=Paper= {{Paper |id=Vol-2841/BigVis_6 |storemode=property |title=Visual Analysis of Player Interactions in Soccer Games |pdfUrl=https://ceur-ws.org/Vol-2841/BigVis_6.pdf |volume=Vol-2841 |authors=Ivona Ivkovic-Kihic,Daniel Seebacher,Manuel Stein,Tobias Schreck,Reinhold Preiner |dblpUrl=https://dblp.org/rec/conf/edbt/Ivkovic-KihicSS21 }} ==Visual Analysis of Player Interactions in Soccer Games== https://ceur-ws.org/Vol-2841/BigVis_6.pdf
           Visual Analysis of Player Interactions in Soccer Games
             Ivona Ivkovic-Kihic                                        Daniel Seebacher                                Manuel Stein
       Graz University of Technology                                University of Konstanz                          Subsequent GmbH
           University of Sarajevo                             daniel.seebacher@uni-konstanz.de                      Konstanz, Germany
     ivona.ivkovic-kihic@cgv.tugraz.at                                                                           manuel.stein@subsequent.ai

                                              Tobias Schreck                                  Reinhold Preiner
                                    Graz University of Technology                       Graz University of Technology
                                     tobias.schreck@cgv.tugraz.at                          r.preiner@cgv.tugraz.at




Figure 1: We develop an interactive visual analysis approach for interaction events in soccer data, which are extracted from
player tracking data based on a proximity condition. An interactive framework supports explorative visual analysis based
on categorical (a), spatiotemporal (b), feature-space (d), and detailed animation views (e). Based on appropriately designed
visual (c) and quantitative (d) encodings of player interactions, our approach establishes suitable analysis workflows for
investigating key-interactions that lead to successful outcomes – in this figure, a shot on goal (e).


ABSTRACT                                                                               1   INTRODUCTION
Recently, visualization of sport data in general, and soccer data in                   In team sports such as soccer, a fundamental task of coaches is
particular, has received much research attention. Visual sport data                    the analysis of individual games to identify strengths and weak-
exploration helps to understand behavior and performance of ath-                       nesses, plan team lineups and tactics, and understand the critical
letes and teams, identify possible influence factors, and changes                      key events that lead to success or failure. Besides analyzing the
over time, among other important tasks. In soccer match data,                          overall behaviour and interplay of an entire team, coaches are of-
much of the play is determined by direct interactions between                          ten interested in observing local interactions between individual
players spatially close to each other, competing for influence. We                     players of competing teams, such as tackles for the ball, as the
introduce a novel visual analytics system for exploring pairwise                       success or failure of these interactions can have a very high im-
player interactions using a trajectory-based data representation in                    pact on the match outcome. The important key actions deciding
a highly interactive multiple view approach. Our notion of player                      the outcome of such interactions often happen within very few
interaction is based on proximity of pairs of players, and respec-                     seconds, where the skill and training of a player can be decisive.
tive motion patterns represented as trajectories. Our approach                         Accordingly, coaches want their teams’ tactic to be organized in
segments player interactions from soccer match data, as the basis                      a way that the strengths and weaknesses of their players regard-
for linked analytical views. A matrix view allows to explore in-                       ing different interaction types perfectly outbalance the opposing
teraction frequencies between players, group of player roles, and                      team. Besides pure match analysis, a detailed assessment of a
assess overall game dominance between teams. An appropriately                          player’s interaction behaviour is also important for scouting for
defined interaction glyph allows to compare interactions based                         new players that optimally complement their team.
on player motion, ball possession, and pitch position. We further                         Several previous work have investigated visual analysis ap-
investigate the design of a descriptor encoding the geometric                          proaches for interactions either based on raw motion data [21,
configuration of interaction trajectory pairs, enabling common                         24], employing an interaction definition merely based on imi-
analytical tasks like clustering or searching for similar interac-                     tative motion [13], or focused on semantic aspects at the level
tions. We demonstrate the applicability of our approach by use                         of global team tactics [31]. However, especially within invasive
cases on real soccer match data, detailing the analytical tasks                        team sports, considering short-time small-scale interactions and
supported by our system.                                                               their relations is highly relevant for the analysis process. Analyz-
                                                                                       ing these interactions comes with different challenges that stem
                                                                                       from the complexity and interdependencies of their contained
                                                                                       information. Simple pattern detection on the motion data is often
© 2021 Copyright for this paper by its author(s). Published in the Workshop Proceed-
ings of the EDBT/ICDT 2021 Joint Conference (March 23–26, 2021, Nicosia, Cyprus)
                                                                                       not feasible for this analysis task, as the crucial motion informa-
on CEUR-WS.org. Use permitted under Creative Commons License Attribution 4.0           tion decisive for the interaction outcome is mostly concentrated
International (CC BY 4.0)
in a very short time span, and is further dependent on additional          2.2    Visual Analysis with Glyphs
semantic context such as the change of ball possession.                    Glyph-based techniques are a well-known approach in visual-
   In this paper, we develop a visual analysis approach that ad-           ization, often designed to give compact overviews over large
dresses these challenges and aims at fostering an interaction-             amounts of data records and/or dimensions. According to [4],
centric analysis process, allowing for investigating game-specific,        "Glyphs are a common form of visual design where a data set is
player-specific and shape-based relations of individual interac-           depicted by a collection of visual objects referred to as glyphs".
