cvpr cvpr2013 cvpr2013-356 knowledge-graph by maker-knowledge-mining

356 cvpr-2013-Representing and Discovering Adversarial Team Behaviors Using Player Roles


Source: pdf

Author: Patrick Lucey, Alina Bialkowski, Peter Carr, Stuart Morgan, Iain Matthews, Yaser Sheikh

Abstract: In this paper, we describe a method to represent and discover adversarial group behavior in a continuous domain. In comparison to other types of behavior, adversarial behavior is heavily structured as the location of a player (or agent) is dependent both on their teammates and adversaries, in addition to the tactics or strategies of the team. We present a method which can exploit this relationship through the use of a spatiotemporal basis model. As players constantly change roles during a match, we show that employing a “role-based” representation instead of one based on player “identity” can best exploit the playing structure. As vision-based systems currently do not provide perfect detection/tracking (e.g. missed or false detections), we show that our compact representation can effectively “denoise ” erroneous detections as well as enabling temporal analysis, which was previously prohibitive due to the dimensionality of the signal. To evaluate our approach, we used a fully instrumented field-hockey pitch with 8 fixed highdefinition (HD) cameras and evaluated our approach on approximately 200,000 frames of data from a state-of-the- art real-time player detector and compare it to manually labelled data.

Reference: text


Summary: the most important sentenses genereted by tfidf model

sentIndex sentText sentNum sentScore

1 In comparison to other types of behavior, adversarial behavior is heavily structured as the location of a player (or agent) is dependent both on their teammates and adversaries, in addition to the tactics or strategies of the team. [sent-11, score-0.767]

2 As players constantly change roles during a match, we show that employing a “role-based” representation instead of one based on player “identity” can best exploit the playing structure. [sent-13, score-1.126]

3 missed or false detections), we show that our compact representation can effectively “denoise ” erroneous detections as well as enabling temporal analysis, which was previously prohibitive due to the dimensionality of the signal. [sent-16, score-0.237]

4 To evaluate our approach, we used a fully instrumented field-hockey pitch with 8 fixed highdefinition (HD) cameras and evaluated our approach on approximately 200,000 frames of data from a state-of-the- art real-time player detector and compare it to manually labelled data. [sent-17, score-0.636]

5 In the former case, each individual pursues an individual goal on their own schedule; in the latter, the teams engage in adversarial goal-seeking usually under the synchronized direction of a captain or a coach. [sent-25, score-0.298]

6 We can identify a player by their name or number (e. [sent-27, score-0.514]

7 , using player identity (1, 2, and 3) the two snapshots will look different as the players have swapped positions. [sent-33, score-0.968]

8 emergent patterns of play is critical to understanding the evolving game for fans, players, coaches, and broadcasters (including commentators, camera operators, producers, and game statisticians). [sent-35, score-0.291]

9 The behavior of a team may be described by how its members cooperate and contribute in a particular situation. [sent-36, score-0.446]

10 In team sports, the overall style of a team can be characterized by a formation: a coarse spatial structure which the players maintain over the course of the match. [sent-37, score-1.208]

11 Additionally, player movements are governed by physical limits, such as acceleration, which makes trajectories smooth over time. [sent-38, score-0.538]

12 These two observations suggest significant correlation (and therefore redundancy) in the spatiotemporal signal of player movement data. [sent-39, score-0.64]

13 A core contribution of this work is to recover a low-dimensional approximation for a time series of player locations. [sent-40, score-0.514]

14 The compact representation is critical for understanding team behavior. [sent-41, score-0.457]

15 222777000644 A key insight of this work is that even perfect tracking data is not sufficient for understanding team behavior. [sent-44, score-0.43]

16 A formation implicitly defines a set of roles or individual responsibilities which are then distributed amongst the players by the captain or coach. [sent-45, score-0.828]

17 In dynamic games like soccer or field hockey, it may be opportunistic for players to swap roles (either temporarily or permanently). [sent-46, score-0.735]

18 As a result, when analyzing the strategy of a particular game situation, players are typically identified by the role they are currently playing and not necessarily by an individualistic attribute like name (e. [sent-47, score-0.668]

19 Identifying formations and plays quickly from a large repository could enhance sports commentary by highlighting recurrent team strategies and long term trends in a sport. [sent-51, score-0.739]

