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Lifang Wu

Publications and source records attributed to Lifang Wu.

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PL-NBA: A Possession-level Universal Basketball Video Dataset Supporting Multiple Visual Understanding Tasks

Visual understanding in sports has emerged as a hot topic in computer vision in recent years. Most existing basketball video datasets adopt single action or activity as sample, which can neither preserve the temporal continuity of game events nor support complex tasks such as action anticipation. To address this issue, this paper constructs the first possession-level basketball video dataset (PL-NBA), in which each sample is composed of a complete NBA offensive possession. Collected from 60 NBA games, PL-NBA contains 11,000 valid offensive possession clips and 31,567 annotated events with player names, captions, event types and timestamps. Each video clip includes multiple events and preserves the continuity of events, which is helpful for analysis of tactic. Experiment is conducted on multiple visual understanding tasks, including event recognition, video captioning, temporal action localization and action anticipation. Experimental results show that existing methods achieve limited performance on above four tasks, demonstrating that PL-NBA is a challenging benchmark for sports video understanding.

cs.CV

NBA_Streaming: A Large-Scale Benchmark for Fine-Grained Basketball Commentary Generation in Continuous Streams

Live basketball commentary generation requires determining when an event is sufficiently observable and describing it before subsequent events unfold. However, existing methods are primarily designed for pre-segmented clips or complete videos, making them unsuitable for continuous streams. Existing datasets also provide limited supervision for player identities, fine-grained actions, event attributes, and coherent event chains, restricting the factual richness of generated commentary. To address these limitations, we introduce NBA_Streaming, a large-scale benchmark for online fine-grained basketball commentary generation. It contains 307.5 hours of basketball broadcasts and approximately 35K temporally aligned events, with annotations of event boundaries, player identities, fine-grained actions, event chains, and natural-language commentary. By moving from isolated clips to continuous streams, NBA_Streaming enables unified evaluation of event localization, response reliability, factual grounding, and commentary quality under causal constraints. We further propose a causal two-stage framework that combines completion-first localization with ball-centric semantic grounding, enabling the system to identify complete events from observed streams and organize scene, event, identity, and action cues for commentary generation. Extensive experiments reveal the difficulty of NBA_Streaming, where existing baselines struggle with online timing, factual grounding, and fine-grained description. Our framework consistently improves over strong alternatives, while the remaining gap highlights NBA_Streaming as a valuable benchmark for streaming sports video understanding and generation. The code and data will be made publicly available upon acceptance.

cs.CV

Player-Centric Multimodal Prompt Generation for Large Language Model Based Identity-Aware Basketball Video Captioning

Existing sports video captioning methods often focus on the action yet overlook player identities, limiting their applicability. Although some methods integrate extra information to generate identity-aware descriptions, the player identities are sometimes incorrect because the extra information is independent of the video content. This paper proposes a player-centric multimodal prompt generation network for identity-aware sports video captioning (LLM-IAVC), which focuses on recognizing player identities from a visual perspective. Specifically, an identity-related information extraction module (IRIEM) is designed to extract player-related multimodal embeddings. IRIEM includes a player identification network (PIN) for extracting visual features and player names, and a bidirectional semantic interaction module (BSIM) to link player features with video content for mutual enhancement. Additionally, a visual context learning module (VCLM) is designed to capture the key video context information. Finally, by integrating the outputs of the above modules as the multimodal prompt for the large language model (LLM), it facilitates the generation of descriptions with player identities. To support this work, we construct a new benchmark called NBA-Identity, a large identity-aware basketball video captioning dataset with 9,726 videos covering 9 major event types. The experimental results on NBA-Identity and VC-NBA-2022 demonstrate that our proposed model achieves advanced performance. Code and dataset are publicly available at https://github.com/Zeyu1226-mt/LLM-IAVC.

cs.CV

VicKAM: Visual Conceptual Knowledge Guided Action Map for Weakly Supervised Group Activity Recognition

Existing weakly supervised group activity recognition methods rely on object detectors or attention mechanisms to capture key areas automatically. However, they overlook the semantic information associated with captured areas, which may adversely affect the recognition performance. In this paper, we propose a novel framework named Visual Conceptual Knowledge Guided Action Map (VicKAM) which effectively captures the locations of individual actions and integrates them with action semantics for weakly supervised group activity recognition.It generates individual action prototypes from training set as visual conceptual knowledge to bridge action semantics and visual representations. Guided by this knowledge, VicKAM produces action maps that indicate the likelihood of each action occurring at various locations, based on image correlation theorem. It further augments individual action maps using group activity related statistical information, representing individual action distribution under different group activities, to establish connections between action maps and specific group activities. The augmented action map is incorporated with action semantic representations for group activity recognition.Extensive experiments on two public benchmarks, the Volleyball and the NBA datasets, demonstrate the effectiveness of our proposed method, even in cases of limited training data. The code will be released later.