tions in a soccer game. To provide an accessible notion of the             Different visual channels are typically used to compose glyphs,
nature of individual interactions, we propose a suitable visual            e.g., color, shape, size/height/length, orientation, texture, opacity
representation as glyphs, encoding both motion data and seman-             etc. Symbolic glyphs can also be used to represent trajectories
tic context information (Section 3.2). We further investigate an           and movement [7]. Recently, Motion Glyphs [6] were introduced
appropriate quantitative encoding of its motion data, providing            to show properties of large dynamic graphs. The glyph design
the analyst with a feature-related structuring of the data and giv-        includes an outer circle showing context of the graph, and a focal
ing rise to common analysis tasks like similarity assessment or            part of the graph as a node-link diagram in the center. In a case
clustering (Section 3.3). To foster an in-depth analysis of matches        study, it was applied to sets of moving elements (fish schools),
and player performances based on these interactions, a visual              supporting analysis of leader/follower patterns among others.
representation of a player-related spatiotemporal context of these         The Motion Rugs approach [5] is a dense visualization which
Interactions Glyphs is proposed, summarizing the interaction his-          provides a space-efficient overview of development of moving
tory of individual or pairs of players (Section 4). Based on these         elements over time, supporting analysis of patterns in groups of
atomic encodings, the interaction data is made accessible in an            movers.
interactive analysis framework, combining means of navigation                 In our work, we rely on glyphs to show trajectory interactions,
and filtering in a categorical, spatial, temporal and feature-space        using color, shape, orientation and size, as well as the outcome
domain (Section 5). We demonstrate that our approach allows                of an interaction in terms of change in ball possession.
for quick insights into the current game situation and its rela-
tions to the performances of players within individual or groups
of interactions (Section 6). In particular, our system supports a
                                                                           2.3    Soccer Analytics
causal investigation of game outcomes, aiming for an efficient             The analysis of sports data in general [9, 18], and soccer data in
identification of key interaction events that led to a successful or       particular [17], has become an important application in visual
unsuccessful game outcome. As a result, our approach allows for            data analysis. Soccer Stories [17] represents one of the first visual
a deeper understanding of games in team sports, and gives rise to          soccer analysis systems, giving visual designs for different soccer
new workflows for sports-related analysis and decision-making.             match situations. Interaction allows to explore soccer matches
                                                                           by phases and events, e.g., corner kicks, passes, dribbling etc. A
2     RELATED WORK                                                         large amount of work in Soccer Analytics focuses on analyzing
                                                                           team tactics and the global behaviour of a team [14, 16, 20, 22, 29].
Our work relates to several topics, including spatiotemporal vi-           Marcelino et al. [15] analyze behavior patterns of football players,
sual data analysis, glyph techniques, and applications in soccer           measuring performance fingerprints of individuals and teams,
data analysis. We next discuss selected related works and how              and considering pairwise interactions to model and assess overall
we add to it.                                                              team performance. Similar in spirit, our work focuses on inter-
                                                                           action pairs as the basis on which team analysis builds. In our
2.1    Visual Analysis of Spatiotemporal Data                              approach we support exploration of interaction pairs by inter-
Geospatial data arises in many areas, and to date, visual analysis         active cluster analysis and linked views for detail exploration.
