SoccerNet 2023 Challenges ResultsAnthony Cioppa, Silvio Giancola, Vladimir Somers et al. · pku
The SoccerNet 2023 challenges were the third annual video understanding challenges organized by the SoccerNet team. For this third edition, the challenges were composed of seven vision-based tasks split into three main themes. The first theme, broadcast video understanding, is composed of three high-level tasks related to describing events occurring in the video broadcasts: (1) action spotting, focusing on retrieving all timestamps related to global actions in soccer, (2) ball action spotting, focusing on retrieving all timestamps related to the soccer ball change of state, and (3) dense video captioning, focusing on describing the broadcast with natural language and anchored timestamps. The second theme, field understanding, relates to the single task of (4) camera calibration, focusing on retrieving the intrinsic and extrinsic camera parameters from images. The third and last theme, player understanding, is composed of three low-level tasks related to extracting information about the players: (5) re-identification, focusing on retrieving the same players across multiple views, (6) multiple object tracking, focusing on tracking players and the ball through unedited video streams, and (7) jersey number recognition, focusing on recognizing the jersey number of players from tracklets. Compared to the previous editions of the SoccerNet challenges, tasks (2-3-7) are novel, including new annotations and data, task (4) was enhanced with more data and annotations, and task (6) now focuses on end-to-end approaches. More information on the tasks, challenges, and leaderboards are available on https://www.soccer-net.org. Baselines and development kits can be found on https://github.com/SoccerNet.
SoccerNet 2022 Challenges ResultsSilvio Giancola, Anthony Cioppa, Adrien Deliège et al.
The SoccerNet 2022 challenges were the second annual video understanding challenges organized by the SoccerNet team. In 2022, the challenges were composed of 6 vision-based tasks: (1) action spotting, focusing on retrieving action timestamps in long untrimmed videos, (2) replay grounding, focusing on retrieving the live moment of an action shown in a replay, (3) pitch localization, focusing on detecting line and goal part elements, (4) camera calibration, dedicated to retrieving the intrinsic and extrinsic camera parameters, (5) player re-identification, focusing on retrieving the same players across multiple views, and (6) multiple object tracking, focusing on tracking players and the ball through unedited video streams. Compared to last year's challenges, tasks (1-2) had their evaluation metrics redefined to consider tighter temporal accuracies, and tasks (3-6) were novel, including their underlying data and annotations. More information on the tasks, challenges and leaderboards are available on https://www.soccer-net.org. Baselines and development kits are available on https://github.com/SoccerNet.
SoccerNet Game State Reconstruction: End-to-End Athlete Tracking and Identification on a MinimapVladimir Somers, Victor Joos, Anthony Cioppa et al.
Tracking and identifying athletes on the pitch holds a central role in collecting essential insights from the game, such as estimating the total distance covered by players or understanding team tactics. This tracking and identification process is crucial for reconstructing the game state, defined by the athletes' positions and identities on a 2D top-view of the pitch, (i.e. a minimap). However, reconstructing the game state from videos captured by a single camera is challenging. It requires understanding the position of the athletes and the viewpoint of the camera to localize and identify players within the field. In this work, we formalize the task of Game State Reconstruction and introduce SoccerNet-GSR, a novel Game State Reconstruction dataset focusing on football videos. SoccerNet-GSR is composed of 200 video sequences of 30 seconds, annotated with 9.37 million line points for pitch localization and camera calibration, as well as over 2.36 million athlete positions on the pitch with their respective role, team, and jersey number. Furthermore, we introduce GS-HOTA, a novel metric to evaluate game state reconstruction methods. Finally, we propose and release an end-to-end baseline for game state reconstruction, bootstrapping the research on this task. Our experiments show that GSR is a challenging novel task, which opens the field for future research. Our dataset and codebase are publicly available at https://github.com/SoccerNet/sn-gamestate.
8.0SEMar 17, 2024
Bridging Expert Knowledge with Deep Learning Techniques for Just-In-Time Defect PredictionXin Zhou, DongGyun Han, David Lo
Just-In-Time (JIT) defect prediction aims to automatically predict whether a commit is defective or not, and has been widely studied in recent years. In general, most studies can be classified into two categories: 1) simple models using traditional machine learning classifiers with hand-crafted features, and 2) complex models using deep learning techniques to automatically extract features from commit contents. Hand-crafted features used by simple models are based on expert knowledge but may not fully represent the semantic meaning of the commits. On the other hand, deep learning-based features used by complex models represent the semantic meaning of commits but may not reflect useful expert knowledge. Simple models and complex models seem complementary to each other to some extent. To utilize the advantages of both simple and complex models, we propose a model fusion framework that adopts both early fusions on the feature level and late fusions on the decision level. We propose SimCom++ by adopting the best early and late fusion strategies. The experimental results show that SimCom++ can significantly outperform the baselines by 5.7--26.9\%. In addition, our experimental results confirm that the simple model and complex model are complementary to each other.
3.4LGDec 30, 2019
Searching for Stage-wise Neural Graphs In the LimitXin Zhou, Dejing Dou, Boyang Li
Search space is a key consideration for neural architecture search. Recently, Xie et al. (2019) found that randomly generated networks from the same distribution perform similarly, which suggests we should search for random graph distributions instead of graphs. We propose graphon as a new search space. A graphon is the limit of Cauchy sequence of graphs and a scale-free probabilistic distribution, from which graphs of different number of nodes can be drawn. By utilizing properties of the graphon space and the associated cut-distance metric, we develop theoretically motivated techniques that search for and scale up small-capacity stage-wise graphs found on small datasets to large-capacity graphs that can handle ImageNet. The scaled stage-wise graphs outperform DenseNet and randomly wired Watts-Strogatz networks, indicating the benefits of graphon theory in NAS applications.