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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Predicting the Outcome of ODI Cricket Matches: A Team Composition Based Approach</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Gachibowli</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Hyderabad</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>India</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>madangopal.jhanwar@research.iiit.ac.in</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>vikram@iiit.ac.in} http://www.iiit.ac.in</string-name>
        </contrib>
      </contrib-group>
      <abstract>
        <p>With the advent of statistical modeling in sports, predicting the outcome of a game has been established as a fundamental problem. Cricket is one of the most popular team games in the world. With this article, we embark on predicting the outcome of a One Day International (ODI) cricket match using a supervised learning approach from a team composition perspective. Our work suggests that the relative team strength between the competing teams forms a distinctive feature for predicting the winner. Modeling the team strength boils down to modeling individual player's batting and bowling performances, forming the basis of our approach. We use career statistics as well as the recent performances of a player to model him. Player independent factors have also been considered in order to predict the outcome of a match. We show that the k-Nearest Neighbor (kNN) algorithm yields better results as compared to other classi ers.</p>
      </abstract>
      <kwd-group>
        <kwd>Modeling Players</kwd>
        <kwd>Modeling Teams</kwd>
        <kwd>Winner Prediction</kwd>
        <kwd>Supervised Learning</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>Statistical modeling has been used in sports since decades and has contributed
signi cantly to the success on eld. Cricket is one of the most popular sports
in the world, second only to soccer. Various natural factors a ecting the game,
enormous media coverage, and a huge betting market have given strong
incentives to model the game from various perspectives. However, the complex rules
governing the game, the ability of players and their performances on a given day,
and various other natural parameters play an integral role in a ecting the nal
outcome of a cricket match. This presents signi cant challenges in predicting the
accurate results of a game.</p>
      <p>The game of cricket is played in three formats - Test Matches, ODIs and
T20s. We focus our research on ODIs, the most popular format of the game. To
predict the outcome of ODI cricket matches, we propose an approach where we
rst estimate the batting and bowling potentials of the 22 players playing the
match using their career statistics and active participation in recent games. We
use these player potentials to render the relative dominance one team has over
the other. Taking two other base features into account, namely, toss decision
and the venue of the match, along with the relative team strength, we adopt
supervised learning algorithms to predict the winner of the match.</p>
      <p>The major contributions of our paper are as follows:
{ We propose novel methods to model batsmen, bowlers and teams, using
various career statistics and recent performances of the players.
{ To predict the winner of ODI cricket matches, we propose a novel dynamic
approach to re ect the changes in player combinations.
2</p>
    </sec>
    <sec id="sec-2">
      <title>Related Work</title>
      <p>
        In literature, Duckworth and Lewis proposed a solution, called the D/L method
[
        <xref ref-type="bibr" rid="ref1">1</xref>
        ], to reset targets in rain interrupted matches which was adopted by the
International Cricket Council (ICC) in 1998. Further, the use of Duckworth-Lewis
resources to assess players performances has been studied in [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ], [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] and [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ].
Optimal batting orders are discussed in [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] and [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. The methods of graphical
representation to compare players are presented in [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ], [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ], and [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]. [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]
considers the strength of opponent team, along with other factors, in modeling the
performance of batsmen and bowlers. However, like in any sport, winning is
the ultimate goal in cricket. [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ] takes into account various factors a ecting the
game including home team advantage, day/night e ect and toss, etc., and uses
the Bayesian classi er to predict the outcome of the match. [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ] uses a
combination of linear regression and nearest-neighbor clustering algorithms to predict
the outcome of a match. They take into account both historical data as well as
instantaneous state of a match while the game is still in progress. [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ] studied the
role of multiple factors including home eld advantage, toss, match type (day or
day and night), competing teams, venue familiarity, and season, etc., and applied
Support Vector Machines(SVM) and Naive Bayes Classi ers for predicting the
winner of a match.
      </p>
      <p>In this paper, we embark upon a very critical aspect that the team
composition changes over time, which has not been studied yet. A team is comprised
of 11 players, and these 11 players are replaced over time. A team changes its
composition depending upon the match conditions, venue, opponent team, etc.
There could be various other reasons for the same, such as a player getting
injured, or getting dropped from the team for his poor performance, or taking
retirement from the sport itself. Figure 1 shows that on average at least 2 players
change per match for each team. Therefore, relying completely on the historical
data is not only insu cient, but also fallacious since it does not portray the
current competence of a team. Taking such obsolete factors into account might
lead us to incorrect conclusions.
