CVJan 12, 2023Code
Predictive World Models from Real-World Partial ObservationsRobin Karlsson, Alexander Carballo, Keisuke Fujii et al.
Cognitive scientists believe adaptable intelligent agents like humans perform reasoning through learned causal mental simulations of agents and environments. The problem of learning such simulations is called predictive world modeling. Recently, reinforcement learning (RL) agents leveraging world models have achieved SOTA performance in game environments. However, understanding how to apply the world modeling approach in complex real-world environments relevant to mobile robots remains an open question. In this paper, we present a framework for learning a probabilistic predictive world model for real-world road environments. We implement the model using a hierarchical VAE (HVAE) capable of predicting a diverse set of fully observed plausible worlds from accumulated sensor observations. While prior HVAE methods require complete states as ground truth for learning, we present a novel sequential training method to allow HVAEs to learn to predict complete states from partially observed states only. We experimentally demonstrate accurate spatial structure prediction of deterministic regions achieving 96.21 IoU, and close the gap to perfect prediction by 62% for stochastic regions using the best prediction. By extending HVAEs to cases where complete ground truth states do not exist, we facilitate continual learning of spatial prediction as a step towards realizing explainable and comprehensive predictive world models for real-world mobile robotics applications. Code is available at https://github.com/robin-karlsson0/predictive-world-models.
CVApr 26, 2023Code
Learning to Predict Navigational Patterns from Partial ObservationsRobin Karlsson, Alexander Carballo, Francisco Lepe-Salazar et al.
Human beings cooperatively navigate rule-constrained environments by adhering to mutually known navigational patterns, which may be represented as directional pathways or road lanes. Inferring these navigational patterns from incompletely observed environments is required for intelligent mobile robots operating in unmapped locations. However, algorithmically defining these navigational patterns is nontrivial. This paper presents the first self-supervised learning (SSL) method for learning to infer navigational patterns in real-world environments from partial observations only. We explain how geometric data augmentation, predictive world modeling, and an information-theoretic regularizer enables our model to predict an unbiased local directional soft lane probability (DSLP) field in the limit of infinite data. We demonstrate how to infer global navigational patterns by fitting a maximum likelihood graph to the DSLP field. Experiments show that our SSL model outperforms two SOTA supervised lane graph prediction models on the nuScenes dataset. We propose our SSL method as a scalable and interpretable continual learning paradigm for navigation by perception. Code is available at https://github.com/robin-karlsson0/dslp.
CVAug 24, 2022Code
Automatic detection of faults in race walking from a smartphone camera: a comparison of an Olympic medalist and university athletesTomohiro Suzuki, Kazuya Takeda, Keisuke Fujii
Automatic fault detection is a major challenge in many sports. In race walking, referees visually judge faults according to the rules. Hence, ensuring objectivity and fairness while judging is important. To address this issue, some studies have attempted to use sensors and machine learning to automatically detect faults. However, there are problems associated with sensor attachments and equipment such as a high-speed camera, which conflict with the visual judgement of referees, and the interpretability of the fault detection models. In this study, we proposed a fault detection system for non-contact measurement. We used pose estimation and machine learning models trained based on the judgements of multiple qualified referees to realize fair fault judgement. We verified them using smartphone videos of normal race walking and walking with intentional faults in several athletes including the medalist of the Tokyo Olympics. The validation results show that the proposed system detected faults with an average accuracy of over 90%. We also revealed that the machine learning model detects faults according to the rules of race walking. In addition, the intentional faulty walking movement of the medalist was different from that of university walkers. This finding informs realization of a more general fault detection model. The code and data are available at https://github.com/SZucchini/racewalk-aijudge.
LGNov 30, 2022Code
Location analysis of players in UEFA EURO 2020 and 2022 using generalized valuation of defense by estimating probabilitiesRikuhei Umemoto, Kazushi Tsutsui, Keisuke Fujii
Analyzing defenses in team sports is generally challenging because of the limited event data. Researchers have previously proposed methods to evaluate football team defense by predicting the events of ball gain and being attacked using locations of all players and the ball. However, they did not consider the importance of the events, assumed the perfect observation of all 22 players, and did not fully investigated the influence of the diversity (e.g., nationality and sex). Here, we propose a generalized valuation method of defensive teams by score-scaling the predicted probabilities of the events. Using the open-source location data of all players in broadcast video frames in football games of men's Euro 2020 and women's Euro 2022, we investigated the effect of the number of players on the prediction and validated our approach by analyzing the games. Results show that for the predictions of being attacked, scoring, and conceding, all players' information was not necessary, while that of ball gain required information on three to four offensive and defensive players. With game analyses we explained the excellence in defense of finalist teams in Euro 2020. Our approach might be applicable to location data from broadcast video frames in football games.
