4.3 Human Factors
The human-centric nature of football analytics stems from several factors: coaching and improvement
of individual play and coordinated team play through predictive and prescriptive
modelling, injury and fatigue prediction, and psychological analysis of players, which can
aect the decision-making of players and lead to non-rational behaviors, an aspect modeled
by behavioral game theory (Camerer, 2011; Camerer et al., 2005). This focus distinguishes
it sharply from, for example, challenges such as RoboCup (RoboCup project, 2020). In
contrast to the robot-centric focus of RoboCup (which revolves around developing robotic
footballing agents, Hanna & Stone, 2017; Hausknecht & Stone, 2016; Kalyanakrishnan &
Stone, 2010; Stone, Sutton, & Kuhlmann, 2005; Urieli, MacAlpine, Kalyanakrishnan, Ben-
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Game Plan: What AI can do for Football, and What Football can do for AI
tor, & Stone, 2011; Visser & Burkhard, 2007), the focus in football analytics is entirely on
understanding and improving human gameplay and team coordination based on an integrated
approach from the three research areas involved. Another key dierence concerns
evaluation of the impact said analysis on human play, which is distinct from evaluation of
robotic agents in the RoboCup project. Namely, human play is signicantly more dicult
to realistically simulate and systematically evaluate (in contrast to evaluation on robotics
platforms). Moreover, the football analytics frontiers targeted here entail taking into account
human factors such as injury and fatigue, but also inter-player relationships and their
eects on play eciency and cooperation, psychological challenges such as pressure or mental
state, notably on recent transfers, and their impact on play performance, and overall
player discipline and tendency to follow the best plan for the team instead of the best plan
for themselves.
Injury prediction is another topic of interest. Injury prediction is the task of predicting
the probability that a player will sustain an injury given data on the past and current
seasons. Previous studies have investigated the acute-chronic workload ratio (ACWR) as
a predictor for sports-related muscular injuries (Gabbett, 2010). Acute workload measures
an athlete's workload over 1 week, while chronic workload is the average workload over the
past 4 weeks. Rossi et al. (2018) use richer workload measures extracted from Electronic
Performance and Tracking Systems (EPTS) to train a decision tree to predict the probability
of future injuries. Their approach uses manually designed features that aim to temporally
aggregate players' workload histories. Recent work uses Convolutional Neural Networks
(CNNs) applied to EPTS time-series data directly, thereby alleviating the need for handdesigned
time-aggregated features (Gabbett, 2010). Current injury prediction methods are
limited to a binary signal and do not explicitly capture uncertainty of the prediction, the
type of injury, the severity, nor projected time to recover. Progress in this direction is likely
limited by the availability of data; preventive measures are taken by sports clubs and as
a result injuries occur relatively infrequently, although accurate prediction of such injuries
(or determination of whether current performance sensors are sucient for doing so) is a
promising avenue for application of AI techniques.
5. Illustrative Examples: Frontier 1 (GT&SL)
In this section, we highlight some of the benets that the combination of frontiers can
yield for football analytics. We focus these examples on Frontier 1 (GT&SL), in particular,
given the track record of game theory and statistical learning work done in football
analytics in recent years; thus, this section provides a concrete sampling of the types of
multi-disciplinary contributions that can be made via the proposed microcosm-centric vision.
In the following, we rst provide an overview of the necessary game theory background.
Subsequently, we conduct an in-depth analysis of real-world football data under the lens
of Frontier 1 (GT&SL), providing new insights into penalty kick scenarios by combining
statistical learning with game theory.
5.1 Game Theory: Elementary Concepts
Empirical game theory has become an important tool for analysis of large-scale multi-agent
settings, wherein either a large amount of data involving agent interactions is readily avail-
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Tuyls, Omidshafiei, Muller et al.
a11; b11
a21; b21
a12; b12
a22; b22
Figure 6: Bimatrix payo tables (A;B) for a two-player, two-action NFG. Here, the row
player chooses one of the two rows, the column player chooses on of the columns, and the
outcome of their joint action determines the payo to each player.
able, or is collected through simulations of the system under study for the construction
of the games (Tuyls et al., 2020; Wellman, 2006). Empirical game-theoretic modeling of
penalty kick taking and set pieces facilitates strategic understanding of player and team
behavior under various circumstances (e.g., play according to a Nash equilibrium), and
can assist both in predicting opponent behavior and prescribing how a player (or team)
should behave in the presence of other players (teams). These game-theoretic models can
be leveraged in pre- and post-match analysis, and can be combined with analysis of dynamic
trajectory behavior (e.g., generative trajectory prediction or `ghosting', as later described).
Additionally, the models can be enriched by carrying out Empirical Game Theoretic Analysis
(EGTA) on meta-game models of set pieces, automatically clustering and identifying
useful meta-strategies, and providing insights into higher-level team strategies.
A common representation of a game used for EGTA analysis is a Normal Form Game
(NFG), dened in the following.
Denition 1 (Normal Form Games (NFG)) A game G = hP; (Si); (ui)i consists of a
nite set of players, P, indexed by i; a nonempty set of strategies Si for each player; and a
utility function ui : j2P Sj ! R for each player.
In this work, we solely focus on bimatrix games, which are 2-player NFGs, G = hP; (S1; S2); (u1; u2)i
with jPj = 2. The utility functions (u1; u2) can be described in terms of two payo matrices
A and B, wherein one player acts as the row player and the other as the column player.
Both players execute their actions simultaneously. The payos for both players are represented
by bimatrix (A;B), which gives the payo for the row player in A, and the column
player in B (see Figure 6 for a two strategy example).
