This research presents a predictive model for determining the game outcome of a Women’s (Female)
Lacrosse game. This is important to coaches regardless of if their team appears to be winning or losing the
game. Coaches make decisions throughout the game based upon the belief that they are winning or losing.
The model is a Logistic Regression model and can be used with very little data from a game: time
remaining and difference between the scores. This could be a valuable tool to coaches that can be used
during the game. It is more than 89% accurate. Data used in this research comes from direct matchup
games between BigTen Women’s Lacrosse teams. The win probability equations, including coefficients,
are presented.
Developed a simulator for 100 ball cricket which is based upon a binary logistic
model. Particular attention is given to second innings batting where the state of the match (e.g.,
score, wickets, balls) affects the aggressiveness of batsmen. Also, demonstrated how the
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NEW DELHI: For those obsessed with the size-zero, here's a phone as thin as paper. Called PaperPhone, the smartphone is presently in prototype stage. It uses latest printing technologies to print copper circuits and wiring on to a 9.5-centimetre surface. A layer of E Ink, used in Amazon Inc's Kindle eReader, is applied to act as a display. As for OS, it is powered by Google Android. To be unveiled at the forthcoming Association of Computing Machinery's CHI conference in Canada, the PaperPhone, has been developed by a team of researchers from Arizona State University, Queen's University, and E Ink Corporation. The 'flexible' phone can store books, play music and make phone calls. According to the researchers, bend gestures are fed into a gesture-recognition engine and can associate certain movements with certain instructions. As creator Roel Vertegaal, the director of Queen's University Human Media Lab told the The Vancouver Sun, "So you can bend the top in order to page forward or make a bookmark, you can navigate left and right on your home screen in order to open an icon, and you can make a call by squeezing the paper so that it curves, and then if you want to stop the call you pop it back into shape." "This is the future. Everything is going to look and feel like this within five years," he said. This computer looks, feels and operates like a small sheet of interactive paper. You interact with it by bending it into a cell phone, flipping the corner to turn pages, or writing on it with a pen, Vertegaal reportedly added. As for the pricing, while the prototype costs as high as $6,000 to $7,000, the device is likely to be priced less than $100.
Developed a simulator for 100 ball cricket which is based upon a binary logistic
model. Particular attention is given to second innings batting where the state of the match (e.g.,
score, wickets, balls) affects the aggressiveness of batsmen. Also, demonstrated how the
simulator can be used to address questions of interest
NEW DELHI: For those obsessed with the size-zero, here's a phone as thin as paper. Called PaperPhone, the smartphone is presently in prototype stage. It uses latest printing technologies to print copper circuits and wiring on to a 9.5-centimetre surface. A layer of E Ink, used in Amazon Inc's Kindle eReader, is applied to act as a display. As for OS, it is powered by Google Android. To be unveiled at the forthcoming Association of Computing Machinery's CHI conference in Canada, the PaperPhone, has been developed by a team of researchers from Arizona State University, Queen's University, and E Ink Corporation. The 'flexible' phone can store books, play music and make phone calls. According to the researchers, bend gestures are fed into a gesture-recognition engine and can associate certain movements with certain instructions. As creator Roel Vertegaal, the director of Queen's University Human Media Lab told the The Vancouver Sun, "So you can bend the top in order to page forward or make a bookmark, you can navigate left and right on your home screen in order to open an icon, and you can make a call by squeezing the paper so that it curves, and then if you want to stop the call you pop it back into shape." "This is the future. Everything is going to look and feel like this within five years," he said. This computer looks, feels and operates like a small sheet of interactive paper. You interact with it by bending it into a cell phone, flipping the corner to turn pages, or writing on it with a pen, Vertegaal reportedly added. As for the pricing, while the prototype costs as high as $6,000 to $7,000, the device is likely to be priced less than $100.
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Kyle J. Waters
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As an engineer, I want to work in a company which understands the challenges of today and tomorrow. I wish to innovate all the time as it means better understanding the world around me.
