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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Predicting the NFL Using Twitter</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Shiladitya Sinha</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Chris Dyer</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Kevin Gimpel</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Noah A. Smith</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Carnegie Mellon University</institution>
          ,
          <addr-line>Pittsburgh PA 15213</addr-line>
          ,
          <country country="US">USA</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Toyota Technological Institute at Chicago</institution>
          ,
          <addr-line>Chicago IL 60637</addr-line>
          ,
          <country country="US">USA</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>We study the relationship between social media output and National Football League (NFL) games, using a dataset containing messages from Twitter and NFL game statistics. Specifically, we consider tweets pertaining to specific teams and games in the NFL season and use them alongside statistical game data to build predictive models for future game outcomes (which team will win?) and sports betting outcomes (which team will win with the point spread? will the total points be over/under the line?). We experiment with several feature sets and find that simple features using large volumes of tweets can match or exceed the performance of more traditional features that use game statistics.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>
        Twitter data has been used to predict and explain a variety of real-world
phenomena, including opinion polls [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ], elections [
        <xref ref-type="bibr" rid="ref23">23</xref>
        ], the spread of contagious
diseases [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ], and the stock market [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. This is evidence that Twitter messages in
aggregate contain useful information that can be exploited with statistical
methods. In this way, Twitter may offer a way to harness the “wisdom of crowds”
[
        <xref ref-type="bibr" rid="ref22">22</xref>
        ] for making better predictions about real-world events.
      </p>
      <p>In this paper, we consider the relationship between National Football League
(NFL) games and the Twitter messages mentioning the teams involved, in
order to make predictions about games. We focus on the NFL because games are
broadcast widely on television throughout the US and teams play at most once
per week, enabling many to comment on games via social media. NFL football
also has active betting markets. The most well-known is the point spread line,
which is a handicap for the stronger team chosen by bookmakers to yield equal
bets on both sides. Factoring in the bookmaker’s commission, a betting strategy
that predicts the winner “with the spread” in more than 53% of games will be
profitable. In this paper, we build models to predict game and betting outcomes,
considering a variety of feature sets that use Twitter and game statistical data.
We find that simple features of Twitter data can match or exceed the
performance of the game statistical features more traditionally used for these tasks.</p>
      <p>Our dataset is provided for academic research at www.ark.cs.cmu.edu/
football. It is hoped that our approach and dataset may be useful for those
who want to use social media to study markets, in sports betting and beyond.</p>
    </sec>
    <sec id="sec-2">
      <title>Problem Domain and Related Work</title>
      <p>Each NFL regular season spans 17 weeks from September to January, with
roughly one game played per week by each team. In each game, the home team
plays at their own stadium and hosts the away team. The most popular wager
in NFL football is to choose the team that will win given a particular handicap
called the point spread. The point spread is a number set by bookmakers that
encodes the handicap for the home team. It is added to the home team’s score,
and then the team with the most points is called the winner with the spread
(WTS). For example, if the NY Giants are hosting the NY Jets and the point
spread is −4, then the Giants will have to win by at least 4 in order to win WTS.
If the Giants win by fewer than 4, the Jets win WTS.3 Also popular is to wager
on whether the total number of points scored in the game will be above or below
the over/under line.</p>
      <p>
        Point spreads and over/under lines are set by sports betting agencies to
reflect all publicly available information about upcoming games, including team
performance and the perceived outlook of fans. Assuming market efficiency, one
should not be able to devise a betting strategy that wins often enough to be
profitable. In prior work, most have found the NFL point spread market to
be efficient overall [
        <xref ref-type="bibr" rid="ref16 ref17 ref4">16, 17, 4</xref>
        ], or perhaps only slightly inefficient [
        <xref ref-type="bibr" rid="ref5 ref6">6, 5</xref>
        ]. Others
pronounced more conclusively in favor of inefficiency [
        <xref ref-type="bibr" rid="ref25 ref9">25, 9</xref>
        ], but were generally
unable to show large biases in practice [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ].4 Regardless of efficiency, several
researchers have designed models to predict game outcomes [
        <xref ref-type="bibr" rid="ref1 ref11 ref15 ref21 ref7 ref8">11, 21, 8, 15, 7, 1</xref>
        ].