A player i may play a pure strategy, si 2 Si, or a mixed strategy, i 2 (Si), which is a
probability distribution over the pure strategies in Si. In a strategy prole = (1; 2), each
player has a strategy i. We use notation i to denote a strategy prole for all players
excluding i. Having dened NFGs, we can model empirical games as an NFG wherein
player payos are directly computed from data of real-world interactions or simulations.
For example, one can construct a win-loss table between two chess players when they both
have access to various strategies.
Given an NFG, the traditional solution concept used in game theory is the Nash equilibrium,
which selects strategy proles such that no player can benet from unilateral deviation:
Denition 2 (Nash Equilibrium) A strategy prole is a Nash equilibrium if and only
if,
E[ui(
i ;
i)] E[ui(s0
i;
i)] 8i 8s0
i 2 Si: (1)
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Game Plan: What AI can do for Football, and What Football can do for AI
Figure 7: Visualization of shot distribution for the penalty kicks in the considered dataset.
Figure 8: Illustration of natural vs. non-natural sides.
In a so-called -Nash equilibrium, there exists at least one player who could gain by
deviating to another strategy, but that gain is bounded by . More formally:
Denition 3 (-Nash Equilibrium) A strategy prole is an -Nash equilibrium if and
only if there exists > 0 such that,
E[ui(
i ;
i)] E[ui(s0
i;
i)] 8i 8s0
i 2 Si: (2)
5.2 Game Theory for Penalty Kick Analysis
For our analysis we use a data set of 12399 penalty kicks based on Opta data (Opta, 2020).
In Figure 7 we show a heatmap of the shot distribution of the penalty kicks in our data set.
Table 1 shows the distribution of the penalty kicks over the various leagues we consider.
Palacios-Huerta (2003) examines penalty kick scenarios from a game-theoretic perspective,
using empirical payo tables to determine whether the associated kickers and goalkeepers
play a Nash equilibrium. Here we revisit the work of Palacios-Huerta (2003), by
rst reproducing several of its key results with a substantially larger and more recent data
set from the main professional football leagues in Europe, Americas, and Asia (for comparison,
the data set used in the work of Palacios-Huerta (2003) consists of 1417 penalty
kicks from the 1995-2000 period, whereas ours contains 12399 kicks from the 2011-2017
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Tuyls, Omidshafiei, Muller et al.
Table 1: Penalty kick distribution over leagues considered (12399 kicks in total).
League # Kicks
Italian Serie A 607
US Major League Soccer 575
Engl. Npower Champ. 569
Spanish Segunda Division 568
Spanish La Liga 531
French Ligue 1 497
German DFB Pokal 441
Brazilian Serie A 440
Engl. Barclays Premier League 436
German Bundesliga 409
Dutch Eredivisie 398
German Bundesliga Zwei 389
Portuguese Primiera Liga 352
Saudi Arabian Profess. League 337
Russian Premier League 329
Chinese Super League 324
Copa Libertadores 322
Belgian Jupiler League 287
Turkish Super Lig 284
French Ligue 2 270
Argentina Primera (Anual) 261
English Capital One Cup 234
Mexican Primera (Clausura) 234
Colombia Primera Apertura 221
Norwegian Tippeligaen 219
AFC Champions League 193
International Champions Cup 188
Australian A-League 172
Copa Chile 172
English FA Cup 153
Copa do Brasil 153
League # Kicks
Chile Primera (Apertura) 151
Japanese J-League 149
English League 1 139
English League 2 130
Austrian Bundesliga 129
Danish Superligaen 115
European World Cup Qualiers 108
Internationals 93
African Cup of Nations 90
United Soccer League 80
Europ. Championship Qualiers 78
Swedish Allsvenskan 74
Coppa Italia 67
Copa America 51
FIFA Club World Cup 51
World Cup 48
Europ. Championship Finals 45
Champions League Qualifying 41
Confederations Cup 39
UEFA Europa League Qualifying 32
Coupe de France 29
Belgian UEFA Europa Play-os 24
German 3rd Liga 23
Russian Relegation Play-os 15
Dutch Relegation Play-os 13
Copa Sudamericana 9
Friendly 4
German Bundesliga Playo 3
German Bundesliga 2 Playo 3
Swedish Relegation Play-o 1
period). While several results of this earlier work are corroborated, we also nd surprising
new additional insights under our larger dataset. We then go further to extend this analysis
by considering larger empirical games (involving more action choices for both kick-takers
and goalkeepers). Finally, we develop a technique for illustrating substantive dierences in
various kickers' penalty styles, by combining empirical game-theoretic analysis with Player
Vectors (Decroos & Davis, 2019) illustrating the added value and novel insights research at
Frontier 1 (GT&SL) of the microcosm can bring to football analytics.
As in Palacios-Huerta (2003)'s work, we rst synthesize a 2-player 2-action empirical
game based on our penalty kick data set. Table 2a illustrates the 2 2 normal form
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Game Plan: What AI can do for Football, and What Football can do for AI
Table 2: Natural (N) / Non-Natural (NN) payo tables for Shots (S) and Goalkeepers (G).
Here, (c) and (d) compare Nash and empirical (Empir.) probabilities.
(a) Palacios-Huerta (2003) payo table.
N-G NN-G
N-S 0.670 0.929
NN-S 0.950 0.583
(b) Reproduced table.
N-G NN-G
N-S 0.704 0.907
NN-S 0.894 0.640
(c) Palacios-Huerta (2003) Nash probabilities.
NN-S N-S NN-G N-G
Nash 0.393 0.607 0.432 0.568
Empir. 0.423 0.577 0.400 0.600
Jensen{Shannon divergence: 0.049%
(d) Reproduced table Nash probabilities.