CVSep 3, 2024Code
Space evaluation based on pitch control using drone video in UltimateShunsuke 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.
CVAug 29, 2024Code
3D Pose-Based Temporal Action Segmentation for Figure Skating: A Fine-Grained and Jump Procedure-Aware Annotation ApproachRyota 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.
30.8CVMay 28
Mesh-Aware Epipolar Matching for Multi-View Multi-Person 3D Pose Estimation in BasketballLi Yin, Qin Haobin, Tomohiro Suzuki et al.
Multi-view multi-person 3D pose estimation in team sports scenarios remains challenging due to player occlusions, appearance similarity caused by team uniforms, and the scarcity of annotated multi-view data, all of which limit the effectiveness and generalization capability of learning-based methods. In contrast, the performance of training-free approaches is inherently constrained by the accuracy of 2D keypoint detection and the robustness of cross-view association. To address these challenges, we propose Mesh-Aware Epipolar Matching (MAEM), a training-free framework for multi-view multi-person 3D pose estimation. Our method employs a monocular 3D human mesh recovery model as the frontend and introduces a two-stage epipolar matching strategy based on the recovered mesh outputs. Specifically, the proposed framework combines disjoint-set-union-based clustering with per-joint triangulation to achieve robust cross-view association and accurate 3D pose reconstruction. Experiments on two public multi-view basketball datasets demonstrate that MAEM consistently outperforms existing training-free association baselines while achieving competitive RGB-only performance in both indoor and outdoor basketball scenarios. MAEM achieves MPJPE/PA-MPJPE scores of 59.8/40.7 mm on SportCenter EPFL and 74.0/51.8 mm on Human-M3 Basketball, highlighting the effectiveness of dense mesh geometry for cross-view association without requiring target-domain training or fine-tuning.
AIJun 4, 2022
Evaluation of creating scoring opportunities for teammates in soccer via trajectory predictionMasakiyo Teranishi, Kazushi Tsutsui, Kazuya Takeda et al.
Evaluating the individual movements for teammates in soccer players is crucial for assessing teamwork, scouting, and fan engagement. It has been said that players in a 90-min game do not have the ball for about 87 minutes on average. However, it has remained difficult to evaluate an attacking player without receiving the ball, and to reveal how movement contributes to the creation of scoring opportunities for teammates. In this paper, we evaluate players who create off-ball scoring opportunities by comparing actual movements with the reference movements generated via trajectory prediction. First, we predict the trajectories of players using a graph variational recurrent neural network that can accurately model the relationship between players and predict the long-term trajectory. Next, based on the difference in the modified off-ball evaluation index between the actual and the predicted trajectory as a reference, we evaluate how the actual movement contributes to scoring opportunity compared to the predicted movement. For verification, we examined the relationship with the annual salary, the goals, and the rating in the game by experts for all games of a team in a professional soccer league in a year. The results show that the annual salary and the proposed indicator correlated significantly, which could not be explained by the existing indicators and goals. Our results suggest the effectiveness of the proposed method as an indicator for a player without the ball to create a scoring chance for teammates.
QUANT-PHJun 29, 2023
MNISQ: A Large-Scale Quantum Circuit Dataset for Machine Learning on/for Quantum Computers in the NISQ eraLeonardo Placidi, Ryuichiro Hataya, Toshio Mori et al.
We introduce the first large-scale dataset, MNISQ, for both the Quantum and the Classical Machine Learning community during the Noisy Intermediate-Scale Quantum era. MNISQ consists of 4,950,000 data points organized in 9 subdatasets. Building our dataset from the quantum encoding of classical information (e.g., MNIST dataset), we deliver a dataset in a dual form: in quantum form, as circuits, and in classical form, as quantum circuit descriptions (quantum programming language, QASM). In fact, also the Machine Learning research related to quantum computers undertakes a dual challenge: enhancing machine learning exploiting the power of quantum computers, while also leveraging state-of-the-art classical machine learning methodologies to help the advancement of quantum computing. Therefore, we perform circuit classification on our dataset, tackling the task with both quantum and classical models. In the quantum endeavor, we test our circuit dataset with Quantum Kernel methods, and we show excellent results up to $97\%$ accuracy. In the classical world, the underlying quantum mechanical structures within the quantum circuit data are not trivial. Nevertheless, we test our dataset on three classical models: Structured State Space sequence model (S4), Transformer and LSTM. In particular, the S4 model applied on the tokenized QASM sequences reaches an impressive $77\%$ accuracy. These findings illustrate that quantum circuit-related datasets are likely to be quantum advantageous, but also that state-of-the-art machine learning methodologies can competently classify and recognize quantum circuits. We finally entrust the quantum and classical machine learning community the fundamental challenge to build more quantum-classical datasets like ours and to build future benchmarks from our experiments. The dataset is accessible on GitHub and its circuits are easily run in qulacs or qiskit.
