SearcharxivSearch

arXiv subjects

Calvin Yeung

Publications and source records attributed to Calvin Yeung.

At least 19 recordsLinked to original sources

AI Soccer Analyst: Stage-Aware and Verifiable Human-AI Collaboration for Soccer Data Analysis

Sports data analysts translate domain questions into insights by combining computation with sport-specific domain expertise. Large language models ease programming, but prompt-to-report workflows may obscure decisions and evidence. We present AI Soccer Analyst, a mixed-initiative system with revisable stages: Data Understanding, Problem Definition, Structured Planning, Execution, Evidence-Grounded Reporting, and Interaction and Refinement. A formative study with five analysts first informed design goals for automation, verifiability, human control, and accessibility. Subsequently, a task-based evaluation with 16 participants combined system logs, retained artifacts, ratings, and open responses; 33 of 48 tasks met the operational completion criteria. Exploratory tests supported favorable participant perceptions of completed-task output quality, task achievement, reliability, and verifiability after Holm correction. Interaction records showed domain knowledge emerging through clarification, planning, and refinement. These findings position stage-aware human-AI collaboration as a practical approach for producing inspectable, revisable, and verifiable analyses while retaining domain-expert involvement in consequential decisions.

cs.HC

Mesh-Aware Epipolar Matching for Multi-View Multi-Person 3D Pose Estimation in Basketball

Multi-view multi-person 3D pose estimation in team sports scenarios remains challenging due to player occlusions, appearance similarity caused by team uniforms, and the scarcity of annotated multi-view data, all of which limit the effectiveness and generalization capability of learning-based methods. In contrast, the performance of training-free approaches is inherently constrained by the accuracy of 2D keypoint detection and the robustness of cross-view association. To address these challenges, we propose Mesh-Aware Epipolar Matching (MAEM), a training-free framework for multi-view multi-person 3D pose estimation. Our method employs a monocular 3D human mesh recovery model as the frontend and introduces a two-stage epipolar matching strategy based on the recovered mesh outputs. Specifically, the proposed framework combines disjoint-set-union-based clustering with per-joint triangulation to achieve robust cross-view association and accurate 3D pose reconstruction. Experiments on two public multi-view basketball datasets demonstrate that MAEM consistently outperforms existing training-free association baselines while achieving competitive RGB-only performance in both indoor and outdoor basketball scenarios. MAEM achieves MPJPE/PA-MPJPE scores of 59.8/40.7 mm on SportCenter EPFL and 74.0/51.8 mm on Human-M3 Basketball, highlighting the effectiveness of dense mesh geometry for cross-view association without requiring target-domain training or fine-tuning.

cs.CV

Residualized Temporal Sparse Autoencoders for Interpreting Diffusion Models

Text-to-image diffusion models generate images through an iterative denoising process, so internal neural layers produce trajectories of activations rather than single static representations. Sparse autoencoders (SAEs) have recently been used to decompose diffusion activations into interpretable feature directions, but most approaches analyze activations at individual timesteps or condition on time rather than learning directly from full activation trajectories. In this work, we introduce residualized temporal SAEs for diffusion activation trajectories. We collect activations across denoising time, fit linear predictors between neighboring timesteps, and represent each trajectory using an initial activation together with residual components not explained by these linear dynamics. Training an SAE on this residualized representation encourages sparse latents to capture structure beyond what is linearly predictable. The residualized decoder directions can be mapped back into activation space, allowing each latent to be analyzed as a feature trajectory over denoising time. Through reconstruction and ablation studies, spatiotemporal feature analysis, and qualitative steering experiments on Stable Diffusion~1.5, we show that residualized temporal SAEs provide a useful framework for studying temporally structured diffusion activations.

cs.CV

ReSAE: Residualized Sparse Autoencoders for Multi-Layer Transformer Interventions

Sparse autoencoders are usually trained one layer at a time, even though transformer residual stream activations are strongly coupled across depth. This creates a practical problem for multi-layer interventions: different layerwise dictionaries can spend capacity representing the same carried-forward information, and replacing several layers at once can produce interactions that are not predicted by single-layer behavior. We introduce Residualized Sparse Autoencoders (ReSAEs), which fit an affine map between selected layers and train each later-layer SAE on the unexplained residual rather than on the full activation. Reconstructions are mapped back into the original activation space through the fitted affine chain, so ReSAEs can be evaluated with the same intervention protocols as ordinary SAEs. On Pythia-1.4B and Gemma-2-9B, residualization reduces decoder redundancy and improves sparse probing and targeted perturbation in most tested settings. Despite reconstructing less of the raw activation variance, ReSAEs recover more transformer cross entropy under multi-layer replacement. This gain is clearest under teacher-forcing and at sufficient sparsity online, indicating that ReSAEs preserve the components of the activation most relevant to the model's downstream computation. These results suggest that removing linearly predictable cross-layer structure is a useful default for multi-layer SAE interventions.

