=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==
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 data. In 2014 IEEE Conference on Visual Analytics Science and Technology, VAST classifier would further improve its usability. 2014, Paris, France, October 25-31, 2014. 13–22. https://doi.org/10.1109/VAST. 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- patterns change or evolve over time. We presume that sequence ence. https://resolver.caltech.edu/CaltechAUTHORS:20170316-121646643 [14] Jose Luis Sotomayor Malqui, Noemí Maritza Lapa Romero, Rafael Garcia, mining methods can be applicable to this problem as well. Hande Alemdar, and João LD Comba. 2019. How do soccer teams coordinate Finally, there are several possibilities to enhance our shape consecutive passes? A visual analytics system for analysing the complexity of passing sequences using soccer flow motifs. Computers & Graphics 84 (2019), descriptor and glyph representation. 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