AIJun 4, 2022
Estimating counterfactual treatment outcomes over time in complex multiagent scenariosKeisuke Fujii, Koh Takeuchi, Atsushi Kuribayashi et al.
Evaluation of intervention in a multiagent system, e.g., when humans should intervene in autonomous driving systems and when a player should pass to teammates for a good shot, is challenging in various engineering and scientific fields. Estimating the individual treatment effect (ITE) using counterfactual long-term prediction is practical to evaluate such interventions. However, most of the conventional frameworks did not consider the time-varying complex structure of multiagent relationships and covariate counterfactual prediction. This may lead to erroneous assessments of ITE and difficulty in interpretation. Here we propose an interpretable, counterfactual recurrent network in multiagent systems to estimate the effect of the intervention. Our model leverages graph variational recurrent neural networks and theory-based computation with domain knowledge for the ITE estimation framework based on long-term prediction of multiagent covariates and outcomes, which can confirm the circumstances under which the intervention is effective. On simulated models of an automated vehicle and biological agents with time-varying confounders, we show that our methods achieved lower estimation errors in counterfactual covariates and the most effective treatment timing than the baselines. Furthermore, using real basketball data, our methods performed realistic counterfactual predictions and evaluated the counterfactual passes in shot scenarios.
AIFeb 18, 2023
Transformer-Based Neural Marked Spatio Temporal Point Process Model for Football Match Events AnalysisCalvin C. K. Yeung, Tony Sit, Keisuke Fujii
With recently available football match event data that record the details of football matches, analysts and researchers have a great opportunity to develop new performance metrics, gain insight, and evaluate key performance. However, most sports sequential events modeling methods and performance metrics approaches could be incomprehensive in dealing with such large-scale spatiotemporal data (in particular, temporal process), thereby necessitating a more comprehensive spatiotemporal model and a holistic performance metric. To this end, we proposed the Transformer-Based Neural Marked Spatio Temporal Point Process (NMSTPP) model for football event data based on the neural temporal point processes (NTPP) framework. In the experiments, our model outperformed the prediction performance of the baseline models. Furthermore, we proposed the holistic possession utilization score (HPUS) metric for a more comprehensive football possession analysis. For verification, we examined the relationship with football teams' final ranking, average goal score, and average xG over a season. It was observed that the average HPUS showed significant correlations regardless of not using goal and details of shot information. Furthermore, we show HPUS examples in analyzing possessions, matches, and between matches.
LGJul 27, 2023
A Strategic Framework for Optimal Decisions in Football 1-vs-1 Shot-Taking Situations: An Integrated Approach of Machine Learning, Theory-Based Modeling, and Game TheoryCalvin C. K. Yeung, Keisuke Fujii
Complex interactions between two opposing agents frequently occur in domains of machine learning, game theory, and other application domains. Quantitatively analyzing the strategies involved can provide an objective basis for decision-making. One such critical scenario is shot-taking in football, where decisions, such as whether the attacker should shoot or pass the ball and whether the defender should attempt to block the shot, play a crucial role in the outcome of the game. However, there are currently no effective data-driven and/or theory-based approaches to analyzing such situations. To address this issue, we proposed a novel framework to analyze such scenarios based on game theory, where we estimate the expected payoff with machine learning (ML) models, and additional features for ML models were extracted with a theory-based shot block model. Conventionally, successes or failures (1 or 0) are used as payoffs, while a success shot (goal) is extremely rare in football. Therefore, we proposed the Expected Probability of Shot On Target (xSOT) metric to evaluate players' actions even if the shot results in no goal; this allows for effective differentiation and comparison between different shots and even enables counterfactual shot situation analysis. In our experiments, we have validated the framework by comparing it with baseline and ablated models. Furthermore, we have observed a high correlation between the xSOT and existing metrics. This alignment of information suggests that xSOT provides valuable insights. Lastly, as an illustration, we studied optimal strategies in the World Cup 2022 and analyzed a shot situation in EURO 2020.