20 We demonstrate our ideas on approximately 200k frames of data acquired from a state-of-the-art realtime player detector [10] and compare it to manually labelled data. [sent-54, score-0.66]

21 In the initial work by Intille and Bobick [14], they recognized a single football play, using a Bayesian network to model the interactions between the players trajectories. [sent-66, score-0.433]

22 [16] used the global motion of all players in a soccer match to predict where the play will evolve in the short-term. [sent-73, score-0.503]

23 [7] proposed a system which aims to track player and ball positions via a vision system for the use of automatic analysis of soccer matches. [sent-75, score-0.554]

24 [24] used trajectories of player movement to recognize three types of team offensive patterns. [sent-77, score-1.014]

25 [13] also used player trajectories to recognize low-level team activities using a hierarchical parallel semi-Markov model. [sent-80, score-1.001]

26 t4omr [ ×105] generated a series O of observations where each observation ecroantesidst ead s oerfi an O(x, oyf) ground tlioocnasti wonh,e a timestamp etr,v aantido a team affiliation estimate τ ∈ {α, β}. [sent-88, score-0.439]

27 Amt a any given etsitmime aitnest τan ∈t t, αth,eβ set of detected player locations Ot = {xA, yA, xB , yB , . [sent-89, score-0.544]

28 equal to the number of players P because some players may not have been detected and/or background clutter may have been incorrectly classified as a player. [sent-97, score-0.792]

29 Typically, the goal is to track all 2P players over the duration of the match. [sent-98, score-0.396]

30 In field hockey, that corresponds to 20 players (P = 10 per team ignoring goalkeepers) and two 35 minute long halves. [sent-99, score-0.825]

31 The task of tracking all players across time is equivalent to generating a vector of ordered player yP]T locations ptτ = [x1, y1, x2, y2, . [sent-100, score-0.94]

32 , xP, for each team τ from the noisy detections Ot at each time instant. [sent-103, score-0.577]

33 The particular ordering oetfe players Ois arbitrary, but must be consistent across time. [sent-104, score-0.429]

34 Therefore, we will refer to ptτ as a static labeling of player locations. [sent-105, score-0.514]

35 It is important to point out that 1These works only capture a portion of the field, making group analysis difficult as all active players are rarely present in the all frames. [sent-106, score-0.432]

36 222777000755 switch roles and responsibilities on occasion, for example, the left halfback LH overlaps with the inside left IL to exploit a possible opportunity. [sent-107, score-0.261]

37 We manually labelled player location, identity and role at each frame for parts of four games from an international fieldhockey tournament. [sent-110, score-0.834]

38 If a player was not detected, an algorithm pwlyil a s soumbseehto owf Ohave to infer the (x, y) location of the unseen player based on spatiotemporal correlations. [sent-112, score-1.125]

39 We focus on generic team behaviors and assume any observed arrangement of players from team α could also have been observed for players from team β. [sent-113, score-2.037]

40 For any given vector of player locations ptτ, there is an equivalent complement ? [sent-115, score-0.544]

41 pτt from rotating all (x, y) locations about the center of the field and swapping the associated team affiliations. [sent-116, score-0.485]

42 Formations and Roles In the majority of team sports, the coach or captain designates an overall structure or system of play for a team. [sent-119, score-0.523]

43 In field hockey, the structure is described as a formation involving roles or individual responsibilities (see Fig. [sent-120, score-0.405]

44 For instance, the 5:3:2 formation defines a set ofroles R = {left ibnasctkan (cLeB,) t,h right 2bafockrm m(RatBi)o,n ledfetf nhaelsfbaascekt o(LfrHo),l sceRnte =r {hlaelfftback (CH), right halfback (RH), inside left (IL), inside right (IR), left wing (LW), center forward (CF), right wing (RW)}. [sent-122, score-0.285]

45 Each player is assigned exactly one role, and every role) }is. [sent-123, score-0.514]

46 × During a match, players may swap roles and temporarily adopt the responsibilities of another player. [sent-126, score-0.686]

