, where current methods appear to struggle with instantaneous scenarios. To overcome these limitations, we introduce KASportsFormer, a novel transformer based 3D pose estimation framework for sports that incorporates a kinematic anatomy-informed feature representation and integration module. In which the inherent kinematic motion information is extracted with the Bone Extractor (BoneExt) and Limb Fuser (LimbFus) modules and encoded in a multimodal manner. This improved the capability of comprehending sports poses in short videos. We evaluate our method through two representative sports scene datasets: SportsPose and WorldPose. Experimental results show that our proposed method achieves state-of-the-art results with MPJPE errors of 58.0mm and 34.3mm, respectively. Our code and models are available at: https://github.com/jw0r1n/KASportsFormer

6.8CVMay 7, 2023Code
Estimation of control area in badminton doubles with pose information from top and back view drone videos

Ning Ding, Kazuya Takeda, Wenhui Jin et al.

The application of visual tracking to the performance analysis of sports players in dynamic competitions is vital for effective coaching. In doubles matches, coordinated positioning is crucial for maintaining control of the court and minimizing opponents' scoring opportunities. The analysis of such teamwork plays a vital role in understanding the dynamics of the game. However, previous studies have primarily focused on analyzing and assessing singles players without considering occlusion in broadcast videos. These studies have relied on discrete representations, which involve the analysis and representation of specific actions (e.g., strokes) or events that occur during the game while overlooking the meaningful spatial distribution. In this work, we present the first annotated drone dataset from top and back views in badminton doubles and propose a framework to estimate the control area probability map, which can be used to evaluate teamwork performance. We present an efficient framework of deep neural networks that enables the calculation of full probability surfaces. This framework utilizes the embedding of a Gaussian mixture map of players' positions and employs graph convolution on their poses. In the experiment, we verify our approach by comparing various baselines and discovering the correlations between the score and control area. Additionally, we propose a practical application for assessing optimal positioning to provide instructions during a game. Our approach offers both visual and quantitative evaluations of players' movements, thereby providing valuable insights into doubles teamwork. The dataset and related project code is available at https://github.com/Ning-D/Drone_BD_ControlArea

2.0CVAug 31, 2024
Fish Tracking Challenge 2024: A Multi-Object Tracking Competition with Sweetfish Schooling Data

Makoto M. Itoh, Qingrui Hu, Takayuki Niizato et al.

The study of collective animal behavior, especially in aquatic environments, presents unique challenges and opportunities for understanding movement and interaction patterns in the field of ethology, ecology, and bio-navigation. The Fish Tracking Challenge 2024 (https://ftc-2024.github.io/) introduces a multi-object tracking competition focused on the intricate behaviors of schooling sweetfish. Using the SweetFish dataset, participants are tasked with developing advanced tracking models to accurately monitor the locations of 10 sweetfishes simultaneously. This paper introduces the competition's background, objectives, the SweetFish dataset, and the appraoches of the 1st to 3rd winners and our baseline. By leveraging video data and bounding box annotations, the competition aims to foster innovation in automatic detection and tracking algorithms, addressing the complexities of aquatic animal movements. The challenge provides the importance of multi-object tracking for discovering the dynamics of collective animal behavior, with the potential to significantly advance scientific understanding in the above fields.

15.3CVApr 22, 2024
TeamTrack: A Dataset for Multi-Sport Multi-Object Tracking in Full-pitch Videos

Atom Scott, Ikuma Uchida, Ning Ding et al.

Multi-object tracking (MOT) is a critical and challenging task in computer vision, particularly in situations involving objects with similar appearances but diverse movements, as seen in team sports. Current methods, largely reliant on object detection and appearance, often fail to track targets in such complex scenarios accurately. This limitation is further exacerbated by the lack of comprehensive and diverse datasets covering the full view of sports pitches. Addressing these issues, we introduce TeamTrack, a pioneering benchmark dataset specifically designed for MOT in sports. TeamTrack is an extensive collection of full-pitch video data from various sports, including soccer, basketball, and handball. Furthermore, we perform a comprehensive analysis and benchmarking effort to underscore TeamTrack's utility and potential impact. Our work signifies a crucial step forward, promising to elevate the precision and effectiveness of MOT in complex, dynamic settings such as team sports. The dataset, project code and competition is released at: https://atomscott.github.io/TeamTrack/.

9.6CVFeb 15, 2024
Foul prediction with estimated poses from soccer broadcast video

Jiale Fang, Calvin Yeung, Keisuke Fujii

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.

4.6LGMar 12, 2024
Machine Learning for Soccer Match Result Prediction

Rory Bunker, Calvin Yeung, Keisuke Fujii

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.