of this data has received much attention. There is already a rich          In the literature, to date many player and match features are
body of work on visual analysis of geospatial data in general [3],         considered for visual exploration, including free and interaction
and movement data in particular [1]. Key analysis tasks in visual          spaces [27], pressure [2], collective team movement [26], perfor-
movement data include at which level of detail to describe move-           mance and event data [11], and much more. While many works
ment, how to compare movements, and identify similarities and              consider abstract pitch and trajectory visualization, some works
outliers, both for trajectories in isolation, or groups of trajectories.   map derived data and visualizations onto soccer video streams,
To date, many applications have been studied, e.g., exploration of         for integrated analysis. In [28], such a mapping is proposed, and
dynamics of traffic flows [10, 23]. Also, in [25], animal movement         shown that coupling video with visualization overlay allows for
patterns are considered. Often, functional relationships need to           effective match context in the analysis.
be considered for object movements, which may be influenced                   For the analysis of individual player movement, an important
by varying environmental influences on the movement.                       aspect is to provide a proper visual representation and abstraction
   Besides movement in physical space, movement can also be                of player’s trajectories [21], which also gives rise to designing
an important factor when working with time-dependent visu-                 suitable approaches for interactive search within the trajectory
alizations. In [30], patterns in time-dependent scatter plot data          data [24]. We resort to similar abstractions for putting key in-
were identified by movement analysis, e.g., allowing analysts to           teraction events between players into a spatiotemporal order.
group similar changes and segment meaningful time intervals of             Other previous work has investigated the classification of partic-
the change.                                                                ular match events like passes in football matches based on given
   In this work, we investigate a specific feature of group move-          spatiotemporal data [8].
ment data, that is, the motion of two locally interacting entities.           In our work, interactions between players and their outcome
We analyze the interactions of such entities in terms of the geo-          are utilized as the key aspects of the analysis of a soccer game.
metric configuration of their trajectory intervals at the time of          We propose an appropriate design to represent these interactions
their encounter.                                                           as glyphs, which can be displayed in their spatial context on the
soccer pitch. We are investigating a feature encoding for the tra-
jectory footprints of two players during a mutual interaction, en-
abling tasks like similarity-based exploration. A proposed visual
analysis system is complemented by a matrix view structuring
the player interactions based on player roles, and providing an en-
trance point for an interactive exploration of player interactions
within a game.

3 INTERACTIONS IN SOCCER GAMES
                                                                                     Figure 2: Interaction glyph design
3.1 Definition and Input Data
In the context of our work, interactions are defined based on a
set of trajectories that track the motion of players over a certain    when being passed or shot. In order to reduce overplotting in
interval of time, in our case, the time frame of a soccer match.       such cases, the ball trajectory is clipped whenever it exceeds the
In this paper, we are using data extracted from a vision-based         glyph circle, and a non-transparent arrow indicates the direction
motion tracking technique. The data contains the position of           of ball movement outside the ring.
the soccer players as well as the ball with a spatial resolution of       To visualize ball possession, the outer ring is divided into two
10 𝑐𝑚 and a temporal resolution of 100 𝑚𝑠. Moreover, the data is       parts: the first, smaller section (Fig. 2a) colored corresponding to
annotated to indicate for each point in time the player that holds     the team holding the ball before the interaction, and the larger
the ball. An interaction is defined to occur whenever the distance     section (Fig. 2b) of the ring colored based on the team holding the
between two players falls below a certain proximity threshold.         ball right after the interaction. In this way, it can be easily deter-
Starting from the point of closest distance at a reference time        mined whether the interaction caused a change in ball possession.
𝑡 0 , we extract the trajectory segments of the interacting players    Similarly, a uniformly colored ring indicates the continuous ball
from the time interval [𝑡 0 − Δ𝑡, 𝑡 0 + Δ𝑡] and use these segments     possession of the respective team. Besides the local inspection
for visually representing the players’ motion at this interaction.     of player motion, this kind of glyph design maintains a visual
For the data demonstrated in this paper, we constantly use a           overview of ball possession changes when exploring larger sets
Δ𝑡 = 0.75 seconds. To obtain a robust set of non-redundant             of glyphs.
interactions, interactions with overlapping time intervals are
removed, keeping the interaction centered around the minimal           3.3    Quantitative Encoding
distance between players.                                              An important aspect for analyzing the nature of interaction
      Moreover, we only extract interactions between players of        events between players is the ability to detect and assess simi-
opposing teams that include the ball, as these are the most impor-     larities between different interactions, and thus allow for clas-
tant ones to affect the current and future game situation, e.g. by     sifications of motion patterns whose relation to different game
change of ball possession, or by preparing situations that lead to     situations or outcomes of tackles are to be analyzed. To establish
a goal. In this way, less relevant proximity interaction between       such a measure of similarity, we seek for an encoding of the
players of the same team (e.g. players in a wall during a free kick    common motion patterns of interacting players.