47 Mathematically, assigning roles is equivalent to permuting the player ordering ptτ. [sent-127, score-0.708]

48 d Wesec driebfeisn eth ae players pienr tmeurmtast oofn ro mlaestr rtτ rtτ = xtτptτ (1) By definition, each element xtτ (i, j) is a binary variable, and every column and row in xtτ must sum to one. [sent-129, score-0.396]

49 If xtτ (i, j) = 1then player iis assigned role j. [sent-130, score-0.625]

50 ptτ, we refer to rtτ as a dynamic labeling of player locations. [sent-133, score-0.514]

51 Because the spatial relationships of a formation are defined in terms of roles (and not individualistic attributes like name) and players swap roles during the game, we expect the spatiotemporal patterns in {rτ1, r2τ, . [sent-134, score-1.037]

52 As a result, position data rtτ expressed relative to the mean (x, y) location of the team should be even more compressible. [sent-143, score-0.406]

53 To test these conjectures, we manually tracked all players over 25000 time-steps (which equates to 8 25000 = 200, 000 frames across 8 cameras), aeqnud aateskse tod a f×iel2d5 hockey expert t0o f assign a rcorleoss sto 8 t chaem player locations in each frame. [sent-144, score-1.055]

54 For brevity, we explain the analysis in terms of roles rtτ since the original player ordering ptτ is just a special non-permuted case xtτ = I. [sent-146, score-0.708]

55 Incorporating Adversarial Behavior A player’s movements are correlated not only to teammates but to opposition players as well. [sent-178, score-0.452]

56 Therefore, we anticipate that player location data can be further compressed 222777000866 FigureCH4RLB. [sent-179, score-0.514]

57 if the locations of players on teams A and B are concatenated into a single vector rtAB = [rtA, rtB]T. [sent-181, score-0.524]

58 In Figure 4, we show the mean formations for the identity and role representation. [sent-182, score-0.319]

59 We can see that the role representation has a more uniform spread between the players, while the identity representation has a more crowded shape, which highlights the constant swapping of roles during a match. [sent-183, score-0.41]

60 In terms of compressibility, Table 2 shows that using an adversarial representation gains better compressibility for both cases, and that using both a role and adversarial representation yields the most compressibility. [sent-184, score-0.568]

61 [4], presented a bilinear spatiotemporal basis model which captures and exploits the dependencies across both the spatial and temporal dimensions in an efficient and elegant manner, which can be applied to our problem domain. [sent-189, score-0.309]

62 Given we have P players per team, we can form our role-based adversarial representation, x, as a spatiotemporal structure S, given 2P total players sampled at F time instances as SF×2P=⎣⎢⎡x . [sent-190, score-1.039]

63 One way to exploit the regularity in spatiotemporal data is to represent the 2D formation or shape at each time instance as a linear combination of a small number of shape? [sent-197, score-0.278]

64 This equation d Kescribes the bilinear spatiotemporal basis, which contains both shape and trajectory bases linked together by a common set of coefficients. [sent-213, score-0.266]

65 Plot showing the mean reconstruction error of the test data as the number of temporal basis (Kt) and spatial basis (Ks) vary for 5 second plays (i. [sent-224, score-0.28]

66 We magnified the plot to only show the first 10 temporal basis to highlight that only only Kt = 3 is required to represent coarse player motion. [sent-227, score-0.638]

67 We now address the problem of automatically assigning roles to an arbitrary ordering of player locations ptτ. [sent-230, score-0.738]

68 Assuming a suitably similar vector rτ of player locations in role order exists, we define the optimal assignment of roles as the permutation matrix xtτ? [sent-231, score-0.912]

69 Using the mean formation (see Figure 4) is a reasonable initialization as the team should maintain that basic formation in most circumstances. [sent-243, score-0.714]

70 To incorporate these semantics, we used a codebook of formations which consists of every formation within our training set. [sent-245, score-0.304]

71 In terms of assignment performance on the test set, this approach works very well compared to using the mean formation for both the identity and role labels as can be seen in Table 3. [sent-256, score-0.392]

72 222777001088 tion results in terms of 3D geometry, where players are coarsely modeled as cylinders. [sent-262, score-0.396]

73 Based on these detections, we assign player role for each team. [sent-263, score-0.625]

74 To evaluate our approach, we employed a real-time state-of-the-art player detector [10] that detects player positions at 30fps by interpreting background subtraction results based on the coarse 3D geometry of a person (Figure 7). [sent-272, score-1.052]