      </p>
      <p>
        Recently, Hong and Skiena [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ] used sentiment analysis from news and social
media to design a successful NFL betting strategy. However, their main
evaluation was on in-sample data, rather than forecasting. Also, they only had Twitter
data from one season (2009) and therefore did not use it in their primary
experiments. We use large quantities of tweets from the 2010–2012 seasons and do so
in a genuine forecasting setting for both winner WTS and over/under prediction.
3
      </p>
    </sec>
    <sec id="sec-3">
      <title>Data Gathering</title>
      <p>
        We used Twitter (www.twitter.com) as our source of social media messages
(“tweets”), using the “garden hose” (10%) stream to collect tweets during the
2010–2012 seasons. For the 2012 season, this produced an average of 42M
messages per day. We tokenized the tweets using twokenize, a freely available
Twitter tokenizer developed by O’Connor et al. [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ].5 We obtained NFL game
statistics for the 2010–2012 seasons from NFLdata.com (www.nfldata.com). The data
include a comprehensive set of game statistics as well as the point spread and
total points line for each game obtained from bookmakers.
3 If the Giants win by exactly 4, the result is a push and neither team wins WTS.
4 Inefficiencies have been attributed to bettors overvaluing recent success and
undervaluing recent failures [
        <xref ref-type="bibr" rid="ref24">24</xref>
        ], cases in which home teams are underdogs [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ],
largeaudience games, including Super Bowls [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ], and extreme gameday temperatures [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ].
5 www.ark.cs.cmu.edu/TweetNLP
#giants #newyorkgiants #nygiants #nyg #newyorkfootballgiants #nygmen #gmen
#gogiants #gonygiants #gogiantsgo #letsgogiants #giantsnation #giantnation
#jets #newyorkjets #nyjets #jetsjetsjets #jetlife #gojets #gojetsgo
#letsgojets #jetnation #jetsnation
      </p>
      <p>season pregame postgame weekly
2010 40,385 53,294 185,709
2011 130,977 147,834 524,453
2012 266,382 290,879 1,014,473
3.1</p>
      <sec id="sec-3-1">
        <title>Finding Relevant Tweets</title>
        <p>Our analysis relies on finding relevant tweets and assigning them to particular
games during the 2010–2012 NFL seasons. We can use timestamps to assign the
tweets to particular weeks of the seasons, but linking them to teams is more
difficult. We chose a simple, high-precision approach based on the presence of
hashtags in tweets. We manually created a list of hashtags associated with each
team, based on familiarity with the NFL and validated using search queries on
Twitter. There was variation across teams; two examples are shown in Table 1.6
We discarded tweets that contained hashtags from more than one team. We did
this to focus our analysis on tweets that were comments on particular games from
the perspective of one of the two teams, rather than tweets that were merely
commenting on particular games without associating with a team. When making
predictions for a game, our features only use tweets that have been assigned to
the teams in those games.</p>
        <p>For the tasks in this paper, we created several subsets of these tweets. We
labeled a tweet as a weekly tweet if it occurred at least 12 hours after the start
of the previous game and 1 hour before the start of the upcoming game for its
assigned team. Pregame tweets occurred between 24 hours and 1 hour before
the start of the upcoming game, and postgame tweets occurred between 4 and
28 hours after the start of the previous game.7 Table 3.1 shows the sizes of these
sets of tweets across the three NFL seasons.
6 Although our hashtag list was carefully constructed, some team names are used
in many sports. After noticing that many tweets with #giants co-occurred with
#kyojin, we found that we had retrieved many tweets referring to a Japanese
professional baseball team also called the Giants. So we removed tweets with characters
from the Katakana, Hiragana, or Han unicode character classes.
