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  <front>
    <journal-meta>
      <issn pub-type="ppub">1613-0073</issn>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>of the Formation of Sports Matches Statistical Information Using Neural Networks</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Olena Sorokivska</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Iaroslav Lytvynenko</string-name>
          <email>iaroslav.lytvynenko@gmail.com</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Oleksandr Sorokivskyi</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Halyna Kozbur</string-name>
          <email>kozbur.galina@gmail.com</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Iryna</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Strutynska</string-name>
          <email>strutynskairy@gmail.com</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Workshop</string-name>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>IT-Company Amazinum</institution>
          ,
          <addr-line>Ternopil, 46001</addr-line>
          ,
          <country country="UA">Ukraine</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Ternopil Ivan Puluj National Technical University</institution>
          ,
          <addr-line>56, Ruska Street, Ternopil, 46001</addr-line>
          ,
          <country country="UA">Ukraine</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>The article develops a methodology for the formation and processing of statistical information about held sports matches using neural networks. To find the players and the ball in the video, the authors used the Yolov5 Model. It is fast and accurate, being ideal for such a task. To determine the position of the players on the pitch, pix2pix neural networks were used. They were trained on images of players and their positions on the pitch, allowing them to accurately identify players' positions in new images. The technology called soccerreid was used to re-identify players. It allows to distinguish one player from another based on their appearance and movements. Also, the creation of an API in Python using Flask to obtain statistical information about players and their actions on the pitch was described. This will allow coaches and analysts to receive valuable information to improve team strategy and tactics. The elaborated automated method of generating statistical data has great application potential in the industry of football match analysis. The results can be used for further research in the area of automating of the statistics formation. The obtained results can also be used to improve work in other areas related to sports. It is also worth noting that the use of artificial intelligence technologies, which are used in the development of such an intellectualized methodology, can significantly facilitate and speed up the process of analyzing video recordings, which will increase the efficiency of work and reduce the cost of time and money.</p>
      </abstract>
      <kwd-group>
        <kwd>Machine learning</kwd>
        <kwd>deep neural networks</kwd>
        <kwd>football</kwd>
        <kwd>computer vision</kwd>
        <kwd>homography</kwd>
        <kwd>YOLO</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>The development of the methodology for the formation of statistical information obtained on the
basis of the analysis of video recordings of football matches is a very relevant topic of research,
especially in the context of modern technologies and the popularity of football in the world. It is
possible, with the help of such a technique, to provide an accurate and objective analysis of the game,
identify the strengths and weaknesses of the teams, and also help the coaches in preparing for the next
matches. In addition, the collection and analysis of statistical data from video recordings can be useful
for organizing competitions and improving their level, increasing the interest of spectators in the game,
as well as the development of the football industry as a whole. It is also worth noting that the use of
artificial intelligence technologies, which are used in the development of such an intellectualized
methodology, can significantly facilitate and speed up the process of analyzing video recordings, which
will increase the efficiency of work and reduce the cost of time and money.
EMAIL:
(A.</p>
      <p>1);
(A. 3);</p>
      <p>2020 Copyright for this paper by its authors.
CEUR</p>
      <p>ceur-ws.org</p>
      <p>The purpose of the article is to develop a methodology for the formation of statistical data of personal
indicators of players based on the processing of video recordings of past football matches. The main
goals of the study are to provide an efficient and automated process of obtaining statistics about players
based on video recordings of matches.</p>
      <p>The developed automated method of generating statistics from the recordings of football matches
makes it possible to optimize and improve the existing processes in the coach’s work, reduce the number
of errors and accelerate the development of the team. The results can be used for further research in the
field of automating the formation of statistics. The obtained results can also be used to improve work
in other areas related to sports.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Related Works</title>
      <p>
        In an early work of Assfalg, J., Bertini, M., Colombo, C., Del Bimbo, A., and Nunziati, W. [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] a
method of finding a homography based on the position of the pitch and correspondence of lines was
considered. The disadvantages of this technique are that its aim is only the gates and corner parts of the
pitch. All work is based on the annotation of events, namely a goal kick, a corner kick and a free kick
from the goalkeeper. Also, the work developed an algorithm for determining the type of shot based on
the location of the players on the pitch. Finding is done by highlighting them by color. Classification of
events is based on the placement of players on the pitch.
