{"title":"Cooperative play classification in team sports via semi-supervised learning","authors":"Z. Ziyi, K. Takeda, Keisuke Fujii","doi":"10.2478/ijcss-2022-0006","DOIUrl":null,"url":null,"abstract":"Abstract Classifying multi-agent cooperative behavior is a fundamental problem in various scientific and engineering domains. In team sports, many cooperative plays can be manually labelled by experts. However, it requires high labour costs and a large amount of unlabelled data is not utilised. This paper examines semi-supervised learning methods for the classification of strategic cooperative plays (called screen plays) in basketball using a smaller labelled dataset and a larger unlabelled dataset. We compared the classification performance of two basic semi-supervised learning methods: self-training and label-propagation. Results show that the classification performance of the semi-supervised learning approaches improved upon the conventional supervised approach (SVM: support vector machine) for minor types of screen-plays (flare, pin, back, cross, and hand-off screen). For the feature importance, we found that self-training obtained similar or higher Sharpley values than SVM. Our approach has the potential to reduce manual labelling costs for detecting various cooperative behaviors.","PeriodicalId":38466,"journal":{"name":"International Journal of Computer Science in Sport","volume":"21 1","pages":"111 - 121"},"PeriodicalIF":0.0000,"publicationDate":"2022-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"2","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"International Journal of Computer Science in Sport","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.2478/ijcss-2022-0006","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"Computer Science","Score":null,"Total":0}
引用次数: 2
Abstract
Abstract Classifying multi-agent cooperative behavior is a fundamental problem in various scientific and engineering domains. In team sports, many cooperative plays can be manually labelled by experts. However, it requires high labour costs and a large amount of unlabelled data is not utilised. This paper examines semi-supervised learning methods for the classification of strategic cooperative plays (called screen plays) in basketball using a smaller labelled dataset and a larger unlabelled dataset. We compared the classification performance of two basic semi-supervised learning methods: self-training and label-propagation. Results show that the classification performance of the semi-supervised learning approaches improved upon the conventional supervised approach (SVM: support vector machine) for minor types of screen-plays (flare, pin, back, cross, and hand-off screen). For the feature importance, we found that self-training obtained similar or higher Sharpley values than SVM. Our approach has the potential to reduce manual labelling costs for detecting various cooperative behaviors.