scenario) are not taken into consideration. If the tracking data           A typical approach is a quantitative encoding of motion tra-
is labeled accordingly, we also filter out interactions that hap-      jectories as shape descriptors that capture the geometric features
pen during non-active phases, e.g. after outs or fouls and during      of trajectory segments [19]. However, in contrast to descriptors
player substitutions. Finally, the motion data from the second half    for single trajectories, the encoding of pairs of interacting trajec-
of the game is mirrored to allow a simplified spatial mapping of       tories in a single descriptor raises additional challenges. Besides
the player motion and their interactions in the further course of      rotation and reflection invariance, which is a commonly desir-
their visual analysis. Note that due to reasons of confidentiality,    able property for shape-based descriptors, we also require it to
the datasets used in the rest of the paper are anonymized.             be player and team agnostic, i.e., exchanging the motion data
                                                                       between involved players should lead to the same interaction
3.2    Visual Encoding                                                 descriptor. To this end, we encode the trajectory pairs of an
In order to represent and analyze a set of player interactions         interaction in a feature vector, capturing the most descriptive
throughout the game, a consistent visual representation of both        properties of the involved motion data characteristic for a tack-
motion data, as well as its semantic context in the game, is needed.   ling event: (1) the relation between the involved players’ motion
To serve that purpose, glyphs combining these two types of data        directions (in-sync, intercepting, or frontal approaching), and (2)
are used. Our proposed glyph design consists of (1) an inner part      the change in the scope of action for the player owning the ball,
representing the trajectories of two interacting players as well       indicating how pressing the attack is. In our design, we measure
as the ball trajectory, and (2) an outer ring that represents the      these properties along 8 regular intervals during the interaction
ball possession before and after the interaction phase. Players’       time frame, illustrated in Figure 3b. At each time step, we capture
trajectories (Fig. 2c and Fig. 2d) are plotted based on the fixed      the distances 𝑑𝑖 between player positions as well as the current
number of points registered at the same points in time for both        motion directions 𝑣®𝑖 , 𝑤® 𝑖 from the 𝑖-th to the next sample point.
players, with an arrowhead pointing at the direction of the play-      From these data, the angles 𝛼𝑖 between player orientations as
ers’ motion. Curves representing the movements of players are          well as the distance differentials Δ𝑑𝑖 = 𝑑𝑖+1 −𝑑𝑖 are extracted and
colored by the players’ teams. The ball trajectory is presented by     renormalized to the unit cube [0, 1] 16 based on [−𝜋, 𝜋] for angles,
a thicker, red semi-transparent line, with the arrowhead showing       and on the min/max of all distance differentials in the dataset.
direction of its movement. In general, during the interaction time     The final normalized values are then encoded in the interaction
interval, the ball can move larger distances than the players, e.g.,   descriptor (Δ𝑑 1, 𝛼 1, . . . , Δ𝑑 8, 𝛼 8 ).
                                                                         5     PLAYER INTERACTION ANALYSIS
                           wi                                            In this section, we present an interactive system that combines
                                                                         different views utilizing the visual and quantitative encoding of
              di                                                         the interaction data (Section 3) as well as their spatiotemporal
                   di+1
                                                                         embedding (Section 4) enabling an explorative visual analysis
         vi
wi a i                                                                   workflow. In order to provide the user with a suitable overview on
                                                                         the data, we require different views on the interactions present
                                                                         in a game, providing a categorical overview, showing the fre-
                                                                         quencies of mutual interactions between players of opposing
                                                                         teams and their success in keeping or stealing the ball, a spa-
                   (a)                             (b)
                                                                         tial overview to show where these interactions happened, and a
                                                                         temporal structure to indicate when the interactions happened.
Figure 3: (a) Symmetric shape descriptor for interacting
                                                                         At the same time, a user might want to explore data through
trajectory pairs. (b) Resulting feature space of interactions
                                                                         multiple levels of details, including: (1) an overall view of the
shown on their dominant eigenplane. The interactions
                                                                         entire spectrum of interaction data present in a single game, as
exhibit a continuous distribution, smoothly varying be-
                                                                         well as (2) their spatial distributions and concentrations, (3) the
tween different motion classes shown at the outer hull.
                                                                         quantitative distribution of interactions over the participating
                                                                         players and player pairs, (4) groups of interactions based on our
                                                                         feature-based cluster analysis, as well as (5) detailed analysis of
                                                                         interactions (details on demand).
