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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>A network-based approach to evaluate the performance of football teams</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Paolo Cintia</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Salvatore Rinzivillo</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Luca Pappalardo</string-name>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Department of Computer Science, University of Pisa</institution>
          ,
          <country country="IT">Italy</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>KDD Lab, ISTI, National Research Council (CNR)</institution>
          ,
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>The striking proliferation of sensing technologies that provide high- delity data streams extracted from every game, induced an amazing evolution of football statistics. Nowadays professional statistical analysis rms like ProZone and Opta provide data to football clubs, coaches and leagues, who are starting to analyze these data to monitor their players and improve team strategies. Standard approaches in evaluating and predicting team performance are based on history-related factors such as past victories or defeats, record in quali cation games and margin of victory in past games. In contrast with traditional models, in this paper we propose a model based on the observation of players' behavior on the pitch. We model a the game of a team as a network and extract simple network measures, showing the value of our approach on predicting the outcomes of a long-running tournament such as Italian major league.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>Thanks to the sensing technologies that provide high- delity data streams
extracted from every game, in recent years football statistics have evolved in an
amazing way. Nowadays professional statistical analysis rms like ProZone and
Opta provide data to football clubs, coaches and leagues, who are starting to
analyze these data to monitor their players, search for new talented ones,
improve team strategies, and ensure themselves competitive advantage versus their
peers. These football Big Data, which describe in great detail the behavior of
teams during the games, pave the road to understand, model and possibly
predict the complex patterns underlying sports success. An intriguing question is
whether and how these data can be used to capture the performance of a team
during a game: what are the features of the strongest teams? Can we extract
from the data reliable measures of the performance of a team that correlate with
its success during a competition?</p>
      <p>Standard approaches provide a history-based answer to these questions: they
assess the strength of a team using information about past victories or defeats,
record in quali cation games and other global competitions and margin of
victory in past games. In this paper we provide a di erent point of view on the
problem: in contrast with history-based prediction techniques, we describe the
performance of a team by observing its behavior on the pitch as captured by
football data extracted from games. We show that this data-driven approach
provides a description of the performance that shows an interesting correlation
with the success of that team during the competition.</p>
      <p>Starting from the list of frequent events occurred in the game { passes,
crosses, assists, goal attempts { we model each football team as a complex system
and infer a network whose nodes are players or zones on the pitch, and edges are
movements of ball between two nodes, also labeled with weights to represent the
amount of interactions among any pair of nodes. We describe the performance
of a football team during a game by means of three simple measurements: the
mean degree of a network's nodes, a proxy for the volume of play expressed by a
team in a game, the variance of the degree of a network's nodes, a proxy for the
diversity of play expressed by a team in a game, and a combination of the two.
We observe a correlation among these performance indicators and the success
of team, and therefore set up a simulation on the games of the FIFA World
Cup 2014 and the Italian Serie A 2013/2014. The outcome of each game in the
competition was replaced by a synthetic outcome (win, loss or draw) based on
the network indicators of the teams in all the past games of the competition.
We compare the outcomes of our simulation with the outcomes of two null
models: a naive model which just sets the outcome of the game randomly, and a
history-based model which assigns the victory to the team with the highest rank
in recent o cial rankings. We observe that our approach outperforms the other
models for long-running competitions as the Italian Serie A.</p>
      <p>Football analytics has only begun to scratch the surface in the quest to
understand, measure and predict performance. Our indicators have proven to be
a good proxy of the performance of a team. If simple indicators like ours exhibit
surprising connections to the success of teams, then a more complete view which
includes defense strategy and movements without the ball has the potential of
revealing hidden patterns and behavior of superior quality.
2</p>
    </sec>
    <sec id="sec-2">
      <title>Football Data</title>
      <p>We have football data about two football competitions: (i) the FIFA World Cup
2014 with 32 teams and 64 football games; (ii) the Italian Serie A 2013/2014 with
20 teams and 380 football games. In our dataset, provided by TIM company3, a
football game is described by a sequence of events on the eld { passes, crosses,
assists, goal attempts and so on. Each event consists in a timestamp, the player
who generates the event, the position of the ball on the eld when the event is
generated, the position of the ball on the eld when the event ends, the outcome
of the event (completed or failed). Table 2 shows some examples of events as
stored in our dataset, while Figure 1 shows the total number of football events
in all the games of our datasets.