NN-S N-S NN-G N-G
Nash 0.431 0.569 0.408 0.592
Empir. 0.475 0.525 0.385 0.615
Jensen{Shannon divergence: 0.087%
as presented by Palacios-Huerta (2003). The actions for the two players, the kicker and
goalkeeper, are respectively visualized in the rows and columns of the corresponding payo
tables, and are detailed below. The respective payos in each cell of the payo table indicate
the win-rate or probability of success for the kicker (i.e., a score); for ease of comparison
between various payo tables, cells are color-graded in proportion to their associated values
(the higher the scoring probability, the darker shade of green used).
The choice of player actions considered has an important bearing on the conclusions
drawn via empirical game-theoretic analysis. The actions used by Palacios-Huerta (2003)
in Table 2a correspond to taking a shot to the natural (N) or non-natural (NN) side for the
kicker, and analogously diving to the natural side or non-natural side for the goalkeeper.
Figure 8 provides a visual denition of natural versus non-natural sides. Specically, as
players tend to kick with the inside of their feet, it is easier, for example, for a left-footed
player to kick towards the right (from their perspective); thus, this is referred to as their
natural side. Analogously, the natural side for a right-footed kicker is to kick towards their
left. The natural side for a goalkeeper depends on the kicker in front of him. Specically,
when facing right-footed kickers, goalkeepers' natural side is designated to be their right;
vice versa, when they face a left-footed kicker, their natural side is to their left. Importantly,
shots to the center count as shots to the natural side of the kicker, because, as explained
in Palacios-Huerta (2003), kicking to the center is considered equally natural as kicking to
the natural side by professional football players (Palacios-Huerta, 2003).
Table 2b shows our reproduction of Table 2a of Palacios-Huerta (2003), computed using
12399 penalty kicks spanning the aforementioned leagues in our Opta-based dataset; importantly,
players (goalkeepers and kickers) appear at least 20 times each in this dataset,
to ensure consistency with Palacios-Huerta (2003). The trends in these two tables are in
agreement: when the goalkeeper and the kicker do not choose the same sides of the goal,
shot success rate is high; otherwise, when the keeper goes to the same side as the kicker,
success rate is higher for natural shots than for non-natural shots. We also include Nash
and empirical probabilities for Palacios-Huerta's dataset and ours, respectively in Tables 2c
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Tuyls, Omidshafiei, Muller et al.
Table 3: Natural / Non-natural game restricted by footedness.
(a) Left-footed players payo table
N-G NN-G
N-S 0.721 0.939
NN-S 0.903 0.591
(b) Right-footed players payo table
N-G NN-G
N-S 0.700 0.898
NN-S 0.892 0.653
Table 4: Footedness equivalence p-value tables.
(a) Natural / Non-natural game p-values
N-G NN-G
N-S 0.924566 0.170504
NN-S 0.394900 0.407741
(b) Left / Center / Right game p-values
R-G C-G L-G
R-S 0.000011 0.947369 6.931197e-01
C-S 0.592054 0.868407 1.305657e-01
L-S 0.017564 0.764020 7.791136e-07
and 2d, enabling us to conclude that payos, Nash probabilities, and empirical probabilities
are all in agreement between Palacios-Huerta's results and our reproduction; more
quantitatively, the Jensen-Shannon divergence between Palacios-Huerta's results and ours
is 0.84% for the Nash distribution and 1.2% for the empirical frequencies. We also notice
that players' empirical action selection frequencies are quite close to the Nash-recommended
frequencies, as measured by their Jensen-Shannon Divergence, and are actually playing an
-Nash equilibrium with a very low of 0:4%.
Having examined the similarity of payo tables and distributions, we verify whether
the Natural / Non-Natural game is statistically identical for left-footed and right-footed
players (Table 3), as assumed in Palacios-Huerta (2003). To do so, we use a t-test to verify
whether per-cell scoring rates are identical across footedness types. The t-tests' p-values
are reported in Table 4a, and reveal that the games cannot be proven to be dissimilar
across footedness and can, therefore, be assumed to be identical for left-footed and rightfooted
players. Figure 9 renes this result by representing the relationship between pvalues
of our t-test and minimal player appearance counts: when we modulate minimal
appearance count of players in our test, the Natural Shot / Natural Goalkeeper cell goes
from strongly dissimilar across footedness (low p-value) when including all players, to likely
non-dissimilar (high p-value) when only including the players appearing the most in our
dataset. This could be explained by low-appearance-counts-, which we take here as a proxy
for low experience, kickers being less able to control their kicks, resulting in dierent control
eectiveness for dierent footedness preferences, and in goalkeepers being less procient in
stopping shots going to their less frequently-kicked side (left) than to the other, a preference
that we infer has been trained away in professional goalkeepers. To remove potential sidee
ects of merging data from low- and high-experience players together, Figure 10 shows
the relationship between p-values of our t-test and experience category where we allow for
some overlap{between 1 and 7 shots, 5 and 12, etc.; the insight drawn from this gure is the
64
Game Plan: What AI can do for Football, and What Football can do for AI
Figure 9: P-value table as a function of minimal experience.
Table 5: Left (L) - Center (C) - Right (R) tables for Shots (S) and Goalkeepers (G), with
the three directions of kick/movement dened from the goalkeeper's perspective.
(a) Payo table.
R-G C-G L-G
R-S 0.684 0.939 0.969
C-S 0.964 0.160 0.953
L-S 0.964 0.960 0.633
(b) Nash probabilities vs. Empirical frequencies corresponding to (a).