      </p>
      <p>
        If we consider works based on the study of useful statistics for teams, one of the most popular is the
work of Perin C., Vuillemot R. and Fekete J. [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ], which describes the importance and methods of
qualitative analysis in football. Scientists suggest using a special visualization for corner kicks, long
runs, pass clusters, shot distribution and others. The statistics and visualization in the work are explored
in depth, but the drawback is that it lacks information about the players and their position on the pitch.
This information is only available for labeled data.
      </p>
      <p>
        A recent paper by Stein, M., Janetzko, H., Lamprecht, A., Breitkreutz, T., Zimmermann, P.,
Goldlucke, B. and Keim, D.A. [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] deals with the full cycle of obtaining and visualizing statistical data
from video recordings. To find players on the pitch, the authors use the segmentation method based on
colors. To determine the position of players on the pitch, the SIFT method [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] is used, the essence of
which is to find key points between images, obtaining vectors from them for combining images. The
work states that the first two minutes of the match are enough to get all the camera angles and connect
the images together. This allows you to get a complete diagram of the pitch. Once the schema is
obtained, a predefined homography matrix is used to obtain the changes for the next frame. In general,
the accuracy of these methods is not specified. In addition, the authors themselves point out that the
methods of finding players on the pitch are not accurate enough. Also, the system does not include the
function of automatically finding the ball on the pitch, which limits the calculation of statistical
information in the future.
      </p>
      <p>
        In modern research S. Afzal, S. Ghani, M. M. Hittawe, S. F. Rashid [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] explore the current state of
the art at the intersection of visualization and visual analytics, as well as image and video data analysis.
The authors classify visualization articles based on various taxonomies used in visualization and visual
analytics research. They review these articles in terms of task requirements, tools, datasets, and
application areas, and discuss ideas based on the results of their survey. Basic scientific research is
being conducted by modern scientists to evaluate the control zone in badminton doubles games using
information from drones [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ], as well as supplementing basketball videos with built-in gaze-guided
visualizations [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. M. B. Jurca [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] in his work constructed a robust pipeline for the sports analysis
community in order to successfully extract useful information from broadcast football matches. The
scientist proposed a fast and efficient solution, based on computer vision and machine learning methods
and algorithms. Scientists S. Rahimi, A. Moore, P.A. Whigham [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ], based on the agent's conceptual
space-time model and reasoning behavior, developed guidelines for the design of a realizable
vectoragent model. They applied sensitivity-variability analysis to measure the performance of different
configurations of system components with respect to new movement patterns. Researchers Z. Chen, J.
Beyer, H. Pfister, Q. Yang, H. Xia, X. Xie, Y. Wu [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ], focused their attention on supplementing sports
videos with natural language. However, none of the mentioned articles gives a clear and sufficiently
comprehensive answer to the question of how to ensure an effective automated process of obtaining
statistical data about players based on video recordings of matches.
      </p>
    </sec>
    <sec id="sec-3">
      <title>3. Proposed Methodology</title>
      <p>One of the subtasks in the methodology of statistics formation is determining the position of players
on the pitch. At the same time, the main information is the frames from the video. Solving this
subproblem is impossible without taking into account additional variables. We offer several basic
methods of solving this problem.</p>
    </sec>
    <sec id="sec-4">
      <title>3.1 Determination of the homography matrix by manual method</title>
      <p>This method involves manual adjustment of one or more cameras. In order to determine the position
of the players on the pitch, you need to know the boundaries of the pitch, the distance from the base of
the camera to the pitch, the distance from the top of the camera to the pitch, and the homography matrix.