LGSep 26, 2023
Evaluating Soccer Match Prediction Models: A Deep Learning Approach and Feature Optimization for Gradient-Boosted TreesCalvin 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.
QUANT-PHNov 29, 2023
Continuous optimization by quantum adaptive distribution searchKohei Morimoto, Yusuke Takase, Kosuke Mitarai et al.
In this paper, we introduce the quantum adaptive distribution search (QuADS), a quantum continuous optimization algorithm that integrates Grover adaptive search (GAS) with the covariance matrix adaptation - evolution strategy (CMA-ES), a classical technique for continuous optimization. QuADS utilizes the quantum-based search capabilities of GAS and enhances them with the principles of CMA-ES for more efficient optimization. It employs a multivariate normal distribution for the initial state of the quantum search and repeatedly updates it throughout the optimization process. Our numerical experiments show that QuADS outperforms both GAS and CMA-ES. This is achieved through adaptive refinement of the initial state distribution rather than consistently using a uniform state, resulting in fewer oracle calls. This study presents an important step toward exploiting the potential of quantum computing for continuous optimization.
AIJun 4, 2022
Estimating the Effect of Team Hitting Strategies Using Counterfactual Virtual Simulation in BaseballHiroshi Nakahara, Kazuya Takeda, Keisuke Fujii
In baseball, every play on the field is quantitatively evaluated and has an effect on individual and team strategies. The weighted on base average (wOBA) is well known as a measure of an batter's hitting contribution. However, this measure ignores the game situation, such as the runners on base, which coaches and batters are known to consider when employing multiple hitting strategies, yet, the effectiveness of these strategies is unknown. This is probably because (1) we cannot obtain the batter's strategy and (2) it is difficult to estimate the effect of the strategies. Here, we propose a new method for estimating the effect using counterfactual batting simulation. To this end, we propose a deep learning model that transforms batting ability when batting strategy is changed. This method can estimate the effects of various strategies, which has been traditionally difficult with actual game data. We found that, when the switching cost of batting strategies can be ignored, the use of different strategies increased runs. When the switching cost is considered, the conditions for increasing runs were limited. Our validation results suggest that our simulation could clarify the effect of using multiple batting strategies.
CVMay 20, 2024Code
AutoSoccerPose: Automated 3D posture Analysis of Soccer Shot MovementsCalvin 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.
CVMar 10, 2025Code
AthletePose3D: A Benchmark Dataset for 3D Human Pose Estimation and Kinematic Validation in Athletic MovementsCalvin Yeung, Tomohiro Suzuki, Ryota Tanaka et al.
Human pose estimation is a critical task in computer vision and sports biomechanics, with applications spanning sports science, rehabilitation, and biomechanical research. While significant progress has been made in monocular 3D pose estimation, current datasets often fail to capture the complex, high-acceleration movements typical of competitive sports. In this work, we introduce AthletePose3D, a novel dataset designed to address this gap. AthletePose3D includes 12 types of sports motions across various disciplines, with approximately 1.3 million frames and 165 thousand individual postures, specifically capturing high-speed, high-acceleration athletic movements. We evaluate state-of-the-art (SOTA) monocular 2D and 3D pose estimation models on the dataset, revealing that models trained on conventional datasets perform poorly on athletic motions. However, fine-tuning these models on AthletePose3D notably reduces the SOTA model mean per joint position error (MPJPE) from 214mm to 65mm-a reduction of over 69%. We also validate the kinematic accuracy of monocular pose estimations through waveform analysis, highlighting strong correlations in joint angle estimations but limitations in velocity estimation. Our work provides a comprehensive evaluation of monocular pose estimation models in the context of sports, contributing valuable insights for advancing monocular pose estimation techniques in high-performance sports environments. The dataset, code, and model checkpoints are available at: https://github.com/calvinyeungck/AthletePose3D
CVOct 18, 2023
Runner re-identification from single-view running video in the open-world settingTomohiro Suzuki, Kazushi Tsutsui, Kazuya Takeda et al.