R-S C-S L-S R-G C-G L-G
Nash 0.478 0.116 0.406 0.441 0.178 0.381
Empirical 0.454 0.061 0.485 0.475 0.089 0.436
Jensen{Shannon divergence: 0.75%
same as that of Figure 9, supporting the conclusion that experience removes the dierence
between left- and right-footed penalty kicks.
We also analyzed the game dened by kicking to the left, center, or right, and conrmed
Palacios-Huerta's intuition that it is fundamentally dierent across footedness preferences.
Specically, Table 5a synthesizes the empirical game corresponding to this new choice of
65
Tuyls, Omidshafiei, Muller et al.
Figure 10: P-value table as a function of player-experience.
actions, with aggregated scoring rates over both feet preferences. Note that in this case, left,
center, and right are measured from the goalkeeper's perspective, such that the natural kick
of a right-footed player would be considered a right kick. The per-cell t-tests' p-values for
this game are reported in Table 4b. Interestingly, the game is dierent when the goalkeeper
jumps to the same side as the ball, but is otherwise mostly similar across footedness preference.
The empirical play frequencies for kickers, as reported in Table 5b, are also further
away from Nash frequencies than observed in the Natural / Non-Natural game (Table 2d),
as can be seen from the Jensen-Shannon divergence between empirical frequencies and Nash
(0.75%, versus the the 0.087% of the Natural / Non-Natural game) These insights indeed
conrm the intuition that such a game is neither correct across footedness, nor the one the
players follow.
Overall, these results provide insights into the impacts that the choice of actions have
on conclusions drawn from empirical payo tables, and are illustrative of the practical
usefulness of theoretically well-founded principles in application to real-world analytics,
which is highlighted as a hallmark of useful theory in Szymanski (2020). However, behavior
and shooting styles also vary wildly per-player given footedness. If one is willing to consider
several payo tables (e.g., one per footedness), it seems natural to also take into account
kickers' playing styles, as considered in the next section.
5.3 Augmenting Game-Theoretic Analysis of Penalty Kicks with Embeddings
While the previous section undertook a descriptive view of the penalty kick scenario (i.e.,
providing a high-level understanding of kicker and goalkeeper play probabilities), here we
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Game Plan: What AI can do for Football, and What Football can do for AI
Table 6: Cluster statistics.
# Players # Goals # Shots Success % Proportion left-foot goals (%)
Cluster 1 197 144 167 86.2 10.4
Cluster 2 216 494 612 80.7 21.9
Cluster 3 52 3 4 75.0 33.3
Cluster 4 82 58 73 79.4 51.7
Cluster 5 87 44 60 73.3 34.1.0
Cluster 6 1 0 0 - 0.0
Total 635 743 916 81.1 25.2
Table 7: Pair-wise comparison for the identied clusters. < indicates that data was missing
and minimum true p-value may be lower than the reported minimum p-value in the
table. The symbol * indicates we cannot conclude whether clusters are dierent at the 10%
condence level.
1 vs. 2 1 vs. 4 1 vs. 5 2 vs. 4 2 vs. 5 4 vs. 5
Min. cell p-value
of t-test over table
equality
4.49e-2 < 9.56e-2* < 1.09e-1* 4.49e-2 4.48e-2 < 3.39e-1*
Jensen-Shannon div.
between Nash distr.
(%)
0.03 0.57 0.09 0.35 0.02 0.21
Jensen-Shannon div.
between empirical
distr. (%)
0.06 0.01 0.06 0.08 0.24 0.04
Left footedness t-test
p-value
3.43e-4 1.37e-7 3.18e-3 4.92e-5 1.07e-1 7.52e-2
investigate whether we can nd the best strategy for a player given the knowledge of the
kicker's play style. In game-theoretic terms, we conduct a prescriptive analysis of penalty
kicks to enable informed decision-making for players and coaching sta in specic penalty
kick situations. Ideally, one would iterate the earlier empirical payo analysis for every
possible combination of goalkeeper and kicker in a given league, thus enabling decisionmaking
at the most granular level; however, the inherent sparsity of penalty kick data
makes such an approach infeasible. Instead, we introduce a meaningful compromise here by
combining statistical learning with game theory (i.e., Frontier 1 (GT&SL)), rst quantifying
individual playing styles, then using clustering techniques to aggregate players (i.e., both
strikers and goalkeepers) based on said styles, and nally synthesizing empirical games
for each identied cluster. We focus our analysis on penalties including all players who
participated in Premier League matches from 2016 to 2019.
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Tuyls, Omidshafiei, Muller et al.
Table 8: p-values for t-test that empirical action distributions are equal among dierent
clusters. Minimum p-value (across kicker and goalkeeper roles) is indicated in bold for each
row.
Kicker clusters compared Kicker p-value Goalkeeper p-value
1 vs. 2 0.52 0.05
1 vs. 4 0.85 0.95
1 vs. 5 0.42 0.27
2 vs. 4 0.52 0.14
2 vs. 5 0.51 0.16
4 vs. 5 0.4 0.26
0.1
0.0
0.1
0.2
0.3
0.4
0.5
0.6
0.7
0.2
0.1
0.0
0.1
0.2
0.3
0.2
0.1
0.0
0.1
0.2
The striker clusters
The goalkeeper cluster
Outlier
Cluster#1
Cluster#2
Cluster#3
Cluster#4
Cluster#5
Cluster#6
(a)
0.2 0.1 0.0 0.1 0.2 0.3 0.4
0.2
0.1
0.0
0.1
0.2
0.3 Ashley Westwood (midfielder)
Callum Wilson (striker)
José Holebas (left back)
Matthew Lowton (right back)
Cluster#1
Cluster#2
Cluster#4
Cluster#5
(b)
Figure 11: Visualization of the identied player clusters. (a) visualizes the goalkeeper cluster,
the kicker clusters and an outlier automatically detected through K-means clustering.