2.3APMay 17, 2025
Space evaluation at the starting point of soccer transitions

Yohei Ogawa, Rikuhei Umemoto, Keisuke Fujii

Soccer is a sport played on a pitch where effective use of space is crucial. Decision-making during transitions, when possession switches between teams, has been increasingly important, but research on space evaluation in these moments has been limited. Recent space evaluation methods such as OBSO (Off-Ball Scoring Opportunity) use scoring probability, so it is not well-suited for assessing areas far from the goal, where transitions typically occur. In this paper, we propose OBPV (Off-Ball Positioning Value) to evaluate space across the pitch, including the starting points of transitions. OBPV extends OBSO by introducing the field value model, which evaluates the entire pitch, and by employing the transition kernel model, which reflects positional specificity through kernel density estimation of pass distributions. Experiments using La Liga 2023/24 season tracking and event data show that OBPV highlights effective space utilization during counter-attacks and reveals team-specific characteristics in how the teams utilize space after positive and negative transitions.

6.5CVDec 9, 2024
Enhanced Multi-Object Tracking Using Pose-based Virtual Markers in 3x3 Basketball

Li Yin, Calvin Yeung, Qingrui Hu et al.

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.

6.2CVAug 3, 2025
SoccerTrack v2: A Full-Pitch Multi-View Soccer Dataset for Game State Reconstruction

Atom Scott, Ikuma Uchida, Kento Kuroda et al.

SoccerTrack v2 is a new public dataset for advancing multi-object tracking (MOT), game state reconstruction (GSR), and ball action spotting (BAS) in soccer analytics. Unlike prior datasets that use broadcast views or limited scenarios, SoccerTrack v2 provides 10 full-length, panoramic 4K recordings of university-level matches, captured with BePro cameras for complete player visibility. Each video is annotated with GSR labels (2D pitch coordinates, jersey-based player IDs, roles, teams) and BAS labels for 12 action classes (e.g., Pass, Drive, Shot). This technical report outlines the datasets structure, collection pipeline, and annotation process. SoccerTrack v2 is designed to advance research in computer vision and soccer analytics, enabling new benchmarks and practical applications in tactical analysis and automated tools.

8.4CVJan 16, 2025
SoccerSynth-Detection: A Synthetic Dataset for Soccer Player Detection

Haobin Qin, Calvin Yeung, Rikuhei Umemoto et al.

In soccer video analysis, player detection is essential for identifying key events and reconstructing tactical positions. The presence of numerous players and frequent occlusions, combined with copyright restrictions, severely restricts the availability of datasets, leaving limited options such as SoccerNet-Tracking and SportsMOT. These datasets suffer from a lack of diversity, which hinders algorithms from adapting effectively to varied soccer video contexts. To address these challenges, we developed SoccerSynth-Detection, the first synthetic dataset designed for the detection of synthetic soccer players. It includes a broad range of random lighting and textures, as well as simulated camera motion blur. We validated its efficacy using the object detection model (Yolov8n) against real-world datasets (SoccerNet-Tracking and SportsMoT). In transfer tests, it matched the performance of real datasets and significantly outperformed them in images with motion blur; in pre-training tests, it demonstrated its efficacy as a pre-training dataset, significantly enhancing the algorithm's overall performance. Our work demonstrates the potential of synthetic datasets to replace real datasets for algorithm training in the field of soccer video analysis.

8.4CVOct 16, 2025
Shot2Tactic-Caption: Multi-Scale Captioning of Badminton Videos for Tactical Understanding

Ning Ding, Keisuke Fujii, Toru Tamaki

Tactical understanding in badminton involves interpreting not only individual actions but also how tactics are dynamically executed over time. In this paper, we propose \textbf{Shot2Tactic-Caption}, a novel framework for semantic and temporal multi-scale video captioning in badminton, capable of generating shot-level captions that describe individual actions and tactic-level captions that capture how these actions unfold over time within a tactical execution. We also introduce the Shot2Tactic-Caption Dataset, the first badminton captioning dataset containing 5,494 shot captions and 544 tactic captions. Shot2Tactic-Caption adopts a dual-branch design, with both branches including a visual encoder, a spatio-temporal Transformer encoder, and a Transformer-based decoder to generate shot and tactic captions. To support tactic captioning, we additionally introduce a Tactic Unit Detector that identifies valid tactic units, tactic types, and tactic states (e.g., Interrupt, Resume). For tactic captioning, we further incorporate a shot-wise prompt-guided mechanism, where the predicted tactic type and state are embedded as prompts and injected into the decoder via cross-attention. The shot-wise prompt-guided mechanism enables our system not only to describe successfully executed tactics but also to capture tactical executions that are temporarily interrupted and later resumed. Experimental results demonstrate the effectiveness of our framework in generating both shot and tactic captions. Ablation studies show that the ResNet50-based spatio-temporal encoder outperforms other variants, and that shot-wise prompt structuring leads to more coherent and accurate tactic captioning.