I am enthusiastic about machine learning and I am studying for data science as it regroups mathematics, creating algorithms and investigating data.
This portfolio shows the projects I have worked on.
link to my linkedin account : https://fr.linkedin.com/in/pierre-masse
Study of game related statistics which discriminate between winning and losin...Prof. Mohamed Belal
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Have you ever wondered how college football teams were ranked amongst each other? A lot of people get angry over the ranking systems, but here are some methods used for ranking the teams!
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Speaker diarization is a critical task in speech processing that aims to identify "who spoke when?" in an
audio or video recording that contains unknown amounts of speech from unknown speakers and unknown
number of speakers. Diarization has numerous applications in speech recognition, speaker identification,
and automatic captioning. Supervised and unsupervised algorithms are used to address speaker diarization
problems, but providing exhaustive labeling for the training dataset can become costly in supervised
learning, while accuracy can be compromised when using unsupervised approaches. This paper presents a
novel approach to speaker diarization, which defines loosely labeled data and employs x-vector embedding
and a formalized approach for threshold searching with a given abstract similarity metric to cluster
temporal segments into unique user segments. The proposed algorithm uses concepts of graph theory,
matrix algebra, and genetic algorithm to formulate and solve the optimization problem. Additionally, the
algorithm is applied to English, Spanish, and Chinese audios, and the performance is evaluated using wellknown similarity metrics. The results demonstrate that the robustness of the proposed approach. The
findings of this research have significant implications for speech processing, speaker identification
including those with tonal differences. The proposed method offers a practical and efficient solution for
speaker diarization in real-world scenarios where there are labeling time and cost constraints.
A POSSIBLE RESOLUTION TO HILBERT’S FIRST PROBLEM BY APPLYING CANTOR’S DIAGONA...mathsjournal
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a technique that limits the range of a string over some of its sub-domains for forming subsets K of R. We
will prove that these are well defined and in fact proper subsets of R by making use of Cantor’s Diagonal
argument in its original form to establish the cardinality of K between that of (N,R) respectively
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PREDICTIVE MODELS FOR GAME OUTCOMES IN WOMEN’S LACROSSE
1. Applied Mathematics and Sciences: An International Journal (MathSJ), Vol. 6, No. 1, March 2019
DOI : 10.5121/mathsj.2019.6101 1
PREDICTIVE MODELS FOR GAME OUTCOMES IN
WOMEN’S LACROSSE
Michael Scott Brown
The Graduate School, University of Maryland University College, Adelphi, Maryland,
United States
ABSTRACT
This research presents a predictive model for determining the game outcome of a Women’s (Female)
Lacrosse game. This is important to coaches regardless of if their team appears to be winning or losing the
game. Coaches make decisions throughout the game based upon the belief that they are winning or losing.
The model is a Logistic Regression model and can be used with very little data from a game: time
remaining and difference between the scores. This could be a valuable tool to coaches that can be used
during the game. It is more than 89% accurate. Data used in this research comes from direct matchup
games between BigTen Women’s Lacrosse teams. The win probability equations, including coefficients,
are presented.
KEYWORDS
End of Game Prediction, Win Probability, Lacrosse, Women’s Lacrosse, Female Lacrosse, Logistic
Regression.
1. INTRODUCTION
Lacrosse is a game invented by the Native Americans in North America. It is played between
two teams on a large field. Each team normally has between 10 and 12 players on the field and
scores points by getting a small ball into the opposing team’s goal which are located on opposite
ends of the field. Players cannot touch the ball, rather they use a special stick with a net on the
end of it. Using the stick, they can scoop the ball into the net allowing them to pass, catch and
shoot the ball at the goal. The team with the most goals at the end of the game is the winner. As
with most sports there are many other rules, but this is the basic concept of the game [1].