3.0
In this section, we explain our approach to the problem in detail, including the
de nitions and the mechanics of various algorithms used to model the batsmen,
bowlers and the teams.</p>
      <p>
        Notations: We use A and B as the two teams competing in a match m, P (T ,m)
as the set of all the players in team T playing in match m, and (p) as the set
of the career statistics of the player p throughout the paper. The major career
statistics of a player p (as used by [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ], [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ], [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ] and [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ]) are explained in Table
1.
Matches P layed #Matches played by the player
Batting Innings #Matches in which the player batted
Batting Average #Runs scored divided by the #times the player got out
Num Centuries #Times the player scored 100 runs in a match
Num F ifties #Times the player scored 50 but less than 100 runs in a match
Bowling Innings #Matches in which the player bowled
W kts T aken #Wickets taken by the player
F W kts Hauls #Times the player has taken 5 wickets in a match
Bowling Average #Runs conceded by the player per wicket taken
      </p>
      <p>Bowling Economy Average #runs conceded by the player per over bowled
Modeling Batsmen: The batting ability of a player has a signi cant
contribution in shaping the outcome of a match. A team usually comprises of a set of
6-7 specialist batsmen out of the 11 players. To model a batsman's aptitude, we
have two types of statistics to get necessary insights into a player's
characteristics. First, we examine his career performances to determine his potency as a
contender. Second, we consider his recent match scores to analyze his prevailing
form: where form of a batsman determines his contribution to the team in recent
matches, which in turn re ects his con dence levels.</p>
      <p>Algorithm 1 Modeling Batsmen</p>
      <p>Input: Players p 2 fP (A; m) [ P (B; m)g, Career Statistics of player p: (p)
Output: Batsmen Score of all the players: Batsman Score
1: for all players p 2 fP (A; m) [ P (B; m)g do
2: (p)</p>
      <p>q
3:
4:
5:
6:
u
v
w</p>
      <p>Bat Inngs</p>
      <p>Matches P layed
20 Num Centuries + 5
0:3 v + 0:7 Bat Avg</p>
      <p>Career Score u w
7: M Last 4 matches played by p
8: Recent Score mean(MRpuns)
9: end for
10: for all players p 2 fP (A; m) [ P (B; m)g do
11: Career Score maxC(aCreaerreeSrcSorceore)
12: Recent Score maxR(eRceencetnStcSorceore)
13: Batsmen Score = 0:35 Career Score + 0:65
14: end for</p>
      <p>Num F ifties</p>
      <p>Recent Score</p>
      <p>
        The pseudo code of the algorithm to model the batsmen for a given match is
given in Algorithm 1. Lines 2-6 calculate a player's Career Score using his overall
career statistics. Variable u (line 3) is the ratio of the number of matches in
which the batsman batted to the total number of matches he played. It captures
whether the player is a full-time specialist batsman or not. Higher values of u
indicate that the player often bats at the top of the batting order and hence he
gets to bat in almost every match. On the other hand, lower values of u tell us
that the player bats lower down the batting order and his chances of batting in
the next match is also comparatively low. Variable Career Score (line 6) takes all
the career statistics into account, and therefore signi es the Career Score of the
batsman. Similarly, lines 7-8 calculate the Recent Score of a batsman. Variable
M (line 7) holds the recent matches played by the player. Variable Recent Score
(line 8) captures the Recent Score of a batsman, which is the average number
of runs scored by the player in his recent games. Since the Career Score and
the Recent Score of players have di erent ranges, we have normalized them
(lines 11-12) to lie in a common range of [
        <xref ref-type="bibr" rid="ref1">0,1</xref>
        ]. Finally, variable Batsman Score
(line 13) stores the Batsman Score of a player which is a combination of his
Career Score and Recent Score.