4.1LGOct 12, 2025
Data-driven simulator of multi-animal behavior with unknown dynamics via offline and online reinforcement learning

Keisuke Fujii, Kazushi Tsutsui, Yu Teshima et al.

Simulators of animal movements play a valuable role in studying behavior. Advances in imitation learning for robotics have expanded possibilities for reproducing human and animal movements. A key challenge for realistic multi-animal simulation in biology is bridging the gap between unknown real-world transition models and their simulated counterparts. Because locomotion dynamics are seldom known, relying solely on mathematical models is insufficient; constructing a simulator that both reproduces real trajectories and supports reward-driven optimization remains an open problem. We introduce a data-driven simulator for multi-animal behavior based on deep reinforcement learning and counterfactual simulation. We address the ill-posed nature of the problem caused by high degrees of freedom in locomotion by estimating movement variables of an incomplete transition model as actions within an RL framework. We also employ a distance-based pseudo-reward to align and compare states between cyber and physical spaces. Validated on artificial agents, flies, newts, and silkmoth, our approach achieves higher reproducibility of species-specific behaviors and improved reward acquisition compared with standard imitation and RL methods. Moreover, it enables counterfactual behavior prediction in novel experimental settings and supports multi-individual modeling for flexible what-if trajectory generation, suggesting its potential to simulate and elucidate complex multi-animal behaviors.

3.3AIMay 22, 2025
Velocity Completion Task and Method for Event-based Player Positional Data in Soccer

Rikuhei Umemoto, Keisuke Fujii

In many real-world complex systems, the behavior can be observed as a collection of discrete events generated by multiple interacting agents. Analyzing the dynamics of these multi-agent systems, especially team sports, often relies on understanding the movement and interactions of individual agents. However, while providing valuable snapshots, event-based positional data typically lacks the continuous temporal information needed to directly calculate crucial properties such as velocity. This absence severely limits the depth of dynamic analysis, preventing a comprehensive understanding of individual agent behaviors and emergent team strategies. To address this challenge, we propose a new method to simultaneously complete the velocity of all agents using only the event-based positional data from team sports. Based on this completed velocity information, we investigate the applicability of existing team sports analysis and evaluation methods. Experiments using soccer event data demonstrate that neural network-based approaches outperformed rule-based methods regarding velocity completion error, considering the underlying temporal dependencies and graph structure of player-to-player or player-to-ball interaction. Moreover, the space evaluation results obtained using the completed velocity are closer to those derived from complete tracking data, highlighting our method's potential for enhanced team sports system analysis.

6.5CVJun 28, 2024
Basketball-SORT: An Association Method for Complex Multi-object Occlusion Problems in Basketball Multi-object Tracking

Qingrui Hu, Atom Scott, Calvin Yeung et al.

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.

13.2AIMay 29, 2023
Action valuation of on- and off-ball soccer players based on multi-agent deep reinforcement learning

Hiroshi Nakahara, Kazushi Tsutsui, Kazuya Takeda et al.

Analysis of invasive sports such as soccer is challenging because the game situation changes continuously in time and space, and multiple agents individually recognize the game situation and make decisions. Previous studies using deep reinforcement learning have often considered teams as a single agent and valued the teams and players who hold the ball in each discrete event. Then it was challenging to value the actions of multiple players, including players far from the ball, in a spatiotemporally continuous state space. In this paper, we propose a method of valuing possible actions for on- and off-ball soccer players in a single holistic framework based on multi-agent deep reinforcement learning. We consider a discrete action space in a continuous state space that mimics that of Google research football and leverages supervised learning for actions in reinforcement learning. In the experiment, we analyzed the relationships with conventional indicators, season goals, and game ratings by experts, and showed the effectiveness of the proposed method. Our approach can assess how multiple players move continuously throughout the game, which is difficult to be discretized or labeled but vital for teamwork, scouting, and fan engagement.

7.5LGJul 12, 2021Code
Learning interaction rules from multi-animal trajectories via augmented behavioral models

Keisuke Fujii, Naoya Takeishi, Kazushi Tsutsui et al.