                                                                            Based on the above requirements, we design a user interface
   This encoding gives rise to basic analytical tasks like clustering,   that provides these views and interactively links them to allow
performing similarity queries based on the motion characteristic,        for an encompassing visual analysis and exploration of the data.
and similar. Figure 3b illustrates the interaction data extracted
from a given soccer game on the dominant eigenplane of the re-
sulting 16-dimensional feature space. The data exhibits a mainly         5.1    Interaction Matrix
continuous distribution of interaction data in this space, but also
reveals prototypic, strongly discriminating interaction trajectory       The Interaction Matrix (Figure 4b) shows data at a global level
pairs around the convex hull of this subspace, as highlighted            and at a high level of abstraction, and is used as a starting point
in the figure. For instance, synced parallel motion (far left) vs.       for player-based analysis.
frontal opposing parallel motion (far right), or cross-overs (bot-          Cells of the upper triangular matrix represent the overall view
tom left) vs. local dribbling with U-turns (top right). Extracting       of the number of interactions of each player and each pair of
such interaction prototypes around this convex hull enables a            players, respectively. Color intensity of non-diagonal cells is
rough distance-based clustering (c.f. scatterplot color coding),         determined based on the number of interactions that occurred
and will later also be utilized as anchor points for an explorative      between the two players, where darker colored cells indicate
visual analysis process.                                                 that more interactions happened between the two players. Diag-
                                                                         onal cells represent the number of interactions that one player
                                                                         had with all other players during the game, where more intense
4    SPATIOTEMPORAL EMBEDDING                                            color means more interactions were registered, and the color is
Glyphs as described in Section 3.2 represent the two players’            determined by the team color of the player.
movements, ball movement, ball possession, and spatial place-               In contrast, the lower triangular matrix represents the players
ment. Glyphs as such still miss the context information like other       performances in the means of ball possession changes during the
players’ movements, and the chronological ordering of the events.        interactions. Each cell is colored based on the team color of the
However, these pieces of information are crucial for understand-         player that had more positive outcomes. In this context, a positive
ing the context of interaction and making meaningful and com-            outcome for playerA means that (a) playerA’s team kept the ball,
prehensive conclusions.                                                  or (b) playerA’s team stole the ball from playerB’s team. A higher
   To this end, we design a suitable visual embedding of these           color saturation represents a higher percentage of interactions
glyphs into their spatiotemporal context, i.e., their position on        with a positive outcome for the respective team. The matrix
the soccer pitch and the timeline, which at the same time estab-         is complemented by bars behind the player’s names indicating
lishes a connection to the involved players. Our design comprises        the total ball possession time for each player. Combining this
a collection of all interaction glyphs associated with a player,         information with the number of interactions allows for a more
or a specific pair of players, connected by a spline curve that          distinctive assessment of the player’s performance. Players in
puts them into chronological order (see Figure 4c). We therefore         the Matrix are ordered first by the team, then by their playing
call this visual representation an Interaction History Curve. The        positions, and different roles are distinguished by line separators
curve segments are colored by a gradient of yellow and green             and labeled accordingly. This particular ordering allows for both
for the first and second half respectively, corresponding to the         a player-based performance analysis as well as an overall role-
timeline shown in Figure 4a and thereby establishing a visual            based assessment between teams.
representation of time.                                                     When hovering over the cells on the upper part of the ma-
   In the following, we are proposing an interactive approach            trix, corresponding cells in the lover part are highlighted, and
that integrates the visual representations developed so far into         vice versa. In this way, users can easily explore both interaction
an visual analysis tool allowing for a task-oriented exploration         numbers and possession ratio for the selected pair of players at
and analysis of soccer interaction data.                                 the same time. Finally, selecting a non-zero cell in the matrix, all
Figure 4: Overview of our visual analysis interface for soccer player interactions for a specific game and selected pair of
players. (a) Timeline and Toolbox. (b) Interaction Matrix. (c) Soccer Field View. (d) Interaction Prototypes. (e) Selection
grid. (f) Similarity Search Grid (g) Interactive scatter plot. (h) Zoom panel.