In many sports, player re-identification is crucial for automatic video processing and analysis. However, most of the current studies on player re-identification in multi- or single-view sports videos focus on re-identification in the closed-world setting using labeled image dataset, and player re-identification in the open-world setting for automatic video analysis is not well developed. In this paper, we propose a runner re-identification system that directly processes single-view video to address the open-world setting. In the open-world setting, we cannot use labeled dataset and have to process video directly. The proposed system automatically processes raw video as input to identify runners, and it can identify runners even when they are framed out multiple times. For the automatic processing, we first detect the runners in the video using the pre-trained YOLOv8 and the fine-tuned EfficientNet. We then track the runners using ByteTrack and detect their shoes with the fine-tuned YOLOv8. Finally, we extract the image features of the runners using an unsupervised method with the gated recurrent unit autoencoder and global and local features mixing. To improve the accuracy of runner re-identification, we use shoe images as local image features and dynamic features of running sequence images. We evaluated the system on a running practice video dataset and showed that the proposed method identified runners with higher accuracy than some state-of-the-art models in unsupervised re-identification. We also showed that our proposed local image feature and running dynamic feature were effective for runner re-identification. Our runner re-identification system can be useful for the automatic analysis of running videos.
LGFeb 5, 2025Code
OpenSTARLab: Open Approach for Spatio-Temporal Agent Data Analysis in SoccerCalvin 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.
CVMar 24, 2025Code
TrackID3x3: A Dataset and Algorithm for Multi-Player Tracking with Identification and Pose Estimation in 3x3 Basketball Full-court VideosKazuhiro 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.
CVSep 14, 2024
MulCPred: Learning Multi-modal Concepts for Explainable Pedestrian Action PredictionYan 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.
CVNov 11, 2023
DRUformer: Enhancing the driving scene Important object detection with driving relationship self-understandingYingjie 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.
CVJul 17, 2025Code
AthleticsPose: Authentic Sports Motion Dataset on Athletic Field and Evaluation of Monocular 3D Pose Estimation AbilityTomohiro 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.
AIOct 1, 2025Code
Expandable Decision-Making States for Multi-Agent Deep Reinforcement Learning in Soccer Tactical AnalysisKenjiro Ide, Taiga Someya, Kohei Kawaguchi et al.
Invasion team sports such as soccer produce a high-dimensional, strongly coupled state space as many players continuously interact on a shared field, challenging quantitative tactical analysis. Traditional rule-based analyses are intuitive, while modern predictive machine learning models often perform pattern-matching without explicit agent representations. The problem we address is how to build player-level agent models from data, whose learned values and policies are both tactically interpretable and robust across heterogeneous data sources. Here, we propose Expandable Decision-Making States (EDMS), a semantically enriched state representation that augments raw positions and velocities with relational variables (e.g., scoring of space, pass, and score), combined with an action-masking scheme that gives on-ball and off-ball agents distinct decision sets. Compared to prior work, EDMS maps learned value functions and action policies to human-interpretable tactical concepts (e.g., marking pressure, passing lanes, ball accessibility) instead of raw coordinate features, and aligns agent choices with the rules of play. In the experiments, EDMS with action masking consistently reduced both action-prediction loss and temporal-difference (TD) error compared to the baseline. Qualitative case studies and Q-value visualizations further indicate that EDMS highlights high-risk, high-reward tactical patterns (e.g., fast counterattacks and defensive breakthroughs). We also integrated our approach into an open-source library and demonstrated compatibility with multiple commercial and open datasets, enabling cross-provider evaluation and reproducible experiments.
CVJul 28, 2025Code
KASportsFormer: Kinematic Anatomy Enhanced Transformer for 3D Human Pose Estimation on Short Sports Scene VideoZhuoer 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
CVMay 7, 2023Code
Estimation of control area in badminton doubles with pose information from top and back view drone videosNing 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
CVAug 31, 2024
Fish Tracking Challenge 2024: A Multi-Object Tracking Competition with Sweetfish Schooling DataMakoto 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.
17.4CVMar 26
BFMD: A Full-Match Badminton Dense Dataset for Dense Shot CaptioningNing 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.
CVApr 22, 2024
TeamTrack: A Dataset for Multi-Sport Multi-Object Tracking in Full-pitch VideosAtom 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/.
CVFeb 15, 2024
Foul prediction with estimated poses from soccer broadcast videoJiale 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.