To show the separation of the kicker clusters clearly, we visualize them in (b) after removing
the goalkeeper and outlier clusters, and we also label each cluster with a Premier League
player in it.
On a technical level, our approach consists of the three following steps. First, we characterize
the playing style of a player in a manner that can be interpreted both by human experts
and machine learning systems. In particular, we use Player Vectors (Decroos & Davis,
2019) to summarize the playing styles of kickers using an 18-dimensional real-valued vector.
These Player Vectors are extracted from historical playing trajectories in real matches, with
technical details provided in Appendix C. Each dimension of the Player Vector corresponds
to individual on-pitch player behaviors (e.g., styles of passes, take-ons, shots, etc.), and
the value of each dimension is standardized and quanties the weight of that particular
action style for the considered player. We also lter experienced players with at least 50
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Game Plan: What AI can do for Football, and What Football can do for AI
Table 9: Nash probabilities and empirical (Empir.) frequencies tables for Shot (S) and
Goalkeepers (G) with Natural (N) and Non-Natural (NN) actions. Note that Cluster 3 is
omitted due to it consisting of very few shots (taken by goalkeepers).
(a) All players. 916 total shots.
NN-S N-S NN-G N-G
Nash 0.391 0.609 0.406 0.594
Empir. 0.503 0.497 0.413 0.587
-Nash equilibrium: = 2:71%
(b) Kickers in Cluster 1. 167 total shots.
NN-S N-S NN-G N-G
Nash 0.423 0.577 0.379 0.621
Empir. 0.485 0.515 0.371 0.629
-Nash equilibrium: = 0:08%
(c) Kickers in Cluster 2. 612 total shots.
NN-S N-S NN-G N-G
Nash 0.401 0.599 0.430 0.570
Empir. 0.520 0.480 0.418 0.582
-Nash equilibrium: = 2:89%
(d) Kickers in Cluster 4. 73 total shots.
NN-S N-S NN-G N-G
Nash 0.320 0.680 0.375 0.625
Empir. 0.479 0.521 0.438 0.562
-Nash equilibrium: = 5:17%
(e) Kickers in Cluster 5. 60 total shots.
NN-S N-S NN-G N-G
Nash 0.383 0.617 0.317 0.683
Empir. 0.450 0.550 0.400 0.600
-Nash equilibrium: = 4:86%
Figure 12: Heatmaps of goals by all kickers and kickers in individual clusters with respect
to empirical probabilities. We exclude the goalkeeper cluster (Cluster 3) and the outlier
cluster (Cluster 6) because of insucient samples.
appearances in the Premier League matches from 2016 to 2019. In total, we obtain 635 such
vectors for the individual players in our dataset. Second, we cluster players in accordance
to their Player Vectors, using K-means with the number of clusters chosen as the value
causing the most signicant drop in inertia (a standard heuristic). This process yields 6
clusters in total, with statistics summarized in Table 6. In particular, K-means clustering
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Tuyls, Omidshafiei, Muller et al.
detects an outlier cluster with only one player (Cluster 6), and we also observe that there are
very few shot samples in Cluster 3, as it consists of a cluster of goalkeepers (an interesting
artifact illustrating the ability of Player Vectors and K-means clustering to discern player
roles). Given the few samples associated with these two clusters, we henceforth exclude
them from the game-theoretic analysis. We observe that cluster pairs (1, 2), (1, 4), (2, 4),
and (2, 5) are signicantly dierent, with the minimum cell-wise p-values for these cluster
pairs smaller than 0.10 in Table 7. We therefore focus our game-theoretic analysis on these
cluster pairs. Moreover, we also qualitatively illustrate dierences between the clusters in
Figures 11a and 11b, which visualize the results of reducing the Player Vectors dimensionality
from 18 to, respectively, 3 and 2 via Principal Component Analysis. Here, we observe
that the goalkeeper cluster is well-separated from the kicker clusters in Figure 11a, and in
order to better visualize the kicker clusters, we project Figure 11a onto its x and y axis
after removing the goalkeeper and outlier clusters in Figure 11b. We also identify therein
the most representative kicker per-cluster (i.e., the player whose feature vector is closest to
the mean of the corresponding cluster)
Finally, we conduct the aforementioned game-theoretic analysis for each cluster. In our
earlier Table 6, we observe that the kickers in some clusters have dierent success rates
in penalty kicks. Moreover, a closer behavioral analysis yields deeper insights. We rst
examine the Nash strategies played by each cluster, and then visualize the actual play behavior
with respect to empirical probabilities in Figure 12. Table 9a summarizes the overall
Nash distributions for all players considered, with Tables 9b to 9e showing cluster-specic
distributions. These tables illustrate that the kickers have the same empirical behavior, an
assertion statistically conrmed in Table 8; yet their Nash-derived recommendations are
dierent: although kickers in all clusters are recommended by the Nash to shoot more to
their natural sides than to their non-natural sides, the recommended strategy for kickers in
Cluster 1 is actually quite balanced between natural and non-natural shots. This greater
imbalance is shown by comparing Jensen-Shannon divergence. As we see in Table 7, the
Jensen-Shannon divergence of the Nash probabilities between Cluster 1 and 4 (0.57%) is
6-7 times greater than that between Cluster 1 and 5 (0.09%) and 19 times greater than
that between Cluster 1 and 2 (0.03%). We also notice that the clusters' players are all playing
epsilon Nash equilibra with relatively low epsilon (Table 9). In other words, although
their empirical strategies seem to deviate from corresponding Nash strategies action-wise,
the expected payos of these two strategies are close, and they could still stand to gain
in "stability" by switching to corresponding Nash strategy. Nevertheless, most of these
Nash recommendations come from very low-sample empirical payo tables, which entails
potentially inaccurate Nash distributions. We nevertheless note that this low-data regime
is induced by the restriction of our analysis to players having played in matches of Premier
League only from 2016 to 2019. Obtaining Player Vector data for all players in our dataset
would allow us to study cluster behavior with greater statistical precision. Nevertheless,
the current study leaves no statistical doubt regarding the pertinence of clustering payo
tables using player embeddings{specically Player Vectors.