3 www.tim.it
300,000
250,000
200,000
150,000
100,000
50,000
0</p>
      <p>Events in football games
passecsrosses foulhcsoerandeerdsdualstacckleleasrgaonaclekesepingcagrdotasaklseaotntisnetmeprctesptions</p>
      <p>event time player origin destination outcome
pass 17:24 Messi (65.4, 20.2) (67.8, 44.1) completed
attempt 18:12 Messi (49.8, 10.5) (115.8, 10.5) failed
assist 45:00 Pirlo (65.87, 22.1) (65.9, 30.6) completed
cross 78:54 Tevez (110, 31.1) (115.7, 30.2) completed
We describe the performance of a team in terms of passing activity using the
information about pass events, the most frequent events occurring during a
football game (Figure 1). We rst represent the behavior of a team during a game
by two kinds of passing networks. In the player passing network nodes are
players and edges represent ball displacements between two players. In this type of
network the number of nodes is constant across the di erent games and teams,
while the density of edges and the networked structure de ne the passing
strategy of a team during the game. Figure 2 shows a visualization of a player network
extracted from a game by Juventus. We also introduce a zone passing network, a
weighted directed network where nodes are zone of the pitch and edges represent
ball displacements between the two zones (Figure 3). Formally, the zone passing
network of team A is a weighted directed graph GA = (V; E), where V is the
set of zones (obtained by splitting the pitch into cells of size 11m 6.5m, 100
cells totally) and E is the set of edges, where an edge (z1; z2) represents all the
passes, assists, or crosses started from zone z1 and ended in zone z2. In a zone
passing network the number of nodes (zones on the pitch) varies across the teams
and the games, allowing to detect signi cant di erences in the passing strategy
of the same team across di erent games. The player passing network and the
zone passing network are abstractions of the team's behavior that synthesize the
passing history during a game in a compact model, and it can be constructed
e ciently from the event data. They can be used to determine hot zones of the
pitch (zones where a team prefers to play) or at what extent the team uses short
distance or long distance passes, to detect preferred positions for players, crosses,
assists or shots, and even to understand how much predictable the strategy of a
team is.</p>
    </sec>
    <sec id="sec-3">
      <title>Evaluating the performance of a football team</title>
      <p>We describe the performance of a team T during a football game i by three
network measures extracted from its player (zone) passing network: (i) the mean
of nodes' degree iT , a measure of the passing volume expressed by the team
during the game; (ii) the standard deviation of nodes' degree iT , a measure
of the passing heterogeneity expressed by the team during the game; (iii) and
a combination of the two measures by their harmonic mean HT = 2=(1= iT +
i
1= iT ). We compute the three network measures of teams for every game and
observe a correlation among the proposed network measures and the success of
a team during the competition (see Figure 4), and therefore set up a simulation
experiment to validate our approach. In the simulation the outcome of each
game of a competition (World Cup or Italian league) is predicted according to
the value of the network measures of the two teams in all the past games of the
competition. We simulate the outcome of game i of a football team T with the
following two steps procedure:
1. for each of the two teams, we compute the three exponentially smoothed
means of previous performances of the team iT 1, iT 1, HiT 1;
2. we compare the predicted measures of the two teams setting the team with
the highest measure as winning.</p>
      <p>At game i the performance history of team T is described as a list L =
P1; : : : ; Pi 1 where Pi 1 = ( i 1; i 1; Hi 1). We build a prediction for the
performance of a team at game i by computing the exponentially smoothed
means of previous performances of each team i 1, i 1, Hi 1. The exponential
smooth is used to weight the recent past and take into account the recent shape of
the team. We validate our model against two null models: the 48-26-26 model and
the ranking model. In the 48-26-26 model the outcome is extracted randomly
from a probability distribution computed on our data: 48% is the probability
of a win for the home team, then 26% is the probability of a draw, 26% is the
probability that the away team wins. The ranking model is a history-based model
where the winner of a game is the team who ended the previous tournament in
the highest standing. We take the FIFA o cial rankings updated to may 2014
for World Cup and the nal rankings of Italian league 2012/2013 for Serie A
2013/2014. Table 2 provides the result of our experiments, where the values
for null models are the means over 100 experiments. We observe that H is the
measure that produces the best results for our model. The 48-26-26 model is the
worst one predicting the outcome of games only in about the 30% of times. Our
model outperforms both 48-26-26 model (30%) and ranking model (48%) for
Serie A, reaching the best performance (0.53%) when using the player passing
network. In contrast, for FIFA World Cup 2014 we have performance lower than
the ranking model. Our results suggest that the proposed network measures are
able to describe the performance of teams, adding predictive power with respect
to the outcomes of games especially for long running competitions.</p>
      <p>Italian league</p>
      <sec id="sec-3-1">
        <title>Napoli</title>
      </sec>
      <sec id="sec-3-2">
        <title>Roma</title>
        <p>Juventus
14
12
10
r
o
t
ca 8
i
d
inσ 6
,
μ
H 4
2
0
5
10
15</p>
        <p>
          20
round
25
30
35
Fig. 4. Evolution of H indicator in player passing networks of Italian league. We
highlight the three teams which achieved the quali cation to Champions League. We
observe that the strongest teams show the highest values of H measure.