A homography matrix is a transformation matrix used to represent three-dimensional objects in
twodimensional space or to perform other similar tasks in graphics processing. Homography is a
mathematical concept that describes the relationship between two projective spaces that can be realized
as images of three-dimensional objects on a plane.</p>
      <p>The homography matrix is usually determined by calibrating the camera and fitting to the points that
represent the image on the plane. Knowing the homography matrix, one can perform image
transformation operations such as scaling, rotation, and transmission. In a more general sense, the
homography matrix is used to describe transformations between spaces of any number of dimensions,
and is not limited to the field of graphics processing . Therefore, in this approach, the matrix is adjusted
manually. First, one wide-format camera or several cameras are placed in a fixed position, key points
are selected from 3D space and 2D space , and the homography matrix is found.</p>
      <p>In the case of one camera, it needs to be set evenly, because an error of a few millimeters can become
an error of several meters, due to the fact that the football pitch is large - about 100 meters. After finding
the homography matrix for the initial position of one camera, it is necessary to update the matrix using
information about camera rotation angles and zoom.</p>
    </sec>
    <sec id="sec-5">
      <title>3.2 Determination of the homography matrix by an automatic method</title>
      <p>The automatic method is based on the determination of camera parameters based on the gradient
analysis of image edges. The normal camera calibration process must use points on the image that can
be difficult to determine and may require additional training. At the same time, the edges of the image,
which can be easily determined, have a high sensitivity to changes in camera parameters, which made
them an object of research.</p>
      <p>The authors propose to use the gradient of the edges of the image to define the parameters of the
camera without the need to use points. The method for determining the camera parameters consists in
finding the optimal mapping between the corresponding edges in two images, using the gradients of
these edges. The research was conducted on different types of images and it was demonstrated that the
method can be effective for determining camera parameters, especially in situations where the points in
the image are difficult to define, but the edges of the image can be easily found.</p>
      <p>The main result of the study is the use of image edge gradients to determine camera parameters,
which may be useful for developing more efficient and accurate camera calibration methods in the
future. An example of the result of this approach is shown in Figure 1.</p>
      <p>Another approach to automatically determine the homography matrix is to develop a neural network
that determines the positions of key points in the image to find the homography. For this, a similar
model architecture to UNet is used, using an encoder and a decoder. U- Net is a deep neural network
architectural approach for semantic image segmentation, that is, for dividing an image into subregions
and assigning a class to each subregion. It is widely used in biomedical imaging, in particular in the
tasks of segmentation of cells, tissues, organs and pathological changes.</p>
      <p>Net architecture consists of two main parts: an encoder and a decoder. The encoder consists of
several convolutional layers (convolutional layers) and pooling layers (pooling layers), which reduce
the size of the image and increase the number of channels. This part of the network performs the
function of feature extraction, which is then used by the decoder.</p>
      <p>The decoder consists of transposed convolutional layers (transposed convolutional layers) and
concatenation with previous encoder outputs. The decoder gradually increases the image size and
decreases the number of channels to obtain a segmentation map. Concatenation helps transfer local
information from the encoder to the decoder, allowing for a more detailed segmentation map. In general,
the encoder provides the extraction of a hierarchy of features that can be used for image segmentation,
and the decoder provides the reproduction of the image from the segmentation map using the
information from the encoder.</p>
      <p>Next, the training images were labeled using 91 key points. Also, the usual calculation of weights
for filters in the convolutional model has been replaced by dynamic filter generation. For this, each of
the 91 points was recoded into a vector and was used to train the decoder model.</p>
      <p>IoU metric was used to measure accuracy. Using World Cup Dataset with the help of the algorithm
an accuracy of 98% was achieved. An example of the result of the algorithm is shown in Figure 2.</p>
      <p>Another approach is to determine the homography matrix using synthetic data. This approach uses
a dual GAN model to obtain a picture with pitch corners. GAN (Generative Adversarial Networks) are
neural network models that consist of two deep neural networks: a Generator and a Discriminator. The
generator creates new images while the discriminator tries to distinguish them from the real ones. The
model is trained in a confrontation process between the generator and the discriminator, where the
generator tries to create such images that cannot be distinguished from real ones, and the discriminator
tries to distinguish between real and synthesized images. In the learning process, the generator and the
