can be collected in the context of team handball.
Then, it will be shown, how the specific problem of
automated tactics recognition can be mapped onto a
well-known use of deep learning approaches.
However, as being a position paper, specific results
will not be presented, nor there will be a prove that
the approach actually leads to a sufficient recognition
rate. That will be part of subsequent publications.
2 BASICS
Basically, a team is a set of players with individual
IDs (sometimes also called player numbers). Active
players are differentiated from (temporarily) inactive
players who are not allowed to interfere with active
players or the game. The set of active players is
usually called a line-up. When being part of a line-up,
a player has usually an associated position or role in
the line-up. However, this role of a player can change
arbitrarily in some sports (e.g. this is the case for team
handball).
2.1 Location and Moves of an Active
Player
A team move, or a group move consists of the moves
of multiple involved active players. A move of a
single active player can be defined as the change of
his or her position on the field over time. For team
handball we have a given field geometry of 40 x 20
m which we discretize in squares of 25 x 25 cm which
is a sufficient geometrical resolution for human
moves in this case, because it can be excluded that
two players will be in the very same square at the
same time.
Based on this discretization of the field, the
location of an active player can be expressed as a pair
of integer coordinates, identifying the square in which
the player’s centre of gravity is currently located.
Since a move is a change of the location over time,
we need to define a discretization of time as well.
Theoretically, the maximum speed of humans can be
used to calculate the maximum frequency of
locations. Assuming a maximum human speed of 15
m/s and the geometric resolution of 0,25 m, we need
a maximum frequency of 60 Hz to be able to resolve
with the given level of detail. However, this is just the
maximum frequency which will allow to detect every
square that was “involved” in a player’s move. If we
have a lower frequency, for whatever reason, we
might not be able to identify all squares a player has
been in while moving from one square to another. In
that case the lower frequency is depicted on the 60 Hz
frequency resolution by linear interpolation between
the measured locations.
2.2 Approaches to Track Players
The concept described in this paper does not depend
on a specific method to detect and track the location
of players on the field. However, three approaches
have been investigated in the context of a proof of
concept. All three approaches are suited to generate
the data needed for the automated detection of team
tactics.
2.2.1 Indoor-Positioning-based Approaches
Roughly, Indoor Positioning Systems (IPS) are based
on the same concept as Global Positioning Systems
(GPS) (Curran et al., 2011). While in case of GPS a
receiver receives signals from multiple senders and
calculates the differences in time the signals needed
from the different senders to reach the receiver, IPS
systems usually reverse that approach. A single
sender sends a signal to multiple receivers and the
receiver side calculates the time differences. Thus, the
system can derive the position of the sender relative
to the receivers. A current transmission technology
for the signal exchange is ultra-wide band (UWB), as
for instance used by the solutions of Kinexon
(Kinexon, 2017), Catapult Sports (Catapult Sports,
2018), and other system vendors
All of the IPSs have the needed location accuracy
for team handball but they differ significantly in their
measuring rate ranging from 10 Hz (Catapult Sports,
2018) up to 200 Hz (von der Gruen, 2013). All the
systems come with an annual cost of more than
100.000 EUR per year which is usually not affordable
by most sports except for some (like soccer in
Germany or football in the USA). Furthermore, the
active sensors need to be attached to the players and
they still have a size, which does not allow them to be
used in sports where players do not wear protectors
(as for instance team handball). Finally, if the position
of the ball needs to be tracked as well, the ball needs
to be equipped with a sender. Hence, ball vendors
would need to agree on a sender technology standard
for a certain type of balls.
2.2.2 Video-based Approaches
Solely video-based approaches have usually two
advantages: The players do not need to wear any
sensors and they are usually significantly cheaper
than IPS based solutions (PlayGineering Systems,
2018). However, they have problems to keep track of
the identity of players if it comes to “crowds”. To
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