interactions of the corresponding player or pair of players are       5.4    Feature Space and Interaction Prototypes
shown on the Soccer Field View and Similarity Search Panel.              Feature Space View. Finally, we add another view on the data,
                                                                      by structuring them in the visualization of their feature space
                                                                      as established in Section 3.3. The view consists of two parts: an
5.2    Soccer Field View                                              interactive scatter plot (Figure 4g) showing the feature space
This view (Figure 4c) shows interaction glyphs as described in        of the data, and the zoom panel showing selected interaction
Section 3.2 plotted at the spatial location they occurred on the      while the user hovers over the scatter plot (Figure 4h). This panel
pitch. Glyphs also serve as trigger points for the situation anima-   should provide a more elaborate view on the data records.
tion. When clicked, they show an animation of movements of all
                                                                         Interaction Prototypes. This panel, shown in Figure 4d, lists the
players and the ball at the time of the interaction, providing the
                                                                      cluster prototypes extracted around the convex hull as described
user with a detailed visualization of the game situation. More-
                                                                      in Section 3.3. These prototypical interactions can serve as a
over, a marker on the timeline appears to clearly indicate when
                                                                      starting point for clusters exploration. By selecting a cluster
the interaction takes place in the game. When activating the
                                                                      prototype, the cluster members are being plotted on the Soccer
corresponding setting in the Toolbox, Interaction History Curves
                                                                      Field View as well as the interaction selection grid to allow for
are displayed connecting all the interactions in chronological
                                                                      further visual analysis. As a result, users can search for patterns
order. Glyph rings representing the ball possession are oriented
                                                                      in similar interactions from one cluster.
according to the tangent of the Interaction History Curve at that
point.
                                                                      5.5    Timeline and Toolbox
                                                                      The Timeline on top of the Soccer Field View represents the
5.3    Similarity Search Panel                                        time of individual interactions and it is colored with the gradient
                                                                      of yellow and green, similar to the Interaction History Curve.
   Selection Grid and Similarity Search Grid. A selection grid,
                                                                      The Timeline can be used to filter the time span of interactions
shown in Figure 4e, represents the same set of interactions as
                                                                      shown on the Soccer Field View, which is also useful for reducing
the Soccer Field View, ordered by their time stamp. They serve
                                                                      the plot density on this spatial view. On top of the Timeline,
as trigger points for a query search that finds the most similar
                                                                      goal indicators are shown as clickable markers that trigger an
interactions according to the descriptor introduced in Section 3.3.
                                                                      animation replaying the last few seconds before the respected
Similarity is measured by the Euclidean distance between the
                                                                      goal. These can be used for detail inspection of interactions that
interaction descriptor. After selecting a query interaction, the
                                                                      lead to a goal.
closest interactions are plotted in the Similarity Search Grid
                                                                         Finally, a toolbox, shown in Figure 4a is a simple set of filters
(shown in Figure 4f). Using the query search, a user can explore
                                                                      and user settings made for the purpose of easier analysis of dif-
similar interactions to the interesting one and search for the
                                                                      ferent situations. The Interaction History Curve can be switched
common behaviors in the game.
                                                                      off to reduce the visual load on demand. Outcomes can be filtered
in order to show only interactions that led to a change or no
change in ball possession This is used to analyze the success rate
of players of teams in general.

5.6    Implementation
We implemented our system as a web-based JavaScript appli-
cation using D3 for the interactive matrix plot, the interaction
curves, and other responsive elements. Interaction information
is extracted from tracked soccer game motion datasets in an
offline preprocess based on a predefined proximity range. For
each interaction between two players from opposing teams that                      (a) Match 1                         (b) Match 2

involves the ball, we store the player’s trajectory segments for a
fixed time interval around the point of closest proximity. Based          Figure 6: Comparing the player interactions between the
on these trajectory pairs, we then compute the corresponding              first and second match shows a clear increase in the over-
interaction descriptors and extract interaction clusters from the         all frequency of interactions, as well as a shift away from
resulting feature points as described in Section 3.3. The resulting       the anti-diagonal.
trajectory pairs, interaction descriptors, and cluster assignments
are then loaded from the precomputed files into the framework
for interactive analysis.                                                 example is given in Figure 6, which compares the first match
                                                                          and the return match between the same teams. At first glance, it
6     USE CASES AND RESULTS                                               is noticeable that the number of interactions between the first
                                                                          and second game differs significantly. However, the particular
In order to demonstrate the usefulness of our approach, we iden-
                                                                          matrix ordering also immediately reveals for which combinations
tify and discuss several typical analysis use cases. For this ex-
                                                                          of player roles these interactions have increased in particular,
ample, we analyzed an anonymized match from a well-known
                                                                          which allows to draw direct conclusions about the game. In a
European club competition.