discriminator interact and learn from each other, improving their quality and ability to produce realistic
images.</p>
      <p>The generator and the discriminator are competing models that work together to provide GAN
training. The generator takes a random noise or vector as input that is used to generate new images. The
discriminator takes an image as input and determines whether it is real or generated. The most important
element of GAN is the loss function, which measures the error rate of the generator and the
discriminator. The loss function must be configured so that the discriminator can distinguish between
real and generated images and that the generator produces images that are close to the real ones. In the
process of GAN training, the generator tries to change its parameters to reduce the discriminator error
and improve the quality of its images.</p>
      <p>After obtaining information from the GAN model, HOG transformations are used to obtain
information about the image, which then selects the best match from a database containing similar
images and their corresponding homography matrices. HOG (Histogram of Oriented Gradients) is a
method for determining features in images, which is widely used in computer vision and image
processing. HOG is based on the concept that the shape of objects can be determined based on the
orientations of pixel gradients in an image. The resulting vectors are considered image features that can
be used to recognize objects in the image. An example of the algorithm is shown in Figure 3.</p>
      <p>However, the image shows that the model does not always predict the position of the pitch as
accurately as possible. The maximum accuracy of this task is beyond the scope of work.</p>
    </sec>
    <sec id="sec-6">
      <title>3.3 Analysis of approaches to player re-identification</title>
      <p>Re-identification of players on the pitch is an important task for analyzing football matches and
understanding how players move and interact on the pitch. Computer vision can be used to
automatically identify players based on their appearance.</p>
      <p>A system called Torchreid is commonly used to re-identify people. Torchreid is an open source
software (open-source software), which provides a framework for developing and experimenting with
image-based re-identification algorithms. This framework provides support for numerous datasets,
including Market1501, DukeMTMC-reID, CUHK03, and others. In addition, it contains tools for data
processing, model building, result validation, and visualization.</p>
      <p>Torchreid main features:
1. Support for various neural network architectures for re-identification, including ResNet,</p>
      <p>DenseNet, NASNet, EfficientNet, etc.
2. Support for various loss functions, including cross-entropy loss, triplet loss, quadruplet loss,
circle loss etc.
3. Support for various methods to reduce data dimensionality, including Principal Component</p>
      <p>Analysis (PCA), Linear Discriminator Analysis (LDA), t-SNE, etc.
4. Ability to build hybrid models that use images and video simultaneously to improve
reidentification results.
5. Support for various methods for data collection, including manual annotation, automatic
annotation using computer vision algorithms, etc.
6. Ability to use pre-trained models to achieve better results on new data.
7. Support for various metrics for evaluating re-identification results, including Cumulative</p>
      <p>Matching Characteristics (CMC) curve and mean average precision ( mAP ).</p>
      <p>Re-identification technology SportsReID is based on this technology for finding football players,
which is a system for re-identification of players in video matches using computer vision. The system
uses deep learning technologies, including neural networks, to determine the identity of players in
videos. To do this, the video is first processed, during which frames with the image of the players are
extracted from it and algorithms are used to determine features such as body shape, clothes, shoes and
other details of the appearance.</p>
      <p>The obtained features are compared with data from a database containing images of players and their
identification data. The search is performed using image comparison algorithms such as histogram
oriented gradients (HOG), deep neural networks, and others. SportsReID is used in large team sports
events where it is necessary to track the movements of many players at the same time. The system can
help in training teams, analyze the game and identify the best players in order to improve performance.</p>
    </sec>
    <sec id="sec-7">
      <title>4. Results</title>
    </sec>
    <sec id="sec-8">
      <title>4.1. Highlighting the main requirements for the methodology of the formation of statistical information about the held sports matches on the basis of video recordings</title>
    </sec>
    <sec id="sec-9">
      <title>4.2 Finding the players and the ball</title>
      <p>A dataset with placed players and a ball was used to train ball detection. The players and the ball
were highlighted by rectangles, and the coordinates of the rectangles were recorded in a special format
for training the model. As a result, 1000 pictures were selected for training the model, which contained,
on average, 14.5 players in the frame. An example dataset is shown in Figure 4.</p>
      <p>In order to choose the best model for the task of finding, two models were compared - YOLO and
R-CNN according to the following parameters:
• Architecture: YOLO is a single-stage architecture, i. e. it detects objects in the entire image
at once, while R-CNN is a multi-stage architecture, i. e. it first extracts regions containing
objects and then detects them.