QUANT-PHApr 10, 2025
Automating quantum feature map design via large language modelsKenya Sakka, Kosuke Mitarai, Keisuke Fujii
Quantum feature maps are a key component of quantum machine learning, encoding classical data into quantum states to exploit the expressive power of high-dimensional Hilbert spaces. Despite their theoretical promise, designing quantum feature maps that offer practical advantages over classical methods remains an open challenge. In this work, we propose an agentic system that autonomously generates, evaluates, and refines quantum feature maps using large language models. The system consists of five component: Generation, Storage, Validation, Evaluation, and Review. Using these components, it iteratively improves quantum feature maps. Experiments on the MNIST dataset show that it can successfully discover and refine feature maps without human intervention. The best feature map generated outperforms existing quantum baselines and achieves competitive accuracy compared to classical kernels across MNIST, Fashion-MNIST, and CIFAR-10. Our approach provides a framework for exploring dataset-adaptive quantum features and highlights the potential of LLM-driven automation in quantum algorithm design.
CYJan 24, 2025
A Zero-Shot LLM Framework for Automatic Assignment Grading in Higher EducationCalvin Yeung, Jeff Yu, King Chau Cheung et al.
Automated grading has become an essential tool in education technology due to its ability to efficiently assess large volumes of student work, provide consistent and unbiased evaluations, and deliver immediate feedback to enhance learning. However, current systems face significant limitations, including the need for large datasets in few-shot learning methods, a lack of personalized and actionable feedback, and an overemphasis on benchmark performance rather than student experience. To address these challenges, we propose a Zero-Shot Large Language Model (LLM)-Based Automated Assignment Grading (AAG) system. This framework leverages prompt engineering to evaluate both computational and explanatory student responses without requiring additional training or fine-tuning. The AAG system delivers tailored feedback that highlights individual strengths and areas for improvement, thereby enhancing student learning outcomes. Our study demonstrates the system's effectiveness through comprehensive evaluations, including survey responses from higher education students that indicate significant improvements in motivation, understanding, and preparedness compared to traditional grading methods. The results validate the AAG system's potential to transform educational assessment by prioritizing learning experiences and providing scalable, high-quality feedback.
LGMar 12, 2024
Machine Learning for Soccer Match Result PredictionRory 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.
APMay 17, 2025
Space evaluation at the starting point of soccer transitionsYohei 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.
CVDec 9, 2024
Enhanced Multi-Object Tracking Using Pose-based Virtual Markers in 3x3 BasketballLi 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.
LGMar 4, 2024
Offensive Lineup Analysis in Basketball with Clustering Players Based on Shooting Style and Offensive RoleKazuhiro Yamada, Keisuke Fujii
In a basketball game, scoring efficiency holds significant importance due to the numerous offensive possessions per game. Enhancing scoring efficiency necessitates effective collaboration among players with diverse playing styles. In previous studies, basketball lineups have been analyzed, but their playing style compatibility has not been quantitatively examined. The purpose of this study is to analyze more specifically the impact of playing style compatibility on scoring efficiency, focusing only on offense. This study employs two methods to capture the playing styles of players on offense: shooting style clustering using tracking data, and offensive role clustering based on annotated playtypes and advanced statistics. For the former, interpretable hand-crafted shot features and Wasserstein distances between shooting style distributions were utilized. For the latter, soft clustering was applied to playtype data for the first time. Subsequently, based on the lineup information derived from these two clusterings, machine learning models Bayesian models that predict statistics representing scoring efficiency were trained and interpreted. These approaches provide insights into which combinations of five players tend to be effective and which combinations of two players tend to produce good effects.
CVAug 3, 2025
SoccerTrack v2: A Full-Pitch Multi-View Soccer Dataset for Game State ReconstructionAtom 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.
AIJun 20, 2025
Interpretable Low-Dimensional Modeling of Spatiotemporal Agent States for Decision Making in Football TacticsKenjiro Ide, Taiga Someya, Kohei Kawaguchi et al.
Understanding football tactics is crucial for managers and analysts. Previous research has proposed models based on spatial and kinematic equations, but these are computationally expensive. Also, Reinforcement learning approaches use player positions and velocities but lack interpretability and require large datasets. Rule-based models align with expert knowledge but have not fully considered all players' states. This study explores whether low-dimensional, rule-based models using spatiotemporal data can effectively capture football tactics. Our approach defines interpretable state variables for both the ball-holder and potential pass receivers, based on criteria that explore options like passing. Through discussions with a manager, we identified key variables representing the game state. We then used StatsBomb event data and SkillCorner tracking data from the 2023$/$24 LaLiga season to train an XGBoost model to predict pass success. The analysis revealed that the distance between the player and the ball, as well as the player's space score, were key factors in determining successful passes. Our interpretable low-dimensional modeling facilitates tactical analysis through the use of intuitive variables and provides practical value as a tool to support decision-making in football.