The first lacrosse games were witnessed and recorded by the Europeans in the 1600’s. This
allowed it to spread to Europe. In 1890 a women’s version of it was invented in Scotland by
adapting the basic rules to reduce physical contact between players [2]. Today there are a few
variations of the rules for Women’s’ Lacrosse [1, 3].
Lacrosse is growing in popularity. According to USLacrosse participation in the game has
increased 225% over a 15-year period [4] ending in 2016. Women’s Lacrosse is played by over
300,000 women and girls across the United States [4]and this number is increasing yearly.
Additionally, it is played in some other countries in Europe, other English speaking countries and
very large countries like China.
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1.1. Important to Know Game Outcome
It would be beneficial to know the probability of the outcome of the game. There are a number of
decisions that coaches make throughout the game that depend upon knowing the probability of
the outcome of the game. As in many other sports game outcome predictions is a problem that
research needs to address.
If a coach believes the probability that their team will win the game, there are a number of
decisions that can be made. A coach may slow down the tempo of the game by having the
players perform safe activities that decrease the chance that the other team may get the ball. One
example of this is to have players pass the ball back and forth away from the goal. Opposing
players often stay close to their goal to prevent the other team from scoring. This consumes time
and gives the other team less chances to change the outcome of the game. The team’s goal is to
consume time and not necessarily to score more points. Coaches can change the tempo of the
game by signaling from the side lines.
Coaches may believe that their probability of winning is so high that the coach takes out the better
players from the game and substitutes younger, lesser skilled players to give them more
experience. Someday these substitutes might be needed in a game and this gives them valuable
experience in a low pressure environment. This is often referred to as putting in your second
stringers, which is a term used for lesser skilled players.
If a coach believes that the probability of losing the game is high, there are decisions that can be
made to try and change the outcome of the game. A coach might call a time-out, which stops the
game for a short period of time. This gives their players a chance to rest and could change the
momentum of the game. The time out also gives the coach an opportunity to give players
detailed instructions.
A coach believing that a loss is likely could signal to have their players play more aggressively.
This could increase the number of favorable turn-overs of the ball, which could reverse the
outcome of the game. Typically, more aggressive play gives the other team greater chances to
score. But in a game that the team is likely to lose, this might be worth the risk.
In some rare cases when a coach believes that there is no chance of winning a game, they might
put in their second string players. This increases the chance of losing, but gives second string
players experience which is important for future growth of the team. So, they sacrifice the game
to gain experience for their second string players.
A game outcome predictive model would benefit coaches during the game. It would aide in the
decision making processes that take place throughout the game. This justifies research in this
area.
2. LITERATURE REVIEW
2.1. Game Outcome Research
There has been little research in the field of predictive sports game outcome. One notable
exception is McFarlane’s [22] paper on predicting the outcome of Basketball games. But it is
limited to only the last 3 minutes of the game. This logistic regression [5] model is beneficial for
coaches to determine if they should intentionally foul the other team in hopes of getting the ball
back. The model is also useful in determining if your players should make harder 3-point shots
over easier 2-point shots.
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One area of game outcome prediction centers around sports betting. While many papers attempt
to address this problem, all of them only look at pre-game data [6-8]. This is because you can
only bet on a sport before it begins. While this research addresses problems arounds sports betting
it is not useful in real-time decision-making throughout the game.
2.2. Player Decision Making
Another area of research attempts to address problems with player decision making. Players are
faced with numerous decisions throughout a game. In fact, many strategies in sports try to set up
paradoxical decision situations for the opposing players. So, no matter which decision is made it
ultimately is wrong. In other strategies players are faced with situations in which the obvious
decision is wrong. Much research has been done in this area ranging from speed and accuracy of
decision making [9]to operational blindness [10]and many others [11-12].
2.3. Women’s Lacrosse
There is very little research published on Women’s Lacrosse or even Lacrosse in general. One
area of research focuses on player practice and game injuries [13-14]. While this is important
research it is not applicable to coaches’ decision making during the game. Another area of
research addresses the problem of player selection [15-16]. Player selection is typically done
before the seasons starts and does not address problems with decision making during a game.