cs.LG

FedQHD: Closed-Form Function-Space Federated Reinforcement Learning

Federated reinforcement learning enables decentralized agents to collaboratively improve policies or value estimates without exchanging raw trajectories. However, FedAvg-style parameter averaging is not function-space consistent: when clients use heterogeneous encoders or even identical nonlinear networks, averaged parameters need not correspond to the weighted average of client value functions in any common function space. We propose FedQHD, a federated Q-learning method using hyperdimensional (random-feature) state encoders with a linear readout, so that Q-functions are nonlinear in state yet linear in trainable parameters. This linear structure enables closed-form aggregation. With a shared encoder, the function-space consensus update coincides exactly with weighted averaging of local readout matrices. With heterogeneous encoders, the server constructs a global teacher by averaging client Q-values on a shared anchor-state set, and each client compiles this teacher into its local representation via a single ridge projection. We formalize the federation gap -- the error incurred when compiling a federated teacher into a heterogeneous client representation -- relative to a client-specific oracle projection. We show that this gap decomposes into subspace misalignment, anchor-set conditioning, and regularization bias. We further identify the anchor-to-dimension ratio $m \geq D_i$ as the well-conditioned regime in which the gap reduces to a multiple of the encoder heterogeneity floor. On four continuous-state, discrete-action control benchmarks, FedQHD matches or outperforms FedAvg-style baselines and distillation-based alternatives while requiring substantially less computation, and the empirical dependence of the federation gap on encoder dimension matches our theoretical analysis.

cs.LG

Geometric Priors for Generalizable World Models via Vector Symbolic Architecture

A key challenge in artificial intelligence and neuroscience is understanding how neural systems learn representations that capture the underlying dynamics of the world. Most world models represent the transition function with unstructured neural networks, limiting interpretability, sample efficiency, and generalization to unseen states or action compositions. We address these issues with a generalizable world model grounded in Vector Symbolic Architecture (VSA) principles as geometric priors. Our approach utilizes learnable Fourier Holographic Reduced Representation (FHRR) encoders to map states and actions into a high dimensional complex vector space with learned group structure and models transitions with element-wise complex multiplication. We formalize the framework's group theoretic foundation and show how training such structured representations to be approximately invariant enables strong multi-step composition directly in latent space and generalization performances over various experiments. On a discrete grid world environment, our model achieves 87.5% zero shot accuracy to unseen state-action pairs, obtains 53.6% higher accuracy on 20-timestep horizon rollouts, and demonstrates 4x higher robustness to noise relative to an MLP baseline. These results highlight how training to have latent group structure yields generalizable, data-efficient, and interpretable world models, providing a principled pathway toward structured models for real-world planning and reasoning.

cs.LG

Coupled Inference in Diffusion Models for Semantic Decomposition

Many visual scenes can be described as compositions of latent factors. Effective recognition, reasoning, and editing often require not only forming such compositional representations, but also solving the decomposition problem. One popular choice for constructing these representations is through the binding operation. Resonator networks, which can be understood as coupled Hopfield networks, were proposed as a way to perform decomposition on such bound representations. Recent works have shown notable similarities between Hopfield networks and diffusion models. Motivated by these observations, we introduce a framework for semantic decomposition using coupled inference in diffusion models. Our method frames semantic decomposition as an inverse problem and couples the diffusion processes using a reconstruction-driven guidance term that encourages the composition of factor estimates to match the bound vector. We also introduce a novel iterative sampling scheme that improves the performance of our model. Finally, we show that attention-based resonator networks are a special case of our framework. Empirically, we demonstrate that our coupled inference framework outperforms resonator networks across a range of synthetic semantic decomposition tasks.

cs.CV

Encoder-Free Knowledge-Graph Reasoning with LLMs via Hyperdimensional Path Retrieval