CVJan 16, 2025
SoccerSynth-Detection: A Synthetic Dataset for Soccer Player DetectionHaobin 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.
CVOct 16, 2025
Shot2Tactic-Caption: Multi-Scale Captioning of Badminton Videos for Tactical UnderstandingNing 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.
LGOct 12, 2025
Data-driven simulator of multi-animal behavior with unknown dynamics via offline and online reinforcement learningKeisuke 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.
AIAug 25, 2025
Evaluating Movement Initiation Timing in Ultimate Frisbee via Temporal CounterfactualsShunsuke Iwashita, Ning Ding, Keisuke Fujii
Ultimate is a sport where points are scored by passing a disc and catching it in the opposing team's end zone. In Ultimate, the player holding the disc cannot move, making field dynamics primarily driven by other players' movements. However, current literature in team sports has ignored quantitative evaluations of when players initiate such unlabeled movements in game situations. In this paper, we propose a quantitative evaluation method for movement initiation timing in Ultimate Frisbee. First, game footage was recorded using a drone camera, and players' positional data was obtained, which will be published as UltimateTrack dataset. Next, players' movement initiations were detected, and temporal counterfactual scenarios were generated by shifting the timing of movements using rule-based approaches. These scenarios were analyzed using a space evaluation metric based on soccer's pitch control reflecting the unique rules of Ultimate. By comparing the spatial evaluation values across scenarios, the difference between actual play and the most favorable counterfactual scenario was used to quantitatively assess the impact of movement timing. We validated our method and show that sequences in which the disc was actually thrown to the receiver received higher evaluation scores than the sequences without a throw. In practical verifications, the higher-skill group displays a broader distribution of time offsets from the model's optimal initiation point. These findings demonstrate that the proposed metric provides an objective means of assessing movement initiation timing, which has been difficult to quantify in unlabeled team sport plays.
CVAug 14, 2025
VIFSS: View-Invariant and Figure Skating-Specific Pose Representation Learning for Temporal Action SegmentationRyota Tanaka, Tomohiro Suzuki, Keisuke Fujii
Understanding human actions from videos plays a critical role across various domains, including sports analytics. In figure skating, accurately recognizing the type and timing of jumps a skater performs is essential for objective performance evaluation. However, this task typically requires expert-level knowledge due to the fine-grained and complex nature of jump procedures. While recent approaches have attempted to automate this task using Temporal Action Segmentation (TAS), there are two major limitations to TAS for figure skating: the annotated data is insufficient, and existing methods do not account for the inherent three-dimensional aspects and procedural structure of jump actions. In this work, we propose a new TAS framework for figure skating jumps that explicitly incorporates both the three-dimensional nature and the semantic procedure of jump movements. First, we propose a novel View-Invariant, Figure Skating-Specific pose representation learning approach (VIFSS) that combines contrastive learning as pre-training and action classification as fine-tuning. For view-invariant contrastive pre-training, we construct FS-Jump3D, the first publicly available 3D pose dataset specialized for figure skating jumps. Second, we introduce a fine-grained annotation scheme that marks the ``entry (preparation)'' and ``landing'' phases, enabling TAS models to learn the procedural structure of jumps. Extensive experiments demonstrate the effectiveness of our framework. Our method achieves over 92% F1@50 on element-level TAS, which requires recognizing both jump types and rotation levels. Furthermore, we show that view-invariant contrastive pre-training is particularly effective when fine-tuning data is limited, highlighting the practicality of our approach in real-world scenarios.
AIMay 22, 2025
Velocity Completion Task and Method for Event-based Player Positional Data in SoccerRikuhei 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.
CVMar 18, 2025
SoccerSynth Field: enhancing field detection with synthetic data from virtual soccer simulatorHaoBin Qin, Jiale Fang, Keisuke Fujii
Field detection in team sports is an essential task in sports video analysis. However, collecting large-scale and diverse real-world datasets for training detection models is often cost and time-consuming. Synthetic datasets, which allow controlled variability in lighting, textures, and camera angles, will be a promising alternative for addressing these problems. This study addresses the challenges of high costs and difficulties in collecting real-world datasets by investigating the effectiveness of pretraining models using synthetic datasets. In this paper, we propose the effectiveness of using a synthetic dataset (SoccerSynth-Field) for soccer field detection. A synthetic soccer field dataset was created to pretrain models, and the performance of these models was compared with models trained on real-world datasets. The results demonstrate that models pretrained on the synthetic dataset exhibit superior performance in detecting soccer fields. This highlights the effectiveness of synthetic data in enhancing model robustness and accuracy, offering a cost-effective and scalable solution for advancing detection tasks in sports field detection.