7 Our dataset does not have game end times, though NFL games are nearly always
shorter than 4 hours. Other time thresholds led to similar results in our analysis.</p>
        <p>predicting home team won predicting away team won
home: win home: victory away: loss away: win away: congrats home: lost
home: won home: WIN away: lost away: won away: Go home: loss
home: Great away: lose away: refs away: Great away: proud home: bad</p>
        <p>To encourage future work, we have released our data for academic research
at www.ark.cs.cmu.edu/football. It includes game data for regular season
games during the 2010–2012 seasons, including the point spread and total points
line. We also include tweet IDs for the tweets that have been assigned to each
team/game.
4</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Data Analysis</title>
      <p>Our dataset enables study of many questions involving professional sports and
social media. We briefly present one study in this section: we measure our ability
to classify a postgame tweet as whether it follows a win or a loss by its assigned
team. By using a classifier with words as features and inspecting highly-weighted
features, we can build domain-specific sentiment lexicons.</p>
      <p>To classify postgame tweets in a particular week k in 2012, we train a
logistic regression classifier on all postgame tweets starting from 2010 up to but
not including week k in 2012. We use simple bag-of-words features, conjoining
unigrams with an indicator representing whether the tweet is for a home or away
team. In order to avoid noise from rare unigrams, we only used a unigram feature
for a tweet if the unigram appeared in at least 10 tweets during the week that
the tweet was written. We achieved an average accuracy of 67% over the tested
weeks. Notable features that were among the top or bottom 30 weighted features
are listed in Tab. 3. Most are intuitive (“win”, “Great”, etc.). Additionally, we
surmise that fans are more likely to comment on the referees (“away : refs”) after
their team loses than after a win.
5</p>
    </sec>
    <sec id="sec-5">
      <title>Forecasting</title>
      <p>
        We consider the idea that fan behavior in aggregate can capture meaningful
information about upcoming games, and test this claim empirically by using tweets
to predict outcomes of NFL games on a weekly basis. We establish baselines
using features derived from statistical game data, building upon prior work [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ],
and compare accuracies to those of our predictions made using Twitter data.
5.1
      </p>
      <sec id="sec-5-1">
        <title>Modeling and Training</title>
        <p>
          We use a logistic regression classifier to predict game and betting outcomes. In
order to measure the performance of our feature sets, and tune hyperparameters
point spread line (F1) over/under line (F2)
avg. points beaten minus missed spread avg. points beaten minus missed over/under
by in current season∗ (F3) by in current season∗ (F4)
avg. points scored in current season∗ (F5) avg. points given up in current season∗ (F6)
avg. total points scored in current season∗ avg. (point spread + points scored) in current
(F7) season∗ (F8)
home team win WTS percentage in home avg. interceptions thrown in current season∗
games in current season avg. fumbles lost in current season∗
away team win WTS percentage in away avg. times sacked in current season∗ (F10)
games in current season (F9)
for our model as the season progresses, we use the following scheme: to make
predictions for games taking place on week k ∈ [
          <xref ref-type="bibr" rid="ref16 ref4">4, 16</xref>
          ] in 2012, we use all games from
weeks [
          <xref ref-type="bibr" rid="ref1 ref16">1, 16</xref>
          ] of seasons 2010 and 2011, as well as games from weeks [1, k − 3] in
2012 as training data.8 We then determine the L1 or L2 regularization coefficient
from the set {0, 1, 5, 10, 25, 50, 100, 250, 500, 1000} that maximizes accuracy on
the development set, which consists of weeks [k − 2, k − 1] of 2012. We follow this
procedure to find the best regularization coefficients separately for each feature
set and each test week k. We use the resulting values for final testing on week
k. We repeat for all test weeks k ∈ [
          <xref ref-type="bibr" rid="ref16 ref4">4, 16</xref>
          ] in 2012. To evaluate, we compute the
accuracy of our predictions across all games in all test weeks. We note that these
predictions occur in a strictly online setting, and do not consider any information
from the future.