• Speed: YOLO is generally faster than R-CNN because it performs computations on the
entire image at the same time without requiring additional computations on regions that do
not contain objects.
• Accuracy: R-CNN usually has higher object detection accuracy because it can use more
sophisticated methods to identify regions of images that contain objects. However, due to
the more complex architecture, it works slower than YOLO.
• Computational resource requirements: YOLO generally requires less resources than R-CNN
because it has fewer layers and operations. This makes it more popular for use on
resourceconstrained devices such as mobile phones.
• Video processing: YOLO usually works better with video because it can identify objects in
each frame at the same time. R-CNN, on the other hand, requires additional time to process
each frame.</p>
      <p>In addition, there are many ready-made solutions for training YOLO models that simplify this task,
so it was chosen as the main model for finding objects. At the time of development, there were two
most popular YOLO models - v4 and v5. Both versions of the model have advantages and
disadvantages:
• Architecture: YOLOv4 has a more complex architecture compared to YOLOv5, which has
a simpler and more efficient structure.</p>
      <p>• Speed: YOLOv5 is generally faster than YOLOv4 because it has fewer computations and
layers.
• Accuracy: YOLOv4 generally has higher object detection accuracy because it uses more
sophisticated training methods such as Scaled-YOLOv4 and YOLOv4-P5. However, due to
the more complex architecture, it works slower than YOLOv5.
• Image processing: YOLOv5 has better object detection accuracy in small images because it
uses high-resolution image processing techniques. YOLOv4, on the other hand, tends to
retrain on small images.
• Computational resource requirements: YOLOv5 generally requires less resources than
YOLOv4 because it has fewer layers and operations. This makes it more popular for use on
resource-constrained devices such as mobile phones.</p>
      <p>YOLOv5 training requires a special data structure. An example of such a structure is shown in Figure</p>
      <p>The comparative result of model training is shown in Figure 6.</p>
      <p>The image above shows what the video looks like before processing with the model, and the image
below shows what it looks like after.</p>
    </sec>
    <sec id="sec-10">
      <title>4.3 Determining the position of the players and the ball on the pitch</title>
      <p>To determine the position of the players on the pitch, you first need to find the homography matrix.