      </p>
      <p>Modeling Bowlers: Even though, cricket is called a batsman's game, one
cannot undermine the importance of specialist bowlers in a team. A team usually
comprises of a set of 4-5 specialist bowlers out of the 11 players. To model a
bowler, we are examining his career performances to estimate his potential for
the next match.
u
v
w</p>
      <sec id="sec-2-1">
        <title>6: Bowler Score</title>
        <p>7: end for
10</p>
        <p>Bowl Inngs
Matches P layed</p>
      </sec>
      <sec id="sec-2-2">
        <title>F W kts Hauls +</title>
        <p>Bowl Avg Bowl Eco
u v
w
Algorithm 2 Modeling Bowlers</p>
        <p>Input: Players p 2 fP (A; m) [ P (B; m)g, Career Statistics of player p: (p)
Output: Bowler Score of all the players: Bowler Score
1: for all players p 2 fP (A; m) [ P (B; m)g do
2: (p)
q</p>
        <p>W kts T aken</p>
        <p>The pseudo code of the algorithm to model bowlers for a given match is
given in Algorithm 2. Variable u (line 3) is the ratio of the number of matches in
which the bowler bowled to the total number of matches he played. It captures
whether the player is a full-time specialist bowler or not. Higher values of u
indicate that the player often bowls at the top of the bowling order and hence,
he gets to bowl in almost every match. On the other hand, lower values of u
tell us that the player is a part-time bowler who doesn't bowl in every match he
plays and his chances of bowling in the next match are also comparatively low.
Variables v and w (lines 4-5) consider other statistically signi cant features of
a bowler. Finally, variable Bowler Score (line 6) takes everything into account,
and therefore signi es the Bowler Score of the player.</p>
        <p>Notice that unlike batsmen, we haven't considered the recent performances
of a bowler in calculating his Bowler Score. This is due to the lack of data, as
we do not have match-wise individual performances of every bowler.
Modeling Teams: The batsmen and the bowlers are the fundamental units of
a team. Therefore, using the modeled batsmen and bowlers, we intend to de ne
an overall score of a team with respect to the other. We de ne the batting score
of a team as the summation of the batting scores of all its players. Similarly, the
bowling score of a team is de ned as the summation of the bowling scores of all
its players. We have directly used the scores of all the players in the team score,
as the variable u in the Algorithms 1 and 2 already takes care of the weighted
contribution of individual players to the team score.</p>
        <p>
          Our algorithm to nd the relative strength between two teams, A and B,
competing against one another in a match m is shown in Algorithm 3. Since the
Batsman Scores and the Bowler Scores have di erent ranges, we rst normalize
them to lie in the same range of [
          <xref ref-type="bibr" rid="ref1">0,1</xref>
          ] (lines 1-4). Lines 5-8 of the Algorithm
calculate the batting and bowling scores of both the teams. Variable S(A=B)
(line 9) captures the relative strength of team A against team B. The algorithm
follows the fundamental aspect of the game strategy where the batsmen of one
team work against the bowlers of the other team and vice-versa.
Algorithm 3 Relative Strength between Two Teams
        </p>
        <p>Input: Players p 2 fP (A; m) [ P (B; m)g,</p>
        <p>Batsman Score: pBatsman Score, Bowler Score: pBowler Score</p>
        <p>Output: Strength of Team A against Team B: SA=B
1: for all players p 2 fP (A; m) [ P (B; m)g do
2: Batsman Score maxB(aBtsamtsamnanScSorceore)</p>
        <p>Bowler Score
max( Bowler Score)
3: Bowler Score
4: end for
5: Bat StrengthA
6: Bowl StrengthA
7: Bat StrengthB
8: Bowl StrengthB
!
!
!
!
9: SA=B = BBoawtl SSttrreennggtthhAB</p>
        <p>Bat StrengthB</p>
        <p>Bowl StrengthA
Feature Construction: To predict the winner of an ODI cricket match, we
choose the venue of the match and the outcome of the toss as two other
important features, along with the relative strength of one team against the other.
Therefore, every match played between team A and team B in our dataset has
three features: Toss, Venue, and StengthA=B. The value of Toss is 1 if team A
is batting rst, or 0 otherwise. The value of Venue is 1 if the match is being
played at a home ground of team A, 0 if it is played at a home ground of Team
B, and 2 otherwise. The value of StengthA=B is the relative strength of team A
against team B, as calculated in the Algorithm 3. The target variable Winner
de nes the winner of a match. It is a binary variable. The value of Winner is 1
if the winner of the match is team A, and 0 if the winner is team B. Using these
three features, we apply machine learning algorithms to predict the winner of a
match.</p>
        <sec id="sec-2-2-1">
          <title>Pp2P (A;m) pBatsman Score</title>
        </sec>
        <sec id="sec-2-2-2">
          <title>Pp2P (A;m) pBowler Score</title>
        </sec>
        <sec id="sec-2-2-3">
          <title>Pp2P (B;m) pBatsman Score</title>
        </sec>
        <sec id="sec-2-2-4">
          <title>Pp2P (B;m) pBowler Score</title>
          <p>Note that out of the two competing teams, any one of them could be
considered as team A and all the feature values and the target value would update
accordingly.