5.2
        </p>
      </sec>
      <sec id="sec-5-2">
        <title>Features</title>
        <p>
          Statistical Game Features We start with the 10 feature sets shown in Tab. 4
which only use game statistical data. We began with features from Gimpel [
          <xref ref-type="bibr" rid="ref7">7</xref>
          ]
and settled upon the feature sets in the table by testing on seasons 2010–2011
using a scheme similar to the one described above. These 10 feature sets and the
collection of their pairwise unions, a total of 55 feature sets, serve as a baseline
to compare to our feature sets that use Twitter data.
        </p>
        <p>Twitter Unigram Features When using tweets to produce feature sets, we
first consider an approach similar to the one used in Sec. 4. In this case, for a given
game, we assign the feature (home/away, unigram) the value log(1+unigram
frequency over all weekly tweets assigned to the home/away team). As a means of
8 We never test on weeks 1–3, and we do not train or test on week 17; it is difficult
to predict the earliest games of the season due to lack of historical data and week
17 sees many atypical games among teams that have been confirmed or eliminated
from play-off contention.
noise reduction, we only consider (home/away, unigram) pairs occurring in at
least 0.1% of the weekly tweets corresponding to the given game; this can be
determined before the game takes place. This forms an extremely high-dimensional
feature space in contrast to the game statistics features, so we now turn to
dimensionality reduction.</p>
        <p>
          Dimensionality Reduction To combine the above two feature sets, we use
canonical correlation analysis (CCA) [
          <xref ref-type="bibr" rid="ref13">13</xref>
          ]. We use CCA to simultaneously
perform dimensionality reduction on the unigram features and the game
statistical features to yield a low-dimensional representation of the total feature
space.
        </p>
        <p>
          For a paired sample of vectors xi1 ∈ Rm1 and xi2 ∈ Rm2 , CCA finds a pair
of linear transformations of the vectors onto Rk so as to maximize the
correlation of the projected components and so that the correlation matrix between
the variables in the canonical projection space is diagonal. While developed to
compute the degree of correlation between two sets of variables, it is a good
fit for multi-view learning problems in which the predictors can be
partitioned into disjoint sets (‘views’) and each is assumed sufficient for making
predictions. Previous work has focused on the semi-supervised setting in which
linear transformations are learned from collections of predictors and then
regression is carried out on the low dimensional projection, leading to lower sample
complexity [
          <xref ref-type="bibr" rid="ref14">14</xref>
          ]. Here, we retain the fully supervised setting, but use CCA for
dimensionality reduction of our extremely high-dimensional Twitter features. We
experiment with several values for the number of components of the reduced
matrices resulting from CCA.
        </p>
        <p>Twitter Rate Features As another way to get a lower-dimensional set of
Twitter features, we consider a feature that holds a signed representation of
the level of increase/decrease in a team’s weekly tweet volume compared to
the previous week. In computing these rate features, we begin by taking the
difference of a team’s weekly tweet volume for the week to be predicted vcurr,
and the team’s weekly tweet volume for the previous week in which they had a
game vprev or the team’s average weekly tweet volume after its previous game
vprevavg. We will use vold to refer to the subtracted quantity in the difference,
either vprev or vprevavg. This difference is mapped to a categorical variable based
on the value of a parameter Δ which determines how significant we consider
an increase in volume from vold to be. Formally, we define a function rateS :
Z × Z × N → {−2, −1, 0, 1, 2}, (vold, vcurr, Δ) 7→ sign(vcurr − vold)⌊ |vcurr−vold| ⌋
Δ
that is decreasing in its first argument, increasing in its second argument, and
whose absolute value is decreasing in its third argument.</p>
        <p>This idea of measuring the rate of change in tweet volumes is further
generalized by categorizing the difference in volume (vcurr − vold) by computing its
percentage of vold, or formally as a function rateP : Z×Z×(0, 1] → {−2, −1, 0, 1, 2},
(vold, vcurr, θ) 7→ sign(vcurr − vold)⌊ |vcurr−vold| ⌋ which has the same functional
θ·vold
properties as the rateS function. Examples of how the rateS and rateP
functions are defined are provided in Table 5. Thus, we may take vold = vprev or
vold = vprevavg, and categorize the difference using a static constant Δ or a
percentage θ of vold, giving us four different versions of the rate feature.</p>
        <p>In preliminary testing on the 2010 and 2011 seasons, we found that the rateS
feature worked best with vold = vprev and Δ = 500, so we also use these values
in our primary experiments below with rateS . For rateP , we experiment with
θ ∈ {0.1, 0.2, 0.3, 0.4, 0.5} and vold ∈ {vprev, vprevavg}.