Women’s Lacrosse is a complex game but no research exists to assist coaches in decision making
during a game.
3. METHODOLOGY
3.1. Data
The data for this research comes from the NCAA [17] Play-by-play data. The data comes in the
form of an HTML table for Period 1, Period 2 and in some cases Overtime. The table has the
time, in minutes and seconds, until the period ends. There is a home team column with free form
text about an event in the game, followed by a score column and finally a free form text column
for the visiting team. Scores are shown as home team score, hyphen, visiting team score.
Because some games are mismatches, this research only used games between two BigTen teams.
The BigTen is a collegiate sports conference located in the Northeast and Great Lakes area of the
United States made up of very large colleges. There are seven BigTen Women’s Lacrosse
programs: Maryland, Johns Hopkins, Northwestern, Rutgers, Penn State, Michigan and Ohio
State. Data comes from the 2016-2017 season that consists of games played in the Spring 2017.
This was the most recent full year available at the time of this research and includes 21 games. A
new data point is created each time that the score changes. In the 21 games there were 517 score
changes.
Data from the NCAA site was preprocessed into an easy to work with format. Time was
converted into the number of seconds before regulation time expires, Overtime is considered
negative time. There are two 30 minute periods in Lacrosse, so the beginning time was 3,600
seconds until the game ends. This data was normalized making time a value of 1.0 when the game
begins and 0.0 when the game ends. The Momentum for each team is also computed. The
Momentum of a team is defined by the slope of the current score compared to the two prior
scores.
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Here is an example of computing Momentum. On March 18, 2017 Michigan played Ohio State.
At 25:05 into the first period Ohio State Scored. At 19:43 Michigan scored. These scores are
shown in Table 1. To compute Momentum at 19:43, record 3, to the time and scores in record 1.
The Momentum for Michigan at 19:43 is (1 – 0) * 100/ (3600 – 3013) = 0.17. The Momentum
for Ohio State is also 0.17.
Table 1. Example Data for Computing Momentum
Record
#
Time Time in Second to end
of game
Michigan Ohio State
1 Period 1, 30:00 3,600 0 0
2 Period 1, 25:05 3,305 0 1
3 Period 1, 19:43 3,013 1 1
The dependent variable is an additional column, which is the outcome of the game from the first
team’s perspective. Since all of the NCAA data the first team is the home team and that might be
a factor in the outcomes, the pre-processing program for the data randomly selects a team to the
be the first team. The values for game outcome are “won” and “lost”. The dataset consists of 516
records.
3.2. Algorithm
Regression Analysis is a technique of determining coefficient values for an equation that
produces the best fit to a set of data. Common methods are linear regression and polynomial
regression[18]. This research used logistic regression [19-20]which is ideal for producing
probabilities of an event. All values of logistic regression range between 0% and 100%. This
method is classified as Supervised Learning algorithms [21].
Logistic Regression is a statistical technique that generates an equation that maps the independent
variables to the probability of each of the discrete values for the dependent variable [19]. In the
case of this research the independent variable is defined as the ratio of difference between scores,
S, from the first team’s perspective to normalized time remaining, NT.
The dependent variable is the game outcome which is Won or Lost. The algorithm determine the
coefficient and intercept to minimize the error between the model and the training data. It will
produce equation 1.
(1)
Logistic Regression will find the values for B0and B1 that produce the least squared error. The
value of a Win was selected arbitrarily for the algorithm. Computing the probability of losing is
shown in equation 2.
P(Loss) = 1 – P(Win) (2)
A second Logistic Regression equation was used that include each team’s momentum. In this
equation the momentum of Team 1 is M1 and the momentum of Team 2 is M2. Equation 3
shows the logistic regression equation that includes momentum.
(3)
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3.3. Format of Results
This research used 75% of the 516 records as training data and the remaining 25% as test data.