Recent progress in large language models (LLMs) has made knowledge-grounded reasoning increasingly practical, yet KG-based QA systems often pay a steep price in efficiency and transparency. In typical pipelines, symbolic paths are scored by neural encoders or repeatedly re-ranked by multiple LLM calls, which inflates latency and GPU cost and makes the decision process hard to audit. We introduce PathHD, an encoder-free framework for knowledge-graph reasoning that couples hyperdimensional computing (HDC) with a single LLM call per query. Given a query, PathHD represents relation paths as block-diagonal GHRR hypervectors, retrieves candidate paths using a calibrated blockwise cosine similarity with Top-K pruning, and then performs a one-shot LLM adjudication that outputs the final answer together with supporting, citeable paths. The design is enabled by three technical components: (i) an order-sensitive, non-commutative binding operator for composing multi-hop paths, (ii) a robust similarity calibration that stabilizes hypervector retrieval, and (iii) an adjudication stage that preserves interpretability while avoiding per-path LLM scoring. Across WebQSP, CWQ, and GrailQA, PathHD matches or improves Hits@1 compared to strong neural baselines while using only one LLM call per query, reduces end-to-end latency by $40-60\%$, and lowers GPU memory by $3-5\times$ due to encoder-free retrieval. Overall, the results suggest that carefully engineered HDC path representations can serve as an effective substrate for efficient and faithful KG-LLM reasoning, achieving a strong accuracy-efficiency-interpretability trade-off.

cs.LG

Right Move, Right Time: Multi-Sport Space Evaluation Platform for Ultimate Frisbee, Basketball, and Soccer

We present an open, sport-agnostic platform that turns tracking into comparable spatial measures across professional Ultimate, basketball, and soccer. Coaches in all three sports ask the same question: where is the usable space, and when should an off-ball run start? Our workflow standardizes inputs, provides timing-aware spatial evaluations, and makes it possible to reuse the same analysis across sports. We illustrate the approach with Ultimate as a focused testbed and then examine transfer between basketball and soccer. Together, these results show a practical path toward consistent, comparable evaluation across various invasion sports.

cs.HC

SoccerSynth-Detection: A Synthetic Dataset for Soccer Player Detection

In soccer video analysis, player detection is essential for identifying key events and reconstructing tactical positions. The presence of numerous players and frequent occlusions, combined with copyright restrictions, severely restricts the availability of datasets, leaving limited options such as SoccerNet-Tracking and SportsMOT. These datasets suffer from a lack of diversity, which hinders algorithms from adapting effectively to varied soccer video contexts. To address these challenges, we developed SoccerSynth-Detection, the first synthetic dataset designed for the detection of synthetic soccer players. It includes a broad range of random lighting and textures, as well as simulated camera motion blur. We validated its efficacy using the object detection model (Yolov8n) against real-world datasets (SoccerNet-Tracking and SportsMoT). In transfer tests, it matched the performance of real datasets and significantly outperformed them in images with motion blur; in pre-training tests, it demonstrated its efficacy as a pre-training dataset, significantly enhancing the algorithm's overall performance. Our work demonstrates the potential of synthetic datasets to replace real datasets for algorithm training in the field of soccer video analysis.

cs.CV

TrackID3x3: A Dataset and Algorithm for Multi-Player Tracking with Identification and Pose Estimation in 3x3 Basketball Full-court Videos

Multi-object tracking, player identification, and pose estimation are fundamental components of sports analytics, essential for analyzing player movements, performance, and tactical strategies. However, existing datasets and methodologies primarily target mainstream team sports such as soccer and conventional 5-on-5 basketball, often overlooking scenarios involving fixed-camera setups commonly used at amateur levels, less mainstream sports, or datasets that explicitly incorporate pose annotations. In this paper, we propose the TrackID3x3 dataset, the first publicly available comprehensive dataset specifically designed for multi-player tracking, player identification, and pose estimation in 3x3 basketball scenarios. The dataset comprises three distinct subsets (Indoor fixed-camera, Outdoor fixed-camera, and Drone camera footage), capturing diverse full-court camera perspectives and environments. We also introduce the Track-ID task, a simplified variant of the game state reconstruction task that excludes field detection and focuses exclusively on fixed-camera scenarios. To evaluate performance, we propose a baseline algorithm called Track-ID algorithm, tailored to assess tracking and identification quality. Furthermore, our benchmark experiments, utilizing recent multi-object tracking algorithms (e.g., BoT-SORT-ReID) and top-down pose estimation methods (HRNet, RTMPose, and SwinPose), demonstrate robust results and highlight remaining challenges. Our dataset and evaluation benchmarks provide a solid foundation for advancing automated analytics in 3x3 basketball. Dataset and code will be available at https://github.com/open-starlab/TrackID3x3.