CVJun 28, 2024
Basketball-SORT: An Association Method for Complex Multi-object Occlusion Problems in Basketball Multi-object TrackingQingrui 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.
LGJun 13, 2024
Mathematical models for off-ball scoring prediction in basketballRikako Kono, Keisuke Fujii
In professional basketball, the accurate prediction of scoring opportunities based on strategic decision-making is crucial for spatial and player evaluations. However, traditional models often face challenges in accounting for the complexities of off-ball movements, which are essential for comprehensive performance evaluations. In this study, we propose two mathematical models to predict off-ball scoring opportunities in basketball, considering pass-to-score and dribble-to-score sequences: the Ball Movement for Off-ball Scoring (BMOS) and the Ball Intercept and Movement for Off-ball Scoring (BIMOS) models. The BMOS model adapts principles from the Off-Ball Scoring Opportunities (OBSO) model, originally designed for soccer, to basketball, whereas the BIMOS model also incorporates the likelihood of interception during ball movements. We evaluated these models using player tracking data from 630 NBA games in the 2015-2016 regular season, demonstrating that the BIMOS model outperforms the BMOS model in terms of team scoring prediction accuracy, while also highlighting its potential for further development. Overall, the BIMOS model provides valuable insights for tactical analysis and player evaluation in basketball.
AIMay 29, 2023
Action valuation of on- and off-ball soccer players based on multi-agent deep reinforcement learningHiroshi 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.
AIMay 22, 2023
Adaptive action supervision in reinforcement learning from real-world multi-agent demonstrationsKeisuke Fujii, Kazushi Tsutsui, Atom Scott et al.
Modeling of real-world biological multi-agents is a fundamental problem in various scientific and engineering fields. Reinforcement learning (RL) is a powerful framework to generate flexible and diverse behaviors in cyberspace; however, when modeling real-world biological multi-agents, there is a domain gap between behaviors in the source (i.e., real-world data) and the target (i.e., cyberspace for RL), and the source environment parameters are usually unknown. In this paper, we propose a method for adaptive action supervision in RL from real-world demonstrations in multi-agent scenarios. We adopt an approach that combines RL and supervised learning by selecting actions of demonstrations in RL based on the minimum distance of dynamic time warping for utilizing the information of the unknown source dynamics. This approach can be easily applied to many existing neural network architectures and provide us with an RL model balanced between reproducibility as imitation and generalization ability to obtain rewards in cyberspace. In the experiments, using chase-and-escape and football tasks with the different dynamics between the unknown source and target environments, we show that our approach achieved a balance between the reproducibility and the generalization ability compared with the baselines. In particular, we used the tracking data of professional football players as expert demonstrations in football and show successful performances despite the larger gap between behaviors in the source and target environments than the chase-and-escape task.
QUANT-PHFeb 9, 2022
Parametric t-Stochastic Neighbor Embedding With Quantum Neural NetworkYoshiaki Kawase, Kosuke Mitarai, Keisuke Fujii
t-Stochastic Neighbor Embedding (t-SNE) is a non-parametric data visualization method in classical machine learning. It maps the data from the high-dimensional space into a low-dimensional space, especially a two-dimensional plane, while maintaining the relationship, or similarities, between the surrounding points. In t-SNE, the initial position of the low-dimensional data is randomly determined, and the visualization is achieved by moving the low-dimensional data to minimize a cost function. Its variant called parametric t-SNE uses neural networks for this mapping. In this paper, we propose to use quantum neural networks for parametric t-SNE to reflect the characteristics of high-dimensional quantum data on low-dimensional data. We use fidelity-based metrics instead of Euclidean distance in calculating high-dimensional data similarity. We visualize both classical (Iris dataset) and quantum (time-depending Hamiltonian dynamics) data for classification tasks. Since this method allows us to represent a quantum dataset in a higher dimensional Hilbert space by a quantum dataset in a lower dimension while keeping their similarity, the proposed method can also be used to compress quantum data for further quantum machine learning.