Searcharxiv⌕ Search

arXiv subjects

Samuel L. Ventura

Publications and source records attributed to Samuel L. Ventura.

6 recordsLinked to original sources

next-gen-scraPy: Extracting NFL Tracking Data from Images to Evaluate Quarterbacks and Pass Defenses

The NFL collects detailed tracking data capturing the location of all players and the ball during each play. Although the raw form of this data is not publicly available, the NFL releases a set of aggregated statistics via their Next Gen Stats (NGS) platform. They also provide charts showing the locations of pass attempts and outcomes for individual quarterbacks. Our work aims to partially close the gap between what data is available privately (to NFL teams) and publicly, and our contribution is twofold. First, we introduce an image processing tool designed specifically for extracting the raw data from the NGS pass charts. We extract the pass outcome, coordinates, and other metadata. Second, we analyze the resulting dataset, examining the spatial tendencies and performances of individual quarterbacks and defenses. We use a generalized additive model for completion percentages by field location. We introduce a Naive Bayes approach for estimating the 2-D completion percentage surfaces of individual teams and quarterbacks, and we provide a one-number summary, completion percentage above expectation (CPAE), for evaluating quarterbacks and team defenses. We find that our pass location data closely matches the NFL's tracking data, and that our CPAE metric closely matches the NFL's proprietary CPAE metric.

stat.AP↗

Going Deep: Models for Continuous-Time Within-Play Valuation of Game Outcomes in American Football with Tracking Data

Continuous-time assessments of game outcomes in sports have become increasingly common in the last decade. In American football, only discrete-time estimates of play value were possible, since the most advanced public football datasets were recorded at the play-by-play level. While measures such as expected points and win probability are useful for evaluating football plays and game situations, there has been no research into how these values change throughout the course of a play. In this work, we make two main contributions: First, we introduce a general framework for continuous-time within-play valuation in the National Football League using player-tracking data. Our modular framework incorporates several modular sub-models, to easily incorporate recent work involving player tracking data in football. Second, we use a long short-term memory recurrent neural network to construct a ball-carrier model to estimate how many yards the ball-carrier is expected to gain from their current position, conditional on the locations and trajectories of the ball-carrier, their teammates and opponents. Additionally, we demonstrate an extension with conditional density estimation so that the expectation of any measure of play value can be calculated in continuous-time, which was never before possible at such a granular level.

stat.AP↗

SPEW: Synthetic Populations and Ecosystems of the World

Agent-based models (ABMs) simulate interactions between autonomous agents in constrained environments over time. ABMs are often used for modeling the spread of infectious diseases. In order to simulate disease outbreaks or other phenomena, ABMs rely on "synthetic ecosystems," or information about agents and their environments that is representative of the real world. Previous approaches for generating synthetic ecosystems have some limitations: they are not open-source, cannot be adapted to new or updated input data sources, and do not allow for alternative methods for sampling agent characteristics and locations. We introduce a general framework for generating Synthetic Populations and Ecosystems of the World (SPEW), implemented as an open-source R package. SPEW allows researchers to choose from a variety of sampling methods for agent characteristics and locations when generating synthetic ecosystems for any geographic region. SPEW can produce synthetic ecosystems for any agent (e.g. humans, mosquitoes, etc), provided that appropriate data is available. We analyze the accuracy and computational efficiency of SPEW given different sampling methods for agent characteristics and locations and provide a suite of diagnostics to screen our synthetic ecosystems. SPEW has generated over five billion human agents across approximately 100,000 geographic regions in about 70 countries, available online.

stat.OT↗

A Comparison of Blocking Methods for Record Linkage

Record linkage seeks to merge databases and to remove duplicates when unique identifiers are not available. Most approaches use blocking techniques to reduce the computational complexity associated with record linkage. We review traditional blocking techniques, which typically partition the records according to a set of field attributes, and consider two variants of a method known as locality sensitive hashing, sometimes referred to as "private blocking." We compare these approaches in terms of their recall, reduction ratio, and computational complexity. We evaluate these methods using different synthetic datafiles and conclude with a discussion of privacy-related issues.

cs.DB↗

Trouble With The Curve: Improving MLB Pitch Classification

The PITCHf/x database has allowed the statistical analysis of of Major League Baseball (MLB) to flourish since its introduction in late 2006. Using PITCHf/x, pitches have been classified by hand, requiring considerable effort, or using neural network clustering and classification, which is often difficult to interpret. To address these issues, we use model-based clustering with a multivariate Gaussian mixture model and an appropriate adjustment factor as an alternative to current methods. Furthermore, we describe a new pitch classification algorithm based on our clustering approach to address the problems of pitch misclassification. We illustrate our methods for various pitchers from the PITCHf/x database that covers a wide variety of pitch types.

stat.AP↗

Competing Process Hazard Function Models for Player Ratings in Ice Hockey

Evaluating the overall ability of players in the National Hockey League (NHL) is a difficult task. Existing methods such as the famous "plus/minus" statistic have many shortcomings. Standard linear regression methods work well when player substitutions are relatively uncommon and scoring events are relatively common, such as in basketball, but as neither of these conditions exists for hockey, we use an approach that embraces the unique characteristics of the sport. We model the scoring rate for each team as its own semi-Markov process, with hazard functions for each process that depend on the players on the ice. This method yields offensive and defensive player ability ratings which take into account quality of teammates and opponents, the game situation, and other desired factors, that themselves have a meaningful interpretation in terms of game outcomes. Additionally, since the number of parameters in this model can be quite large, we make use of two different shrinkage methods depending on the question of interest: full Bayesian hierarchical models that partially pool parameters according to player position, and penalized maximum likelihood estimation to select a smaller number of parameters that stand out as being substantially different from average. We apply the model to all five-on-five (full-strength) situations for games in five NHL seasons.

stat.AP↗