75 Once the locations of all players were determined, we classified the players into their respective teams using a color model for each team. [sent-273, score-0.92]

76 Each player image was represented as a histogram in LAB color space and K-means clustering using the Bhattacharyya distance was performed to learn a generalized model for each team and camera. [sent-274, score-0.92]

77 The precision and recall rates for the detector and the team affiliation are given in the left side of Table 4. [sent-275, score-0.463]

78 In this work, we consider a detection to be made if a player was was within two meters of a ground-truth label. [sent-276, score-0.514]

79 the part of the field most of the players are located). [sent-281, score-0.419]

80 As the centroids of both the clean (solid) and noisy (dashed) of both teams (blue=team1, red=team2) are roughly equivalent, we learn a mapping matrix using linear regression to find a formation from the training set which can best describe the noisy test formation. [sent-285, score-0.367]

81 Using this assumption, we can obtain a reasonable prototypical formation to make our player assignments. [sent-289, score-0.668]

82 To counter this, we employed an “exhaustive” approach, where if we have fewer detections than the number of players in the prototype, we find all the possible combinations that the labels could be assigned then use the combination which yielded the lowest cost from the assignments made. [sent-292, score-0.577]

83 Conversely, if we had more detections than the number of players, we find all the possible combinations that the detections could be and then use the combination of detections which had the lowest cost. [sent-293, score-0.439]

84 Given our noisy detections (black), using our bilinear model we can estimate the trajectory of each player over time. [sent-319, score-0.854]

85 However, sometimes we get false positives which means that even though we may get 10 detections for a team we may only have 7 or 8 valid candidates. [sent-329, score-0.535]

86 Denoising the Detections While our precision and recall rates from the detector are relatively high, to do useful analysis we need a continuous estimate of the player label at each time step to do formation and play analysis. [sent-334, score-0.759]

87 Given the spatial bases, the bilinear coefficients and an initial estimate of the player labels, we can use an Expectation Maximization (EM) algorithm to denoise the detections. [sent-336, score-0.645]

88 As the recall rate of the denoised data is 100%, we are interested to see how precise our method is in inferring player position based on their label. [sent-341, score-0.587]

89 Precision accuracy vs the distance threshold from ground-truth for: (left) the overall detections, (right) the detections based on team affiliation. [sent-349, score-0.535]

90 precision rate for the detections and the denoised detections against a distance threshold - that is, the minimum distance a player had to be to ground-truth to be recognized as a correct detection). [sent-351, score-0.845]

91 As can be seen from these figures, the detections from the player detector are very accurate and do not vary with respect to the error threshold (i. [sent-353, score-0.667]

92 it either detects a player very precisely or not at all). [sent-355, score-0.514]

93 Formation and Play Analysis To check the usefulness of our cleaned-up signal, we conducted cluster analysis on both static formations and dynamic plays to see whether we could replicate what could achieve with manually labelled data. [sent-359, score-0.33]

94 From the figure it can be seen that despite small differences, we go close to replicating what we get from manually labelled data formations 1 correspond and 3 and 2 are reversed. [sent-364, score-0.248]

95 The x’s and the o’s refer the position of the player at the end of the 10 second play. [sent-373, score-0.514]

96 Summary and Future Work In this paper, we presented a representation which utilized player role labels to exploit the heavy spatiotemporal correlations that exist within adversarial domains. [sent-375, score-0.899]

97 As this representation is highly correlated in both space and time, we showed that a spatiotemporal bilinear basis model can leverage this trait to compress the incoming signal by up to two orders of magnitude without much loss of information. [sent-376, score-0.315]

98 Our final contribution of this paper was the use of the bilinear model to effectively clean up noisy player detections from a state-of-the-art detector, which enables analysis of static formations as well as temporal plays. [sent-377, score-1.004]

99 The implications of this work are important, as having the ability to identify formations and plays from a large repository realtime commentary can enhance in sports by helping highlight recur- rent team strategies and long-term trends. [sent-379, score-0.763]

100 The process of post-game play annotations , which coaches and their teams spend hours performing manually could be automated. [sent-380, score-0.248]


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