                                                                          balanced game, the majority of interactions would be expected
   Assessing Game Dominance. An interesting finding we imme-              to occur along the anti-diagonal of the player-role matrix (high-
diately discovered with our approach during the analysis of this          lighted in purple), where defenders face forwards and midfielders
match was the spatio-temporal distribution of interaction glyphs          encounter midfielders. In contrast, the second game also shows
depicting transition phases in the first and second half. We com-         a noticeable increase in the frequency of interactions between
pared the distribution of the glyphs in the first half of the match       midfielders and forwards of both teams (green). Overall, these
(see Figure 5a) and the second half (see Figure 5b), using the            are indicators that the second game was more aggressive since
time range filter in the timeline interface. In the first half, a rela-   not only the frequency of interactions increased, but the player
tively even distribution of transition interacting glyphs can be          combinations within which they happened also shifted away
observed. However, in the second half of the match, the majority          from the usual anti-diagonal. This might be explained by the fact
of possession changes occurred in the orange team’s half of the           that one of the teams would have went out of the competition if
pitch. This difference in the distribution of the glyphs shows that       they would have lost this return match in the group phase.
the blue team was way more dominant during the second half.
                                                                              Player-Centric Assessment. Another important analysis task
This assumption is also reflected in the outcome of the match.
                                                                          is the investigation of individual player performances. For the
After a 1:2 in the first half, the blue team was able to score two
                                                                          game data investigated in this paper, the matrix plot indicates
additional goals in the seconds half, earning them a 3:2 score.
                                                                          a particularly strong involvement of the orange Wide Forward
                                                                          Left with the Blue Wide Midfield Right player (Figure 7). A look
                                                                          on their common interaction history curve provides interesting
                                                                          insights into the interaction history between these two players.
                                                                          First, most interactions happened on the side of the orange team,




            (a) Half 1                           (b) Half 2


Figure 5: The contrast in the distribution of changes in the
ball possession clearly shows that the blue team was more
dominant in the second half of the game.


   Role-based Assessment. The matrix-based visualization of in-
teractions provides an overview of the respective interactions            Figure 7: Interaction History curve between the orange
of all players in a game. The ordering of the columns and rows            Wide Forward Left and the blue Wide Midfield Right
by team and player roles allows the analysis of substructures             player over the course of the game, showing a dominance
in the player interactions, which would be difficult or impossi-          of the blue midfield player and a large number of unsuc-
ble to inspect with classical matrix reordering techniques. An            cessful tackle attempts of the orange player.
where the orange forward player was forced into a typical de-
fender role far back in his own side of the field. Here he attempted
several tackles on the pressing blue midfield player. However, as
the ring colors of the interaction glyphs indicate, none of these
attempts led to a successful gain of ball possession. In contrast,
                                                                                                  (a) Parallel Runs
in a single interaction between these players, the blue midfield
player even obtained ball possession from the orange forward
player, in a relatively close distance to the orange goal (see black
arrow). This reflects the above insights into the the game domi-
nance in the second half of the game, on a player-focused level
of detail, showing that the orange forward player was heavily
                                                                                                   (b) Cross-Overs
outgunned by the blue midfield player.
   Identifying Key Interactions. A further interesting situation        Figure 9: Similarity queries on selected glyphs yield in-
we discovered during the analysis of the interaction glyphs is          teractions with most similar trajectory configurations, en-
depicted in Figure 8. The glyph shows that the orange team lost         abling further exploration of similar interactions.
possession of the ball in the midfield. While investigating the
replay animation of this scene, we noticed that the orange player       results exhibit a similar cross-over shape. Comparing the sets of
shown in the glyph first receives a pass from a player of his           parallel runs and cross-over glyphs, we can also observe overall
own team. However, the blue player in the glyph is immediately          longer trajectory path lengths in the parallel runs. As trajectory
putting pressure on the orange player. The orange player’s sub-         segments correspond to constant time intervals (1.5 seconds in
sequent pass was a miss pass, which may have been caused by             our examples), this indicates that these type of interactions are
the applied pressure. After this miss pass, the blue team was able      generally much more fast-paced than the cross-overs.
to bring the ball directly to the strikers, which created a very
dangerous situation with two blue players in ball possession and        7   DISCUSSION AND FUTURE WORK
a free path towards the opposing goal.
                                                                        In the previous section, we have shown a set of basic but impor-
                                                                        tant analysis use cases relevant to soccer coaches and analysts.