Model
H ;
In the last decade data science have entered the world of sports increasing its
pervasiveness as the technological limits were pushed up. Many works exploit
data mining or network science techniques to understand the complex patterns
of success in both individual and team sports. Cintia et al. developed a rst large
scale data-driven study on cyclists' performance by analyzing data about
workout habits of 30,000 amateur cyclists downloaded from popular tness social
network application [
          <xref ref-type="bibr" rid="ref4">4</xref>
          ]. The authors show that cyclists' wourkouts and
performances follow a precise pattern and build an e cient training program
completely learned from data. Hollinger analyzes NBA basketball games and propose
the Performance E ciency Rating, a measure to assess players' performance by
combining the manifold type of data gathered during every game (i.e. pass
completed, shots achieved, etc.) [
          <xref ref-type="bibr" rid="ref5">5</xref>
          ]. In the context of tennis, Terroba et al. present a
pattern discovery exploration to nd common winning tactics in tennis matches
[
          <xref ref-type="bibr" rid="ref6">6</xref>
          ]. Smith et al. propose a Bayesian classi er for predicting baseball awards,
prizes assigned to the best pitchers in the Major League Baseball. The model is
correct in the 80% of the cases, highlighting the usefulness of underlying data
on describing sports results and performances [
          <xref ref-type="bibr" rid="ref7">7</xref>
          ].
        </p>
        <p>
          In the context of football, the possibility of observing strategies and
decisions of teams by means of football data is attracting the interest of scientists
and football teams [
          <xref ref-type="bibr" rid="ref8">8</xref>
          ]. Borrie et al. used T-Pattern detection to nd similar
sequences of passes from games [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ]. Gudmunsson and Wolle analyzed and clustered
players' sub-trajectories using Frechet distance as similarity measure [
          <xref ref-type="bibr" rid="ref10">10</xref>
          ]. The
same authors encoded and mined typical sequences of passes by using su x trees
[
          <xref ref-type="bibr" rid="ref11">11</xref>
          ]. Still looking at the problem from a data mining perspective, Bialkowski et
al. extracted players' roles over time by clustering spatio-temporal data on
players' positions during a game [
          <xref ref-type="bibr" rid="ref12">12</xref>
          ]. Gyarmati et al. mined frequent motifs from
teams passing sequences in order to classify team playing style [
          <xref ref-type="bibr" rid="ref13">13</xref>
          ]. They
discovered that Barcelona Football Team, the most awarded team in the last decade,
has unique passing strategy and playing style. Horton et al. performed a
supervised learning of passes e ciency involving domain expert to rate the features
of a pass between two players [
          <xref ref-type="bibr" rid="ref14">14</xref>
          ]. Lucey et al. built a shot outcome prediction
method which considers strategic features like defender positions extracted from
spatio-temporal data [
          <xref ref-type="bibr" rid="ref15">15</xref>
          ]. Taki and Hasegawa [
          <xref ref-type="bibr" rid="ref16">16</xref>
          ] introduced the dominant
region model, a geometric model based on Voronoi spatial classi cations where the
football pitch is divided into cells owned by the players that reach every point of
the cell before any other player [
          <xref ref-type="bibr" rid="ref17">17</xref>
          ]. Fujimura and Sugihara further developed
the concept of dominant region de ning an e cient approximation for region
computations. Gudmunsson and Wolle built a passes analysis based on passing
options computations, revealing the ability of a player to enforce and maximize
the dominance of his team [
          <xref ref-type="bibr" rid="ref11">11</xref>
          ]. Other approaches represent football players as
nodes of a passing network where passes are links. Pen~a and Touchette for
example analyzed the games of FIFA 2010 World Cup through network analysis
tools, showing that the two teams that reached the nal (Spain and Netherlands)
show the two highest values of average clustering [
          <xref ref-type="bibr" rid="ref18">18</xref>
          ]. Clemente et al. made a
density evaluation of teams playing network showing how network metrics can
be a powerful tool to assess players connections, strength of such links and help
support decision and training processes [
          <xref ref-type="bibr" rid="ref19">19</xref>
          ].
6
        </p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Conclusion and Future Works</title>
      <p>In this paper we describe the performance of a team during a football game by
means of network indicators. We observe that these indicators correlate with
the success of teams and them to predict the outcomes of the games in FIFA
World Cup 2014 and Italian Serie A 2013/2014. We compare our results with
the outcomes of two null models observing that our model performs better on
longer and complex competitions like the Italian major league. As future work,
we plan to include information about defensive events { tackles, goalkeeping
actions, recoveries of ball and so on { and information about the movements of
players without the ball. Defensive actions are crucial in the strategy of a team
and they can make the description of a team's game more realistic. Moreover,
studying the behavior of players without ball is crucial since it is known that
most of the time (around 80% of the time) players move without the ball. Second,
we plan to build other network features on the football networks to build models
and classify the outcome of a game: which features are the most predictive of
the outcome of a football game?</p>
    </sec>
    <sec id="sec-5">
      <title>Acknowledgements</title>
      <p>The authors wish to thank TIM company and Mariano Tredicini for providing
the football data. We also thank Marco Malvaldi, Fabrizio Lillo, Dino Pedreschi,
Fosca Giannotti, Daniele Tantari, Adriano Bacconi and Maurizio Mangione
for their insightful discussions. We also must thank Max Pezzali and Edoardo
Galeano for the useful suggestions about the nature of football.</p>
    </sec>
  </body>
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