An optimized deep learning approach for detection and classification of player actions in football game

IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS
K. Kausalya , Kanaga Suba Raja S , S. Sudha
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引用次数: 0

Abstract

Player position detection and movement prediction is a hot research topic in sports. In this research work, the detection of players and classification of actions are performed using deep learning algorithms You Only Look Once (YOLO-V5) and Mayfly optimized deep neural network. The major contribution of this work is YOLO-V5, MixNet Convolutional Neural Network (MixNetCNN), and the mayfly optimization algorithm is applied for new domains like player actions in football games to show these techniques’ innovative performance. Here, the YOLOv5 (version 6.1) is used to accurately detect and classify the actions in football games. MixNet CNN is utilized to resolve the overfitting issue while classifying the actions of the football players. The mayfly optimization algorithm is utilized for optimizing the Boltzmann machine weights and parameters of classifiers helps to resolve the local optima issues. Experimentations on our dataset provide better prediction performance for recall, precision, f1-score, and mean average precision (mAP) metrics. The precision obtained by the proposed model is the maximum for all classes when the confidence score is 0.911. Comparative analysis with the existing approaches validates the better performance of the proposed detection and classification model.
一种用于足球比赛中球员动作检测和分类的优化深度学习方法
运动员位置检测与运动预测是体育领域的研究热点。在这项研究工作中,使用深度学习算法You Only Look Once (YOLO-V5)和Mayfly优化的深度神经网络来检测玩家和动作分类。这项工作的主要贡献是YOLO-V5, MixNet卷积神经网络(MixNetCNN),并将mayfly优化算法应用于足球游戏中的球员动作等新领域,以展示这些技术的创新性能。这里,YOLOv5(版本6.1)用于准确检测和分类足球游戏中的动作。在对足球运动员的动作进行分类时,使用MixNet CNN来解决过拟合问题。利用蜉蝣优化算法对波尔兹曼机权值进行优化,分类器参数有助于解决局部最优问题。在我们的数据集上进行的实验为召回率、精度、f1-score和平均平均精度(mAP)指标提供了更好的预测性能。当置信分数为0.911时,所提模型对所有类别的精度达到最大值。通过与现有方法的对比分析,验证了所提出的检测和分类模型具有较好的性能。
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来源期刊
Entertainment Computing
Entertainment Computing Computer Science-Human-Computer Interaction
CiteScore
5.90
自引率
7.10%
发文量
66
期刊介绍: Entertainment Computing publishes original, peer-reviewed research articles and serves as a forum for stimulating and disseminating innovative research ideas, emerging technologies, empirical investigations, state-of-the-art methods and tools in all aspects of digital entertainment, new media, entertainment computing, gaming, robotics, toys and applications among researchers, engineers, social scientists, artists and practitioners. Theoretical, technical, empirical, survey articles and case studies are all appropriate to the journal.
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