5.3</p>
      </sec>
      <sec id="sec-5-3">
        <title>Experiments</title>
        <p>We consider three prediction tasks: winner, winner WTS, and over/under. Our
primary results are shown in Tab. 7. We show results for all three tasks for
several individual feature sets. We also experimented with many conjunctions of
feature sets; the best results for each task over all feature set conjunctions tested
are shown in the final three rows of the table.</p>
        <p>The Twitter unigram features alone do poorly on the WTS task (47.6%),
but they improve to above 50% when combined with the statistical features via
CCA. Surprisingly, however, the Twitter unigram features alone perform
better than most other feature sets on over/under prediction, reaching 54.3%. This
may be worthy of follow-up research. On winner WTS prediction, the Twitter
rateS feature (with vprev and Δ = 500) obtains an accuracy above 55%, which
is above the accuracy needed to be profitable after factoring in the bookmaker’s
commission. We found these hyperparameter settings (vprev and Δ) based on
preliminary testing on the 2011 season, in which they consistently performed
better than other values; the success translates to the 2012 season as well.
Interestingly, the Twitter rate features perform better on winner WTS than on
straight winner prediction, while most statistical feature sets perform better on
winner prediction. We see a similar trend in Tab. 6, which shows results with
Twitter rateP features with various values for θ and vold.</p>
        <p>
          We observed in preliminary experiments on the 2011 season that feature sets
with high predictive accuracy early on in the season will not always be effective
later, necessitating the use of different feature sets throughout the season. For
each week k ∈ [
          <xref ref-type="bibr" rid="ref16 ref5">5, 16</xref>
          ], we use the training and testing scheme described in Sec. 5.1
to compute the feature set that achieved the highest accuracy on average over
the previous two weeks, starting with week 3. This method of feature selection
is similar to our method of tuning regularization coefficients. Over 12 weeks
and 177 games in the 2012 season, this strategy correctly predicted the winner
63.8% of the time, the winner WTS 52.0% of the time, and the over under
44.1% of the time. This is a simple way of selecting features and future work
might experiment with more sophisticated online feature selection techniques.
We expect there to be room for improvement due to the low accuracy on the
over/under task (44.1%) despite there being several feature sets with much higher
accuracies, as can be seen in Tab. 7.
        </p>
        <p>
          Another simple method of selecting a feature set for week k ∈ [
          <xref ref-type="bibr" rid="ref16 ref4">4, 16</xref>
          ] is
choosing the feature set achieving the highest accuracy on average over all previous
weeks, starting with week 3, using the same scheme described in Sec. 5.1. This
feature set can be thought of as the best feature set at the point in the season
at which it is chosen. In Fig. 1 we observe that the best feature set changes very
frequently, going through 8 different feature sets in a 13-week period.
We introduced a new dataset that includes a large volume of tweets aligned to
NFL games from the 2010–2012 seasons. We explored a range of feature sets for
predicting game outcomes, finding that simple feature sets that use Twitter data
could match or exceed the performance of game statistics features. Our dataset
is made available for academic research at www.ark.cs.cmu.edu/football.
Acknowledgments We thank the anonymous reviewers, Scott Gimpel at
NFLdata.com, Brendan O’Connor, Bryan Routledge, and members of the ARK research
group. This research was supported in part by the National Science Foundation
(IIS1054319) and Sandia National Laboratories (fellowship to K. Gimpel).
Fig. 1. Weekly accuracies for the best overall feature set in hindsight, and the best
feature set leading up to the given week for winner WTS prediction. Marks above the
‘Best feature set before week’ line indicate weeks where the best feature set changed.
        </p>
      </sec>
    </sec>
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