cs.CV

KASportsFormer: Kinematic Anatomy Enhanced Transformer for 3D Human Pose Estimation on Short Sports Scene Video

Recent transformer based approaches have demonstrated impressive performance in solving real-world 3D human pose estimation problems. Albeit these approaches achieve fruitful results on benchmark datasets, they tend to fall short of sports scenarios where human movements are more complicated than daily life actions, as being hindered by motion blur, occlusions, and domain shifts. Moreover, due to the fact that critical motions in a sports game often finish in moments of time (e.g., shooting), the ability to focus on momentary actions is becoming a crucial factor in sports analysis, where current methods appear to struggle with instantaneous scenarios. To overcome these limitations, we introduce KASportsFormer, a novel transformer based 3D pose estimation framework for sports that incorporates a kinematic anatomy-informed feature representation and integration module. In which the inherent kinematic motion information is extracted with the Bone Extractor (BoneExt) and Limb Fuser (LimbFus) modules and encoded in a multimodal manner. This improved the capability of comprehending sports poses in short videos. We evaluate our method through two representative sports scene datasets: SportsPose and WorldPose. Experimental results show that our proposed method achieves state-of-the-art results with MPJPE errors of 58.0mm and 34.3mm, respectively. Our code and models are available at: https://github.com/jw0r1n/KASportsFormer

cs.CV

AthleticsPose: Authentic Sports Motion Dataset on Athletic Field and Evaluation of Monocular 3D Pose Estimation Ability

Monocular 3D pose estimation is a promising, flexible alternative to costly motion capture systems for sports analysis. However, its practical application is hindered by two factors: a lack of realistic sports datasets and unclear reliability for sports tasks. To address these challenges, we introduce the AthleticsPose dataset, a new public dataset featuring ``real'' motions captured from 23 athletes performing various athletics events on an athletic field. Using this dataset, we trained a representative 3D pose estimation model and performed a comprehensive evaluation. Our results show that the model trained on AthleticsPose significantly outperforms a baseline model trained on an imitated sports motion dataset, reducing MPJPE by approximately 75 %. These results show the importance of training on authentic sports motion data, as models based on imitated motions do not effectively transfer to real-world motions. Further analysis reveals that estimation accuracy is sensitive to camera view and subject scale. In case studies of kinematic indicators, the model demonstrated the potential to capture individual differences in knee angles but struggled with higher-speed metrics, such as knee-drive velocity, due to prediction biases. This work provides the research community with a valuable dataset and clarifies the potential and practical limitations of using monocular 3D pose estimation for sports motion analysis. Our dataset, code, and checkpoints are available at https://github.com/SZucchini/AthleticsPose.

cs.CV

AthletePose3D: A Benchmark Dataset for 3D Human Pose Estimation and Kinematic Validation in Athletic Movements

Human pose estimation is a critical task in computer vision and sports biomechanics, with applications spanning sports science, rehabilitation, and biomechanical research. While significant progress has been made in monocular 3D pose estimation, current datasets often fail to capture the complex, high-acceleration movements typical of competitive sports. In this work, we introduce AthletePose3D, a novel dataset designed to address this gap. AthletePose3D includes 12 types of sports motions across various disciplines, with approximately 1.3 million frames and 165 thousand individual postures, specifically capturing high-speed, high-acceleration athletic movements. We evaluate state-of-the-art (SOTA) monocular 2D and 3D pose estimation models on the dataset, revealing that models trained on conventional datasets perform poorly on athletic motions. However, fine-tuning these models on AthletePose3D notably reduces the SOTA model mean per joint position error (MPJPE) from 214mm to 65mm-a reduction of over 69%. We also validate the kinematic accuracy of monocular pose estimations through waveform analysis, highlighting strong correlations in joint angle estimations but limitations in velocity estimation. Our work provides a comprehensive evaluation of monocular pose estimation models in the context of sports, contributing valuable insights for advancing monocular pose estimation techniques in high-performance sports environments. The dataset, code, and model checkpoints are available at: https://github.com/calvinyeungck/AthletePose3D