These records were selected randomly across the data file. The results will include the percent of
test data records correctly classified, average precision, average recall and FScore. The percent of
test data records correctly classified is self-explanatory.
Precision and recall are often used as measurements of predictive models. The equation for
precision is shown in equation 4; recall is shown in equation 5.
(4)
(5)
When attempting to predict an outcome, without loss of generality a Win, four numbers can be
computed. True positive means the prediction is Positive, a Win, and the outcome was positive, a
Win. False positive means the prediction is Positive, a Win, and the outcome was negative, a
Loss. True negative means the prediction is Negative, a Loss, and the outcome was negative, a
Loss. False negative means the prediction is Negative, a Loss, and the outcome was negative, a
Loss. With these four number precision and recall can be computed. In this research you can
try to predict a Win or a Loss, the average of the two is reported.
The F Score takes into account the precision and recall. It is the harmonic average of the
precision and recall and is shown in equation 6.
(6)
In cases of precision, recall and F Score all scores range between 0 and 1 and higher numbers
indicate a better predictive model.
Figure 1 shows a line chart of the probability of winning based upon the amount of time left in the
game. The chart shows the probability lines for all possible point differences ranging from being
ahead by 4 points to being behind by 4 points. The values for time decrease along the X-axis,
starting at 3,600 and going to 0. This allows the reader to look at the chart from left to right as
the game progresses.
Figure 1. Probability of Winning Based Upon Score Difference and Time Left
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4. RESULTS
The Logistic Regression algorithm produced B0 and B1 to be 0.085 and 0.2812 respectively,
giving the final equation to be shows in equation 7.
(7)
Of the 25% of data records used for testing, the algorithm correctly identified the correct outcome
of the game 89.15% of the time. The Precision, Recall and F Score can be seen in Table 2.
For the equation that included momentum the following coefficient values were found. B0 is
0.1149; B1 is 0.2821; B2 is -0.025 and B3 is -0.0111. Equation 8 shows the final equation.
(8)
This equation correctly predicted the outcome of the game 89.92% of the time. The Precision,
Recall and F Score can also be seen in Table 2.
Table 2. Results for Two Equations
Algorithm Percent Correctly
Classified
Weighted Average
Precision
Weighted Average
Recall
F Score
S, NT 89.15% 0.893 0.891 0.891
S, NT, M 89.92% 0.899 0.899 0.899
The equation that includes momentum produces a slightly higher accuracy of 89.92% compared
to 89.15% without momentum. With sample sizes of N = 129, this produces a p value of 0.8408
using the Chi-Square test. This is not a statistically significant difference. If there is not a
statistically significant difference between the two equations the simpler one is preferable, which
is equation 7. When programmed equation 7 executes faster because it does not need to calculate
momentum.
5. CONCLUSIONS
This research shows that a simple logistic regression model can be very effective at predicting the
outcome of a Women’s Lacrosse game. This can be a valuable coaching aide during a game.
Information from the model can be used by coaches to help secure wins when they are ahead and
change the outcome of games when they are behind.
More research needs to be done in this area. Other predictive methods may address this problem
better. There are other problems that need to be addressed by future research. Future research
questions that should be addressed are:
How effective are different types of coaching decisions on the outcome of a game?
When is the ideal time for coaches to make changes in a game?
How effectively can Lacrosse games be simulated?
This model was developed using data from College Division 1 games. How does the
model change when using data from other lacrosse leagues?
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Lacrosse is a game growing in popularity around the world. Even though the rules are simple, the
game is very complex. With Recreational, Club, High School, College and National teams
competing for wins it is only natural that analytics will eventually become part of the game.
Artificial Intelligence and predictive analytics can be valuable tools for coaches and teams.
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AUTHORS
Michael Scott Brown is the Program Chair for the Software Engineering Master’s at
the University of Maryland University College. He holds multiple degrees is
Mathematics and Computer Science including a PhD in Computer Science.