An algorithm was chosen that uses synthetic data for training for this aim, because its accuracy is
sufficient for the given task. An example of the algorithm is shown in Figure 7.</p>
      <p>The Two-GAN model consists of two pix2pix models – one of which is responsible for the
segmentation of grass on the pitch, and the other one is responsible for finding lines on the pitch. Pix2pix
is a deep learning model used to generate images using conditional GANs (generative adversarial
network). It is capable of generating high-quality images that match the input data.</p>
      <p>The pix2pix model uses a pair of images – input and output – for training. For example, the input
can be a black and white image, and the output can be a color image. The model is trained to find the
relationship between input and output images using conditional GANs. An example of the operation of
such a model is shown in Figure 8.</p>
      <p>In the training process, pix2pix generates images from stochastic noise, which are then transmitted
to a discriminator that recognizes whether the image is plausible. Separately, the image is transmitted
to the input of the generator, which creates a new output image based on the input image and the learned
dependencies. The pix2pix model is very flexible as it can be used for many image generation tasks,
such as creating photorealistic images from artificial descriptions, transforming image styles, generating
a city map from a satellite image, and more.</p>
      <p>However, for the pix2pix model to work successfully, a large amount of training data and
highpower computing resources are needed, especially when using large images. An example of a trained
model combined with a player and ball location model is shown in Figure 9.</p>
      <p>As you can see from the images, the algorithm performs quite accurately, considering that only one
camera is used.</p>
    </sec>
    <sec id="sec-11">
      <title>4.4 Re-identification of players</title>
      <p>To re-identify players, Sportsreid technology is used, which is specifically trained to re-identify
players on different frames. Sportsreid contains several different types of models. Comparative
characteristics of the models are shown in Table 1.
OSNet_x1_0
DeiT-Tiny/16</p>
      <p>DeiT-S/16
ViT-B/16
ViT-L/16*
2.2M
5.5M
21.7M
57.7M
303.6M</p>
      <p>Resolution
256x128
224х224
224х224
224х224
224х224
mAP</p>
      <p>For comparison, such metrics as mAP and rank-1 are used. mAP (mean average precision) and
rank1 are metrics used to evaluate the effectiveness of computer vision algorithms in the tasks of recognizing
objects or people in images or videos. mAP is a metric that measures the average accuracy of object
recognition in an image. It takes into account both the accuracy of the found objects and their number.
Usually, to calculate mAP , first the threshold for marking an object as found or not found is determined,
then the recognition accuracy (precision) is calculated and it is checked whether the correct number of
objects were found. The final result is calculated as the average accuracy value for each threshold.</p>
      <p>Rank-1 is a metric that measures the accuracy of recognizing people in an image or video. It indicates
what percentage of people were recognized correctly when comparing them with the database. Ranking
takes place using different algorithms, for example, using the Euclidean distance method or the cosine
similarity method between vectors of facial features.</p>
      <p>Typically, these metrics are used to compare the performance of different algorithms and models for
object or person recognition, helping researchers figure out which algorithm is most effective for a
particular task. According to the table, the most optimal option is a model with 2.2m parameters and an
image size of 256x128.</p>
      <p>Two frames with a difference of 100 shots were selected to test the re-identification performance.
For better accuracy, 10 neighboring frames were selected and object detection with tracking via
DeepSort was used. After identified unique personalities from DeepSort. next, all found football players
were clipped and converted to vectors using Sportsreid. After that, the distance between all vectors was
calculated using the cosine distance formula. An example of how the cosine distance formula works is
shown in Figure 10.</p>
      <p>After finding the distance, the best candidate among all is selected and it is checked whether the
distance is less than a certain threshold. If so, the candidate remains and the process continues. The
result of finding candidates is shown in Figure 11.</p>
      <p>The respondents are shown above, and their candidates below. In total, you can find 9
correspondences between frames. In general, the accuracy of the technique is sufficient for the initial
tasks, but it needs to be refined in the future.</p>
    </sec>
    <sec id="sec-12">
      <title>4.5 Calculation of statistical data</title>
      <p>For a football player, the importance of different metrics may depend on the role he plays on the
pitch.</p>
      <p>Time of ball possession. This metric indicates how long a player keeps the ball at his feet. This is
important for players who are responsible for deploying the team’s attack. The longer a player holds
the ball, the more time he has to make the right decision and pass the ball to his partners. To calculate
this metric, information about the position of the ball in the frame and the player is used. If the ball is
close to the player (30 pixels) or the last coordinates of the ball are the coordinates of the player’s feet,
then the time of possession of the ball is credited to the player. The frame rate in the video is also taken
into account for a more accurate calculation of the metric.</p>
      <p>Distance traveled. This metric indicates how many meters the player covered during the match. This
is important for players who are responsible for covering a large area on the pitch. Players such as
forwards, defenders and midfielders must be responsible for moving from their side to the opposing
side and back to help their team in attack and defence. Data to calculate this metric is collected only
when the player is visible in the frame. During the video, the homography matrix is calculated,
compared with the player’s movement, and calculates the approximate number of meters he has
traveled.</p>
      <p>Number of passes. This metric indicates how many times a player has passed to his partners. This is
important for players who are responsible for organizing the team’s attacks. Midfield and attacking
players usually need to be good passers, as their passes can lead to goals or other scoring opportunities.