cs.CV

Knowledge Guided Entity-aware Video Captioning and A Basketball Benchmark

Despite the recent emergence of video captioning models, how to generate the text description with specific entity names and fine-grained actions is far from being solved, which however has great applications such as basketball live text broadcast. In this paper, a new multimodal knowledge graph supported basketball benchmark for video captioning is proposed. Specifically, we construct a multimodal basketball game knowledge graph (KG_NBA_2022) to provide additional knowledge beyond videos. Then, a multimodal basketball game video captioning (VC_NBA_2022) dataset that contains 9 types of fine-grained shooting events and 286 players' knowledge (i.e., images and names) is constructed based on KG_NBA_2022. We develop a knowledge guided entity-aware video captioning network (KEANet) based on a candidate player list in encoder-decoder form for basketball live text broadcast. The temporal contextual information in video is encoded by introducing the bi-directional GRU (Bi-GRU) module. And the entity-aware module is designed to model the relationships among the players and highlight the key players. Extensive experiments on multiple sports benchmarks demonstrate that KEANet effectively leverages extera knowledge and outperforms advanced video captioning models. The proposed dataset and corresponding codes will be publicly available soon

cs.CV

Knowledge Augmented Relation Inference for Group Activity Recognition

Most existing group activity recognition methods construct spatial-temporal relations merely based on visual representation. Some methods introduce extra knowledge, such as action labels, to build semantic relations and use them to refine the visual presentation. However, the knowledge they explored just stay at the semantic-level, which is insufficient for pursing notable accuracy. In this paper, we propose to exploit knowledge concretization for the group activity recognition, and develop a novel Knowledge Augmented Relation Inference framework that can effectively use the concretized knowledge to improve the individual representations. Specifically, the framework consists of a Visual Representation Module to extract individual appearance features, a Knowledge Augmented Semantic Relation Module explore semantic representations of individual actions, and a Knowledge-Semantic-Visual Interaction Module aims to integrate visual and semantic information by the knowledge. Benefiting from these modules, the proposed framework can utilize knowledge to enhance the relation inference process and the individual representations, thus improving the performance of group activity recognition. Experimental results on two public datasets show that the proposed framework achieves competitive performance compared with state-of-the-art methods.

cs.CV

QuickSkill: Novice Skill Estimation in Online Multiplayer Games

Matchmaking systems are vital for creating fair matches in online multiplayer games, which directly affects players' satisfactions and game experience. Most of the matchmaking systems largely rely on precise estimation of players' game skills to construct equitable games. However, the skill rating of a novice is usually inaccurate, as current matchmaking rating algorithms require considerable amount of games for learning the true skill of a new player. Using these unreliable skill scores at early stages for matchmaking usually leads to disparities in terms of team performance, which causes negative game experience. This is known as the ''cold-start'' problem for matchmaking rating algorithms. To overcome this conundrum, this paper proposes QuickSKill, a deep learning based novice skill estimation framework to quickly probe abilities of new players in online multiplayer games. QuickSKill extracts sequential performance features from initial few games of a player to predict his/her future skill rating with a dedicated neural network, thus delivering accurate skill estimation at the player's early game stage. By employing QuickSKill for matchmaking, game fairness can be dramatically improved in the initial cold-start period. We conduct experiments in a popular mobile multiplayer game in both offline and online scenarios. Results obtained with two real-world anonymized gaming datasets demonstrate that proposed QuickSKill delivers precise estimation of game skills for novices, leading to significantly lower team skill disparities and better player game experience. To the best of our knowledge, proposed QuickSKill is the first framework that tackles the cold-start problem for traditional skill rating algorithms.

cs.LG

Learning to Compose Diversified Prompts for Image Emotion Classification

Contrastive Language-Image Pre-training (CLIP) represents the latest incarnation of pre-trained vision-language models. Although CLIP has recently shown its superior power on a wide range of downstream vision-language tasks like Visual Question Answering, it is still underexplored for Image Emotion Classification (IEC). Adapting CLIP to the IEC task has three significant challenges, tremendous training objective gap between pretraining and IEC, shared suboptimal and invariant prompts for all instances. In this paper, we propose a general framework that shows how CLIP can be effectively applied to IEC. We first introduce a prompt tuning method that mimics the pretraining objective of CLIP and thus can leverage the rich image and text semantics entailed in CLIP. Then we automatically compose instance-specific prompts by conditioning them on the categories and image contents of instances, diversifying prompts and avoiding suboptimal problems. Evaluations on six widely-used affective datasets demonstrate that our proposed method outperforms the state-of-the-art methods to a large margin (i.e., up to 9.29% accuracy gain on EmotionROI dataset) on IEC tasks, with only a few parameters trained. Our codes will be publicly available for research purposes.

cs.CV

Fusing Motion Patterns and Key Visual Information for Semantic Event Recognition in Basketball Videos