Extracting the interaction rules of biological agents from movement sequences pose challenges in various domains. Granger causality is a practical framework for analyzing the interactions from observed time-series data; however, this framework ignores the structures and assumptions of the generative process in animal behaviors, which may lead to interpretational problems and sometimes erroneous assessments of causality. In this paper, we propose a new framework for learning Granger causality from multi-animal trajectories via augmented theory-based behavioral models with interpretable data-driven models. We adopt an approach for augmenting incomplete multi-agent behavioral models described by time-varying dynamical systems with neural networks. For efficient and interpretable learning, our model leverages theory-based architectures separating navigation and motion processes, and the theory-guided regularization for reliable behavioral modeling. This can provide interpretable signs of Granger-causal effects over time, i.e., when specific others cause the approach or separation. In experiments using synthetic datasets, our method achieved better performance than various baselines. We then analyzed multi-animal datasets of mice, flies, birds, and bats, which verified our method and obtained novel biological insights.

15.3AIMar 17, 2021
Evaluation of soccer team defense based on prediction models of ball recovery and being attacked: A pilot study

Kosuke Toda, Masakiyo Teranishi, Keisuke Kushiro et al.

With the development of measurement technology, data on the movements of actual games in various sports can be obtained and used for planning and evaluating the tactics and strategy. Defense in team sports is generally difficult to be evaluated because of the lack of statistical data. Conventional evaluation methods based on predictions of scores are considered unreliable because they predict rare events throughout the game. Besides, it is difficult to evaluate various plays leading up to a score. In this study, we propose a method to evaluate team defense from a comprehensive perspective related to team performance by predicting ball recovery and being attacked, which occur more frequently than goals, using player actions and positional data of all players and the ball. Using data from 45 soccer matches, we examined the relationship between the proposed index and team performance in actual matches and throughout a season. Results show that the proposed classifiers predicted the true events (mean F1 score $>$ 0.483) better than the existing classifiers which were based on rare events or goals (mean F1 score $<$ 0.201). Also, the proposed index had a moderate correlation with the long-term outcomes of the season ($r =$ 0.397). These results suggest that the proposed index might be a more reliable indicator rather than winning or losing with the inclusion of accidental factors.

4.2LGOct 29, 2020Code
Supervised sequential pattern mining of event sequences in sport to identify important patterns of play: an application to rugby union

Rory Bunker, Keisuke Fujii, Hiroyuki Hanada et al.

Given a set of sequences comprised of time-ordered events, sequential pattern mining is useful to identify frequent subsequences from different sequences or within the same sequence. However, in sport, these techniques cannot determine the importance of particular patterns of play to good or bad outcomes, which is often of greater interest to coaches and performance analysts. In this study, we apply a recently proposed supervised sequential pattern mining algorithm called safe pattern pruning (SPP) to 490 labelled event sequences representing passages of play from one rugby team's matches from the 2018 Japan Top League. We compare the SPP-obtained patterns that are the most discriminative between scoring and non-scoring outcomes from both the team's and opposition teams' perspectives, with the most frequent patterns obtained with well-known unsupervised sequential pattern mining algorithms when applied to subsets of the original dataset, split on the label. Our obtained results found that linebreaks, successful lineouts, regained kicks in play, repeated phase-breakdown play, and failed exit plays by the opposition team were identified as as the patterns that discriminated most between the team scoring and not scoring. Opposition team linebreaks, errors made by the team, opposition team lineouts, and repeated phase-breakdown play by the opposition team were identified as the patterns that discriminated most between the opposition team scoring and not scoring. It was also found that, by virtue of its supervised nature as well as its pruning and safe-screening properties, SPP obtained a greater variety of generally more sophisticated patterns than the unsupervised models, which are likely to be of more utility to coaches and performance analysts.

9.0LGJul 7, 2020Code
Decentralized policy learning with partial observation and mechanical constraints for multiperson modeling

Keisuke Fujii, Naoya Takeishi, Yoshinobu Kawahara et al.

Extracting the rules of real-world multi-agent behaviors is a current challenge in various scientific and engineering fields. Biological agents independently have limited observation and mechanical constraints; however, most of the conventional data-driven models ignore such assumptions, resulting in lack of biological plausibility and model interpretability for behavioral analyses. Here we propose sequential generative models with partial observation and mechanical constraints in a decentralized manner, which can model agents' cognition and body dynamics, and predict biologically plausible behaviors. We formulate this as a decentralized multi-agent imitation-learning problem, leveraging binary partial observation and decentralized policy models based on hierarchical variational recurrent neural networks with physical and biomechanical penalties. Using real-world basketball and soccer datasets, we show the effectiveness of our method in terms of the constraint violations, long-term trajectory prediction, and partial observation. Our approach can be used as a multi-agent simulator to generate realistic trajectories using real-world data.