Qualitatively, in addition to analyzing the strategies with respect to Nash probabilities,
the patterns of positions of the ball of successful goals also vary from clusters to clusters,
as visualized in Figure 12. For instance, kickers in Cluster 2 tend to score mostly to the
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Game Plan: What AI can do for Football, and What Football can do for AI
(a) (b)
Ball (truth) Attackers (truth) Defenders (truth) Defenders (predicted)
Figure 13: Predictive modeling using football tracking data. (a) visualizes predictions under
the original data. Here, ground truth information for all players and the ball is provided
to the underlying predictive model, with defender positions truncated and predicted by
the model after a cut-o time (as indicated by the yellow traces). (b) illustrates the same
scenario, after counterfactual perturbation of the ground truth ball direction to ascertain
the predicted reaction of the defending goalkeeper (far right).
bottom left corner of the goalmouth, while the scoring positions in other clusters are more
balanced, though these could also be partly due to lower sample sizes for some clusters.
5.4 Generative Trajectory Prediction Models for Counterfactual Analysis
Ghosting refers to the prescription of the trajectories the players in a sports team should
have executed, in contrast to what they actually did (Lowe, 2013). Solution of this and the
broader problem class of generative trajectory prediction implies benets spanning from
recommendation of trajectories or setups for constrained set pieces, then to short-term
plays involving a subset of players, and eventually to long-term strategies/plays for the
entire team. Team-level predictions would also strongly benet from game-theoretic and
multi-agent considerations, and is perceived to play a key role in an established AVAC
system. We here present an illustrative example to ground the earlier discussion regarding
the potential impacts of using learned predictive models to conduct counterfactual analysis
of football matches.
For example, one might train a trajectory prediction model on league data (e.g., as
done in H. M. Le et al. 2017), provide an input context to such a model (e.g., consisting
of the true state of the ball, defenders, and attackers up to some point in time), and
subsequently predict future trajectories of players. Figure 13a visualizes league-average
predicted behaviors conditioned on such an input context. This illustrative example was
trained using a baseline predictive model, similar to that of H. Le et al. (2017). Here we
trained a centralized long-short term memory model (of 2 layers, each with 256 units),
taking as input the raw trajectories of players and the ball, and predicting as output the
step-wise change in trajectory of the defensive players. The model was trained on 240 frames
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Tuyls, Omidshafiei, Muller et al.
of 25 fps tracking data, downsampled to 12.5 fps, with half the frames in each play used for
providing a prediction context, and the other half occurring at the prediction cut-o. We
used the l2-loss on the tracking data for training, and randomized the order of attacking
and defending players to avoid the role-assignment problem mentioned in H. Le et al. (2017)
(similar to one of the baseline approaches of Yeh et al. 2019).
As pointed out in the literature (H. Le et al., 2017; H. M. Le et al., 2017; Li et al., 2020;
Yeh et al., 2019), a key advantage of generative predictive models is that they can be used
for counterfactual analysis of play outcomes. We illustrate such an example in Figure 13b,
where we perturb the trajectory of the ball, inferring the subsequent behaviors of defenders
in reaction (noting, e.g., the tendency of the goalkeeper to chase the ball in reaction to it
entering the penalty area). While simple, case-by-case counterfactual case studies such as
the above have been conducted to some extent in the literature, consideration of responses
to more complex perturbations (e.g., changes of one team's tactics or meta-strategy as
a whole, changes in player behavior due to injuries, or changes due to substitutions of
individual players) bear potential for signicantly more in-depth analysis.
6. Discussion
Football analytics poses a key opportunity for AI research that impacts the real world.
The balance of its reasonably well-controlled nature (versus other physical domains beyond
sports, e.g., search-and-rescue), considerations associated with human factors (e.g., heterogeneous
skill sets, physiological characteristics such as injury risks for players, etc.), and the
long-term cause-and-eect feedback loop due to the relative infrequency of scoring even in
professional play make it a uniquely challenging domain. Nonetheless, the rapidly-emerging
availability of multi-modal sensory data make it an ideal platform for development and
evaluation of key AI algorithms, particularly at the intersection of the aforementioned elds
of statistical learning, computer vision, and game theory.
In this paper, we highlighted three frontiers at the intersection of the above elds,
targeting the simultaneous advancement of AI and football analytics. We highlighted the
overlying goal of developing an Automated Video Assistant Coach (AVAC), a system capable
of processing raw broadcast video footage and accordingly advising coaching sta in pre-,
in-, and post-match scenarios. We subsequently illustrated how the combination of game
theory and statistical learning could be used to advance classical results in football analytics,
with an in-depth case study using a dataset comprised of over 15000 penalty kicks, and
subsequently combined with the Player Vectors analysis of Decroos and Davis (2019) to
discern kicking styles.