Many semantic events in team sport activities e.g. basketball often involve both group activities and the outcome (score or not). Motion patterns can be an effective means to identify different activities. Global and local motions have their respective emphasis on different activities, which are difficult to capture from the optical flow due to the mixture of global and local motions. Hence it calls for a more effective way to separate the global and local motions. When it comes to the specific case for basketball game analysis, the successful score for each round can be reliably detected by the appearance variation around the basket. Based on the observations, we propose a scheme to fuse global and local motion patterns (MPs) and key visual information (KVI) for semantic event recognition in basketball videos. Firstly, an algorithm is proposed to estimate the global motions from the mixed motions based on the intrinsic property of camera adjustments. And the local motions could be obtained from the mixed and global motions. Secondly, a two-stream 3D CNN framework is utilized for group activity recognition over the separated global and local motion patterns. Thirdly, the basket is detected and its appearance features are extracted through a CNN structure. The features are utilized to predict the success or failure. Finally, the group activity recognition and success/failure prediction results are integrated using the kronecker product for event recognition. Experiments on NCAA dataset demonstrate that the proposed method obtains state-of-the-art performance.

cs.CV

LFFD: A Light and Fast Face Detector for Edge Devices

Face detection, as a fundamental technology for various applications, is always deployed on edge devices which have limited memory storage and low computing power. This paper introduces a Light and Fast Face Detector (LFFD) for edge devices. The proposed method is anchor-free and belongs to the one-stage category. Specifically, we rethink the importance of receptive field (RF) and effective receptive field (ERF) in the background of face detection. Essentially, the RFs of neurons in a certain layer are distributed regularly in the input image and theses RFs are natural "anchors". Combining RF "anchors" and appropriate RF strides, the proposed method can detect a large range of continuous face scales with 100% coverage in theory. The insightful understanding of relations between ERF and face scales motivates an efficient backbone for one-stage detection. The backbone is characterized by eight detection branches and common layers, resulting in efficient computation. Comprehensive and extensive experiments on popular benchmarks: WIDER FACE and FDDB are conducted. A new evaluation schema is proposed for application-oriented scenarios. Under the new schema, the proposed method can achieve superior accuracy (WIDER FACE Val/Test -- Easy: 0.910/0.896, Medium: 0.881/0.865, Hard: 0.780/0.770; FDDB -- discontinuous: 0.973, continuous: 0.724). Multiple hardware platforms are introduced to evaluate the running efficiency. The proposed method can obtain fast inference speed (NVIDIA TITAN Xp: 131.45 FPS at 640x480; NVIDIA TX2: 136.99 PFS at 160x120; Raspberry Pi 3 Model B+: 8.44 FPS at 160x120) with model size of 9 MB.

cs.CV

Ontology Based Global and Collective Motion Patterns for Event Classification in Basketball Videos

In multi-person videos, especially team sport videos, a semantic event is usually represented as a confrontation between two teams of players, which can be represented as collective motion. In broadcast basketball videos, specific camera motions are used to present specific events. Therefore, a semantic event in broadcast basketball videos is closely related to both the global motion (camera motion) and the collective motion. A semantic event in basketball videos can be generally divided into three stages: pre-event, event occurrence (event-occ), and post-event. In this paper, we propose an ontology-based global and collective motion pattern (On_GCMP) algorithm for basketball event classification. First, a two-stage GCMP based event classification scheme is proposed. The GCMP is extracted using optical flow. The two-stage scheme progressively combines a five-class event classification algorithm on event-occs and a two-class event classification algorithm on pre-events. Both algorithms utilize sequential convolutional neural networks (CNNs) and long short-term memory (LSTM) networks to extract the spatial and temporal features of GCMP for event classification. Second, we utilize post-event segments to predict success/failure using deep features of images in the video frames (RGB_DF_VF) based algorithms. Finally the event classification results and success/failure classification results are integrated to obtain the final results. To evaluate the proposed scheme, we collected a new dataset called NCAA+, which is automatically obtained from the NCAA dataset by extending the fixed length of video clips forward and backward of the corresponding semantic events. The experimental results demonstrate that the proposed scheme achieves the mean average precision of 58.10% on NCAA+. It is higher by 6.50% than state-of-the-art on NCAA.

cs.CV

A note on the vertex arboricity of signed graphs

A signed tree-coloring of a signed graph $(G,σ)$ is a vertex coloring $c$ so that $G^{c}(i,\pm)$ is a forest for every $i\in c(u)$ and $u\in V(G)$, where $G^{c}(i,\pm)$ is the subgraph of $(G,σ)$ whose vertex set is the set of vertices colored by $i$ or $-i$ and edge set is the set of positive edges with two end-vertices colored both by $i$ or both by $-i$, along with the set of negative edges with one end-vertex colored by $i$ and the other colored by $-i$. If $c$ is a function from $V(G)$ to $M_n$, where $M_n$ is $\{\pm 1,\pm 2,\ldots,\pm k\}$ if $n=2k$, and $\{0,\pm 1,\pm 2,\ldots,\pm k\}$ if $n=2k+1$, then $c$ a signed tree-$n$-coloring of $(G,σ)$. The minimum integer $n$ such that $(G,σ)$ admits a signed tree-$n$-coloring is the signed vertex arboricity of $(G,σ)$, denoted by $va(G,σ)$. In this paper, we first show that two switching equivalent signed graphs have the same signed vertex arboricity, and then prove that $va(G,σ)\leq 3$ for every balanced signed triangulation and for every edge-maximal $K_5$-minor-free graph with balanced signature. This generalizes the well-known result that the vertex arboricity of every planar graph is at most 3.

math.CO