4</p>
        </sec>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Experiments and Results</title>
      <p>
        Dataset: To retrieve all the required statistics, the entire dataset has been
scraped from the cricinfo website [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ]. The dataset includes all the matches
played between 2010 and 2014. The dataset contains the basic match details
including the two competing teams, the outcome of the toss, the date when it
was held, the venue and the winner of the match for all the matches. Along with
these, the career statistics of the participating players and their performances in
every match is also included.
      </p>
      <p>We have restricted our study to only top 9 ODI-playing teams, namely,
Australia, South Africa, India, England, Sri Lanka, Pakistan, New Zealand,
Bangladesh and West Indies. Since the impact of the nature on the game cannot
be foreseen, a total of 109 matches which were either interrupted by rain or ended
up in a draw/tie, have been removed from the dataset. Finally, we divided the
dataset into two parts, namely, the test data and the training data. The training
dataset contains all the matches played during the years 2010 to 2013, and the
test dataset contains all the matches played in the year 2014. There are a total
of 299 matches in training dataset and 67 matches in test dataset.
Learning Weights: To assign the weights to various features in the Algorithms
1 and 2, we have used the 5-match ODI series played between India and Sri Lanka
in July, 2012. A series of consecutive matches was deliberately chosen to study
the impact of the recent scores of a batsman on his upcoming performances. The
estimated scores of the players are compared against their actual performances.
After exhaustive experimentation, the nal weights are chosen such that the top
6 performing batsmen and bowlers (in terms of runs scored and wickets taken,
respectively) from both the teams match with the top 6 batsmen and bowlers
estimated by our algorithms.</p>
      <p>
        Binary Classi ers: Using various binary and numeric features and the
outcome of the match as the label, we evaluated a large number of binary classi ers
using their scikit-learn implementations [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ] to generate supervised classi cation
models, including SVM, Random Forests, Logistic Regression, Decision Trees
and kNN. We used the sweep feature to experiment with all the possible
values and combinations of the parameters for all the algorithms. The e cacy of
the kNN algorithm, with k=4, was statistically superior to those obtained by
the best models of other classi ers, as shown in Figure 2. The idea of using
the data of future matches to predict the outcome of past matches is absurd.
Consequently, we could not carry out any sort of cross-validation procedure as
it would interfere with the chronological order of the data.
0.72
0.70
0.68
      </p>
      <p>
        The only obstacle we faced while evaluating our approach is the inability to
compare against previous models like [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ] and [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ], due to the di erent
underlying datasets used. Our dataset does not have some of the features used by
them. For instance, we do not have the details on the timings of the matches
(day/night) as used by [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ], and the instantaneous state of the matches at
multiple stages as used by [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. However, we compared our model with two other
baseline models { the team winning the toss wins the match (Model 1), and the
team with positive relative strength, as calculated in the algorithm 3, wins the
match (Model 2). The results are tabulated in Table 2. The superiority of our
model against the others proves the signi cance of the combination of various
features used.
      </p>
      <p>
        Although we cannot directly compare these results with the prior
state-ofthe-art approaches due to di erences in the dataset, it is noteworthy that the
best accuracy in predicting the outcome of ODI cricket matches reported so far
in the literature is between 0.68 and 0.70 ( [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]). Team-wise winning accuracy,
as predicted by our model, is shown in Figure 3.
0.9
0.8
0.7
0.6
cy0.5
a
r
u
ccA0.4
0.3
0.2
0.1
0.0
New ZealanSdri Lanka Pakistan England India BangladeWshest IndiesAustraliaSouth Africa
      </p>
      <p>Country
The paper addresses the problem of predicting the outcome of an ODI cricket
match using the statistics of 366 matches. The novelty of our approach lies in
addressing the problem as a dynamic one, and using the participating players as
the key feature in predicting the winner of the match. We observe that simple
features can yield very promising results.</p>
    </sec>
  </body>
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