A notable observation for future work focusing on prescriptive football analytics is that
the domain and some of the state-of-the-art research bear key similarities to RL. At a high
level, the process of winning football championships can be cast as a sequential decisionmaking
problem, with a concrete reward structure centered on three timescales of increasing
abstraction: scoring goals, winning matches, and subsequently winning championships. We
illustrate this view in Figure 14. Under this hierarchical view of football, each layer can be
considered an RL problem at the designated level of abstraction. For example, at the lowest
level, the sequential decisions made by teammates that lead to a goal can be considered a
policy mapping states to actions, using the lexicon of RL. Likewise, estimates of the value
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Game Plan: What AI can do for Football, and What Football can do for AI
Championship level
Match level
Action level
Pass Cross Shot Corner
kick
SCORE
Predict/Optimize Values VC of Events EC to win championship
Predict/Optimize Values VM of Events EM to win match
Predict/Optimize Values VA of Events EA to score goals
Loss
Win
Conceded
Scored
C
ONT
E
XT
Draw
Figure 14: A multi-level view of football analytics cast as a reinforcement learning problem.
We discern three levels: the top level aims to learn how to win championships by winning
matches; the middle level optimizes for winning a match; nally, the bottom level seeks to
optimize goal-scoring. The context between these various level is shared in both a top-down
and bottom-up fashion.
of player actions based on the outcomes associated with actions taken in real games (as
in VAEP, Decroos et al., 2019) can be considered analogous to those that learn actionvalues
associated with RL policies. Further expanding this analogy, learning to quantify
the contribution of individual players to a team's estimated goal-scoring value can be cast
as a so-called credit assignment problem, a key area of research in RL. Finally, given the
presence of multiple on-pitch players with both cooperative and competitive incentives, the
value function learning problem situates itself in the area of multi-agent RL. Multi-agent
RL, critically, seeks to understand and learn optimal policies for agents in such interactive
environments, linking also to game theory in providing the appropriate mathematical
foundations to model this strategic process. As such, the multi-agent RL approach ts well
under Frontier 1 (GT&SL), which considers the game-theoretic interactions of strategic players
given specied payos, and use of learning techniques for identifying optimal policies.
Moreover, this connection also highlights a potential overlap of interest between real-world
football and RoboCup, in that the RL paradigm can be used to optimize player and robot
policies alike, despite the widely-dierent player embodiments considered in each of these
two elds. Overall, such parallels can be drawn at all levels of abstraction highlighted in the
aforementioned hierarchical process modeling football championships, implying the foreseeable
importance of the RL paradigm as football analytics shifts from understanding the
game to subsequently optimizing player and team decisions at increasingly broader levels.
Moreover, the toolkits developed within the context of football analytics are also likely to
have direct benets for closely-related elds, and could be foreseeably adapted to many other
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Tuyls, Omidshafiei, Muller et al.
sports. Specically, while we focus on football in this paper, analysis of team coordination
behavior is also being conducted in a multitude of other sports (Albert, 2010; Albert et al.,
2002; Anderson et al., 2020; Baumer & Zimbalist, 2014; Costa et al., 2009; Gauriot et al.,
2016; Michael, 2004; Puerzer, 2002; Skinner, 2010; Song et al., 2017; Yee, Lisy, & Bowling,
2016). Techniques developed for other sports could, in turn, be reciprocally applied to
football. In particular, the element of team play is a key characteristic of football that is
shared with sports such as basketball and hockey; in fact, the similarities between these
sports are strong enough that for certain problem regimes, the same foundational techniques
can be seamlessly applied across datasets for each sport (e.g., the work of Yeh et al. (2019) on
player trajectory predictions for basketball and football). A related mapping concerns the
application of football analytics techniques to the emerging eld of eSports, wherein there
is a large amount of data collected (in both raw video form, and structured data formats),
e.g., such data streams are available for games such as Dota 2 or StarCraft. In Dota 2,
for example, a coaching functionality analogous to that in football is available, wherein an
experienced player is connected to the game and advises other players on various strategic
tactics. Moreover, several of the most popular eSports games are inherently multi-player, in
the sense that their outcomes are not determined by only an individual's skill, but a team's
skill, mixing cooperative and competitive behaviors (as in football). Automatic analysis
of games could provide insights into weak and strong points of teams, tactics used, and
directions for improvement. These related domains could, therefore, provide a low-hanging
fruit for football analytics techniques to generalize, in a seamless manner, beyond football.
Overall, the combination of data sources, downstream benets on related domains, and
potentials for impact that AI could have on the football domain are quite evident. Perhaps
more importantly, the promising commensurate impacts of football analytics on AI research
(through the feedback loop established between the football microcosm to the three foundational
elds highlighted in Figure 1) are foreseen to make football a highly appealing
domain for AI research in coming years.
Acknowledgments
The authors gratefully thank Thomas Anthony and Murray Shanahan for their helpful
feedback during the paper writing process. The authors also thank the editor and three
anonymous reviewers for their constructive feedback. Karl Tuyls and Shayegan Omidshaei
are equal contributors. Karl Tuyls is the corresponding author.
Appendix A. Additional Works Related to Statistical Learning in
Football
Evaluating the eect of individual actions throughout the game is challenging as they naturally
depend on the circumstances in which they were performed and have long-term
consequences that depend on how the sequence plays out. Most works have focused on
measuring the quality of specic action types in distinct concrete game situations (Barr,
Holdsworth, & Kantor, 2008; Bransen & Van Haaren, 2018; Spearman, 2018). More recent
work has focused on a unifying view in which actions are valued according to how
they increase or decrease the likelihood of the play leading to a goal (Decroos et al., 2019;
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Game Plan: What AI can do for Football, and What Football can do for AI
Fernandez, 2019). The main idea is to estimate the value of a given `state' of the game.