                                                                        These range from an overall assessment of a team’s performance,
                                                                        to investigating the role, importance and performance of individ-
                                                                        ual players, up to detailed analyzes of key interactions and their
                                                                        influence on the game outcome. Our system provides several
                                                                        different views on the interaction data present in a game, and
                                                                        allows for temporal, player-related or shape-based filtering. The
                                                                        latter is enabled by defining appropriate shape descriptors for
                                                                        pairs of trajectory segments that constitute an interaction event.
                                                                           Limitations. Targeting at the visual analysis of potentially
                                                                        complex player interactions over a whole game, our approach
Figure 8: Loss of ball possession by the orange team results            currently exhibits several limitations. One issue is the problem of
in a dangerous game situation, as there are now two blue                visual clutter when many interaction glyphs are superimposed
players in ball possession with a free path to the goal.                in the spatial embedding, as seen in Fig. 7. These need to be ad-
                                                                        dressed using appropriate means of visual reduction, like density
                                                                        based scaling or visual simplification, and combined with suitable
   Shape-based Interaction Exploration. In many cases, the type
                                                                        interactive detail-on-demand techniques.
and interpretation of an interaction between players is directly
                                                                           Moreover, our current way of extracting semantic interactions
reflected by their trajectory segments shown in the glyph. Based
                                                                        from the raw trajectory data enforces the assumption that any
on a selected interaction glyph of interest, our system allows
                                                                        interaction only involves two players. However, in general drib-
the user to investigate additional interactions of the same type.
                                                                        bling events or close-range interactions inside the penalty box,
Selecting a glyph in the Selection Grid (Fig. 4e) issues a search
                                                                        e.g. after a corner kick, more than two players can be close to
for similar interactions throughout the game, utilizing the inter-
                                                                        or in physical contact to the ball. Our current approach would
action shape descriptor developed in Section 3.3. The 20 most
                                                                        break these down to a set of two-player interactions, which is
similar interactions are then presented in the Similarity Search
                                                                        not able to visually express the complexity of the interaction in
Grid (Fig. 4f). These can then be further investigated by clicking
                                                                        a single glyph, or encode it in a descriptor.
them, inspecting their geographic context on the soccer pitch
                                                                           Another aspect is the usability of abstract views on the data
(Figure 4c), and inspecting them in detail using our system’s
                                                                        provided by our system. While shape-based similarity search and
animation capabilities. Figure 9 shows the retrieval results of the
                                                                        data- or feature-based views are typical elements used by visual
for two different interaction queries. In Fig. 9a, the user searches
                                                                        analysis experts, they might be not as intuitive to domain users
for glyphs similar to a parallel run of two players. The result set
                                                                        like soccer coaches. However, work from other domains indicate
shows 20 configurations of high geometric similarity, and proofs
                                                                        that such elements can indeed be useful for domain experts [12].
the rotation invariance of the proposed descriptor. Moreover, the
result set indicates that interactions of these type rarely lead to a      Future Directions. Other interesting future work directions in-
change in ball possession. The query in Fig. 9b denotes an interac-     volves finding a taxonomy of interaction patterns, e.g. by enhanc-
tion of players with crossing trajectories. Again, most similarity      ing the cluster analysis of interactions by visual cluster analysis
tools. For instance, allowing users to label interaction examples                          [11] Halldór Janetzko, Dominik Sacha, Manuel Stein, Tobias Schreck, Daniel A.
from the PCA view and using this data to train an interaction                                   Keim, and Oliver Deussen. 2014. Feature-driven visual analytics of soccer
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   Conceptually, besides single matches, we may also look at                                    2014.7042477
                                                                                           [12] Wolfgang Jentner, Dominik Sacha, Florian Stoffel, Geoffrey Ellis, Leishi Zhang,
the differences in interaction patterns between matches of the                                  and Daniel A. Keim. 2018. Making Machine Intelligence Less Scary for Crim-
same teams, and compare them with coaching strategies. An                                       inal Analysts: Reflections on Designing a Visual Comparative Case Anal-
obvious extension of the player interaction matrix is to code it                                ysis Tool. The Visual Computer Journal (2018). https://doi.org/10.1007/
                                                                                                s00371-018-1483-0
for types of interaction patterns, e.g., to observe if same players                        [13] Hoang M Le, Peter Carr, Yisong Yue, and Patrick Lucey. 2017. Data-driven
more frequently interact in similar patterns, or whether their                                  ghosting using deep imitation learning. In MIT Sloan Sports Analytics Confer-
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descriptor and glyph representation. These currently focus on                                   122–133.
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nearby players, which however can influence individual interac-                                 (2020), 109831.
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