4.3DSMay 21, 2020Code
Succinct Trit-array Trie for Scalable Trajectory Similarity Search

Shunsuke Kanda, Koh Takeuchi, Keisuke Fujii et al.

Massive datasets of spatial trajectories representing the mobility of a diversity of moving objects are ubiquitous in research and industry. Similarity search of a large collection of trajectories is indispensable for turning these datasets into knowledge. Locality sensitive hashing (LSH) is a powerful technique for fast similarity searches. Recent methods employ LSH and attempt to realize an efficient similarity search of trajectories; however, those methods are inefficient in terms of search time and memory when applied to massive datasets. To address this problem, we present the trajectory-indexing succinct trit-array trie (tSTAT), which is a scalable method leveraging LSH for trajectory similarity searches. tSTAT quickly performs the search on a tree data structure called trie. We also present two novel techniques that enable to dramatically enhance the memory efficiency of tSTAT. One is a node reduction technique that substantially omits redundant trie nodes while maintaining the time performance. The other is a space-efficient representation that leverages the idea behind succinct data structures (i.e., a compressed data structure supporting fast data operations). We experimentally test tSTAT on its ability to retrieve similar trajectories for a query from large collections of trajectories and show that tSTAT performs superiorly in comparison to state-of-the-art similarity search methods.

4.3MAMay 13, 2019Code
Physically-interpretable classification of biological network dynamics for complex collective motions

Keisuke Fujii, Naoya Takeishi, Motokazu Hojo et al.

Understanding biological network dynamics is a fundamental issue in various scientific and engineering fields. Network theory is capable of revealing the relationship between elements and their propagation; however, for complex collective motions, the network properties often transiently and complexly change. A fundamental question addressed here pertains to the classification of collective motion network based on physically-interpretable dynamical properties. Here we apply a data-driven spectral analysis called graph dynamic mode decomposition, which obtains the dynamical properties for collective motion classification. Using a ballgame as an example, we classified the strategic collective motions in different global behaviours and discovered that, in addition to the physical properties, the contextual node information was critical for classification. Furthermore, we discovered the label-specific stronger spectra in the relationship among the nearest agents, providing physical and semantic interpretations. Our approach contributes to the understanding of principles of biological complex network dynamics from the perspective of nonlinear dynamical systems.

9.6MLAug 30, 2018
Dynamic mode decomposition in vector-valued reproducing kernel Hilbert spaces for extracting dynamical structure among observables

Keisuke Fujii, Yoshinobu Kawahara

Understanding nonlinear dynamical systems (NLDSs) is challenging in a variety of engineering and scientific fields. Dynamic mode decomposition (DMD), which is a numerical algorithm for the spectral analysis of Koopman operators, has been attracting attention as a way of obtaining global modal descriptions of NLDSs without requiring explicit prior knowledge. However, since existing DMD algorithms are in principle formulated based on the concatenation of scalar observables, it is not directly applicable to data with dependent structures among observables, which take, for example, the form of a sequence of graphs. In this paper, we formulate Koopman spectral analysis for NLDSs with structures among observables and propose an estimation algorithm for this problem. This method can extract and visualize the underlying low-dimensional global dynamics of NLDSs with structures among observables from data, which can be useful in understanding the underlying dynamics of such NLDSs. To this end, we first formulate the problem of estimating spectra of the Koopman operator defined in vector-valued reproducing kernel Hilbert spaces, and then develop an estimation procedure for this problem by reformulating tensor-based DMD. As a special case of our method, we propose the method named as Graph DMD, which is a numerical algorithm for Koopman spectral analysis of graph dynamical systems, using a sequence of adjacency matrices. We investigate the empirical performance of our method by using synthetic and real-world data.

6.1MLMay 31, 2018Code
Metric on Nonlinear Dynamical Systems with Perron-Frobenius Operators

Isao Ishikawa, Keisuke Fujii, Masahiro Ikeda et al.

The development of a metric for structural data is a long-term problem in pattern recognition and machine learning. In this paper, we develop a general metric for comparing nonlinear dynamical systems that is defined with Perron-Frobenius operators in reproducing kernel Hilbert spaces. Our metric includes the existing fundamental metrics for dynamical systems, which are basically defined with principal angles between some appropriately-chosen subspaces, as its special cases. We also describe the estimation of our metric from finite data. We empirically illustrate our metric with an example of rotation dynamics in a unit disk in a complex plane, and evaluate the performance with real-world time-series data.