cs.CV

OpenSTARLab: Open Approach for Spatio-Temporal Agent Data Analysis in Soccer

Sports analytics has become both more professional and sophisticated, driven by the growing availability of detailed performance data. This progress enables applications such as match outcome prediction, player scouting, and tactical analysis. In soccer, the effective utilization of event and tracking data is fundamental for capturing and analyzing the dynamics of the game. However, there are two primary challenges: the limited availability of event data, primarily restricted to top-tier teams and leagues, and the scarcity and high cost of tracking data, which complicates its integration with event data for comprehensive analysis. Here we propose OpenSTARLab, an open-source framework designed to democratize spatio-temporal agent data analysis in sports by addressing these key challenges. OpenSTARLab includes the Pre-processing Package that standardizes event and tracking data through Unified and Integrated Event Data and State-Action-Reward formats, the Event Modeling Package that implements deep learning-based event prediction, alongside the RLearn Package for reinforcement learning tasks. These technical components facilitate the handling of diverse data sources and support advanced analytical tasks, thereby enhancing the overall functionality and usability of the framework. To assess OpenSTARLab's effectiveness, we conducted several experimental evaluations. These demonstrate the superior performance of the specific event prediction model in terms of action and time prediction accuracies and maintained its robust event simulation performance. Furthermore, reinforcement learning experiments reveal a trade-off between action accuracy and temporal difference loss and show comprehensive visualization. Overall, OpenSTARLab serves as a robust platform for researchers and practitioners, enhancing innovation and collaboration in the field of soccer data analytics.

cs.LG

A Zero-Shot LLM Framework for Automatic Assignment Grading in Higher Education

Automated grading has become an essential tool in education technology due to its ability to efficiently assess large volumes of student work, provide consistent and unbiased evaluations, and deliver immediate feedback to enhance learning. However, current systems face significant limitations, including the need for large datasets in few-shot learning methods, a lack of personalized and actionable feedback, and an overemphasis on benchmark performance rather than student experience. To address these challenges, we propose a Zero-Shot Large Language Model (LLM)-Based Automated Assignment Grading (AAG) system. This framework leverages prompt engineering to evaluate both computational and explanatory student responses without requiring additional training or fine-tuning. The AAG system delivers tailored feedback that highlights individual strengths and areas for improvement, thereby enhancing student learning outcomes. Our study demonstrates the system's effectiveness through comprehensive evaluations, including survey responses from higher education students that indicate significant improvements in motivation, understanding, and preparedness compared to traditional grading methods. The results validate the AAG system's potential to transform educational assessment by prioritizing learning experiences and providing scalable, high-quality feedback.

cs.CY

Enhanced Multi-Object Tracking Using Pose-based Virtual Markers in 3x3 Basketball

Multi-object tracking (MOT) is crucial for various multi-agent analyses such as evaluating team sports tactics and player movements and performance. While pedestrian tracking has advanced with Tracking-by-Detection MOT, team sports like basketball pose unique challenges. These challenges include players' unpredictable movements, frequent close interactions, and visual similarities that complicate pose labeling and lead to significant occlusions, frequent ID switches, and high manual annotation costs. To address these challenges, we propose a novel pose-based virtual marker (VM) MOT method for team sports, named Sports-vmTracking. This method builds on the vmTracking approach developed for multi-animal tracking with active learning. First, we constructed a 3x3 basketball pose dataset for VMs and applied active learning to enhance model performance in generating VMs. Then, we overlaid the VMs on video to identify players, extract their poses with unique IDs, and convert these into bounding boxes for comparison with automated MOT methods. Using our 3x3 basketball dataset, we demonstrated that our VM configuration has been highly effective, and reduced the need for manual corrections and labeling during pose model training while maintaining high accuracy. Our approach achieved an average HOTA score of 72.3%, over 10 points higher than other state-of-the-art methods without VM, and resulted in 0 ID switches. Beyond improving performance in handling occlusions and minimizing ID switches, our framework could substantially increase the time and cost efficiency compared to traditional manual annotation.

cs.CV

SoccerNet 2024 Challenges Results

The SoccerNet 2024 challenges represent the fourth annual video understanding challenges organized by the SoccerNet team. These challenges aim to advance research across multiple themes in football, including broadcast video understanding, field understanding, and player understanding. This year, the challenges encompass four vision-based tasks. (1) Ball Action Spotting, focusing on precisely localizing when and which soccer actions related to the ball occur, (2) Dense Video Captioning, focusing on describing the broadcast with natural language and anchored timestamps, (3) Multi-View Foul Recognition, a novel task focusing on analyzing multiple viewpoints of a potential foul incident to classify whether a foul occurred and assess its severity, (4) Game State Reconstruction, another novel task focusing on reconstructing the game state from broadcast videos onto a 2D top-view map of the field. Detailed information about the tasks, challenges, and leaderboards can be found at https://www.soccer-net.org, with baselines and development kits available at https://github.com/SoccerNet.

cs.CV