To calculate this metric, the position of the players and the ball is used. If the ball was close to the
player (30 pixels), or the trajectory of the ball started from the feet of one player of the team and passed
into the near zone or the feet of another player from the same team, then such an event is counted as a
pass.</p>
      <p>Number of interceptions. This metric indicates how many times a player stopped an opponent’s
attack by intercepting the ball. This is important for players who are responsible for the team’s defense.
Defensive and midfield players usually need to be good interceptors, as their ability to stop opposing
attacks can be critical to a team’s success. If the ball was close to the player (30 pixels), or the trajectory
of the ball started from the feet of one player of the team and passed into the near zone or the feet of
another player from the opposite team, then such an event is counted as an interception.</p>
      <p>Time Spent on Own Side and Time Spent on Opponent’s Side: These metrics indicate how much
time a player has spent on their own side and on the opponent's side. This is important for all players as
it helps to understand where and how a player spends his time on the pitch and how it can be used to
help the team succeed. To calculate these metrics, information about the position on the pitch is used,
which is obtained using the homography matrix.</p>
      <p>Overall, these metrics help players and coaches analyze and improve the performance of players and
the team as a whole. And if a player can improve in one of these metrics, it can have an immediate
impact on the team’s success.</p>
    </sec>
    <sec id="sec-13">
      <title>4.6 Application Programming Interface (API)</title>
      <p>API (Application Programming Interface) is a set of protocols, tools and standards used to develop
software and ensure interaction between various software components.</p>
      <p>An API defines how different software components should interact with each other and what actions
and operations can be performed from these components. An example of returning API information is
shown in Figure 12.</p>
      <p>The application API is implemented in Python using Flask. Flask is a lightweight framework for
building web applications in Python. API in this case implements the following functions:
• Receive video: The API can receive video that needs to be decoded for further processing.
• Video Processing: Encoded video is processed using machine learning models to derive
metrics and player data. These metrics include time of possession, distance covered, number
of passes, number of interceptions and other characteristics that are important.
• Returning results: The last step of the API is to return the results of video processing as a</p>
      <p>JSON object.</p>
      <p>The overall API architecture includes components such as router, machine learning model, database,
and others.</p>
    </sec>
    <sec id="sec-14">
      <title>5. Conclusions</title>
      <p>In this article, a methodology for the formation and processing of statistical information about sports
matches based on the use of neural networks was developed. The Yolov5 model was used to locate the
players and the ball in the image. It is fast and accurate, so it is ideal for such a task. To determine the
position of the players on the pitch, pix2pix neural networks were used. They were trained on images
of players and their positions on the pitch, allowing them to accurately identify players’ positions in
new images.</p>
      <p>Soccerreid technology was used to re-identify players. It allows you to distinguish one player from
another based on their appearance and movements. Also, the creation of an API in Python using Flask
to obtain statistical information about players and their actions on the pitch was described. This allows
coaches and analysts to obtain valuable information to improve team strategy and tactics.</p>
      <p>Further research may concern improving the accuracy of the developed methodology, its speed and
enrichment of statistics. The scientific novelty of the obtained results lies in the fact that the developed
automated method of generating statistical data has a great potential for application in the industry of
football match analysis. The results can be used for further research in the field of automating the
formation of statistics. The obtained results can also be used to improve work in other areas related to
sports.</p>
    </sec>
    <sec id="sec-15">
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