Intuitively, the state of a particular game includes everything that happened in the match
until this point, including the score, identities of players and associated traits, time left on
the clock, all prior actions, position of the players and the ball, etc.; moreover, one may
wish to also consider the state of a tournament as a whole (e.g., previous and upcoming
matches, the number of yellow cards accrued by players, etc.). A recent method used for
assigning values to on-ball actions is known as Valuing Actions by Estimating Probabilities
(VAEP) (Decroos et al., 2019). Actions are valued by measuring their eect on the game
state and in turn the probabilities that a team will score. These scores can then be used
to assess contribution of players to a team or measuring the mutual chemistry for a pair of
players (Bransen & Van Haaren, 2019).
Finally, a promising application of statistical learning is the development of models that
can carry out temporal predictions. This area is closely related to trajectory prediction
(Alahi et al., 2016; Deo & Trivedi, 2018; Fernando, Denman, Sridharan, & Fookes, 2018;
Gupta, Johnson, Fei-Fei, Savarese, & Alahi, 2018; Wang, Fleet, & Hertzmann, 2007). In
the context of sports analytics, such trajectory prediction models can be useful for conducting
the form of analysis known as ghosting, which, given a particular play, predicts
the actions that a dierent team or player would have executed. Beyond just capturing
game dynamics, models that can accurately carry out predictions could constitute valuable
tools for counterfactual reasoning, which allows us to consider the outcomes of alternative
scenarios that never actually took place. So far, such predictive models have been primarily
used for predicting the trajectory of the ball (Maksai, Wang, & Fua, 2016) and of players
themselves (H. Le et al., 2017; H. M. Le et al., 2017; Li et al., 2020; Su, Hajimirsadeghi,
& Mori, 2019; Yeh et al., 2019). Also of importance are models which identify player roles
from predicted trajectories (Felsen, Lucey, & Ganguly, 2018).
Appendix B. Pose Estimation
As previously illustrated, multi-person human pose estimation (Cheng, Yang, Wang, Yan,
& Tan, 2019; Y. He, Yan, Fragkiadaki, & Yu, 2020; Iskakov, Burkov, Lempitsky, & Malkov,
2019; Lassner et al., 2017; Pavlakos et al., 2019; Pavlakos, Zhou, Derpanis, & Daniilidis,
2017; Pavllo, Feichtenhofer, Grangier, & Auli, 2019) is a central part of vision-based analysis
of football video. Methods for this task can be grouped into two types: one the one hand,
bottom-up approaches rst detect human joints, and group them into pose instances (Fang,
Xie, Tai, & Lu, 2017; K. He, Gkioxari, Dollar, & Girshick, 2017; Huang, Gong, & Tao,
2017; Iqbal & Gall, 2016; Papandreou et al., 2017; K. Sun, Xiao, Liu, & Wang, 2019); on
the other, top-down approaches rst detect body instances and run single-person pose estimation
models on each instance (Cao, Simon,Wei, & Sheikh, 2017; Insafutdinov, Pishchulin,
Andres, Andriluka, & Schiele, 2016; Kocabas, Karagoz, & Akbas, 2018; Newell, Huang, &
Deng, 2017; Papandreou et al., 2018; Pishchulin et al., 2016). The computation cost of
top-down methods increases linearly with the number of people in an image, while that
of bottom-up methods stays constant. However, in cases where there is signicant overlap
between instances, top-down approaches are often more accurate (Y. Chen, Tian, & He,
2020).
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Tuyls, Omidshafiei, Muller et al.
We experimented with G-RMI (Papandreou et al., 2017), a well-established top-down
approach, and give examples of predictions in Figure 2. In the rst stage, Faster-RNN (Ren
et al., 2015) is used to detect person instances. Inspired by detection methods, the second
stage combines classication and regression to process each resulting crop: a fully convolutional
network rst densely classies whether each spatial position is in the vicinity of a
given keypoint class, and then renes each prediction by predicting an oset. A specialized
form of Hough voting (see (Duda & Hart, 1972) for background) is introduced to aggregate
these predictions and form highly localized activation maps. A key-point based condence
score and non-maximum suppression procedure further improve results. We plan to build
on this approach to develop methods for the previously mentioned challenges.
Appendix C. Player Vectors
In particular, we follow denition of playing style in Decroos and Davis (2019), which is
dened as a player's preferred area(s) on the eld to occupy and which actions they tend
to perform in each of these locations, and generate our player vectors with the method
proposed in Decroos and Davis (2019). The procedure of generating player vectors unfolds
into four steps. First, we collect the event stream data of all Premier League matches that
Liverpool Football Club participated in from 2017 to 2019, and lter the actions of types
passes, dribbles, shots and crosses. Secondly, for each pair of player p, who is observed in
the event stream dataset, and relevant action type t, we overlay a grid of size 6040 on the
football pitch and count how many times player p performed action t in each grid cell. This
procedure yields a matrix which summarizes spatial preference of player p performing action
type t. Thirdly, we compress that matrix into a small vector. To do this, we reshape each
matrix into a vector and group it together with all other vectors of the same action type,
and we then perform non-negative matrix (NMF) factorization to reduce the dimensionality
of these matrices. This procedure yields a smaller vector, and the value of each dimension
quanties the preference of player p performing the action type t in the area a. Finally, for
each player, we obtain 4 vectors corresponding to the 4 action types, and we generate one
nal vector of 18 dimensions by concatenating his compressed vectors for relevant action
types.
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