Computer vision system, computer vision method, computer vision program, and learning method
US-2024320956-A1 · Sep 26, 2024 · US
US2025336208A1 · US · A1
| Field | Value |
|---|---|
| Publication number | US-2025336208-A1 |
| Application number | US-202519259281-A |
| Country | US |
| Kind code | A1 |
| Filing date | Jul 3, 2025 |
| Priority date | Jun 5, 2020 |
| Publication date | Oct 30, 2025 |
| Grant date | — |
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A system and method of predicting a team's formation on a playing surface are disclosed herein. A computing system retrieves one or more sets of event data for a plurality of events. Each set of event data corresponds to a segment of the event. A deep neural network, such as a mixture density network, learns to predict an optimal permutation of players in each segment of the event based on the one or more sets of event data. The deep neural network learns a distribution of players for each segment based on the corresponding event data and optimal permutation of players. The computing system generates a fully trained prediction model based on the learning. The computing system receives target event data corresponding to a target event. The computing system generates, via the trained prediction model, an expected position of each player based on the target event data.
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1 . A computer-implemented method for predicting a team's formation on a playing surface, the computer-implemented method comprising: receiving, by one or more processors, event data corresponding to a sporting match or a sporting possession of one or more teams, wherein each of the one or more teams includes a plurality of players; inputting, by the one or more processors, the event data into a prediction engine; generating, by the one or more processors, via the prediction engine, one or more expected positions for each player of the plurality of players based on the event data; predicting, by the one or more processors, a location of a missing player based on the one or more expected positions for each player; generating, by the one or more processors, via the prediction engine, a semantic label corresponding to the one or more expected positions; and outputting, by the one or more processors, the one or more expected positions, the location of the missing player, and the semantic label. 2 . The computer-implemented method of claim 1 , wherein the inputting the event data into the prediction engine includes: providing, by the one or more processors, the prediction engine with priori knowledge about a current formation of at least one of the one or more teams. 3 . The computer-implemented method of claim 1 , wherein the inputting the event data into the prediction engine includes: parameterizing, by the one or more processors, a mixture density network based on the event data. 4 . The computer-implemented method of claim 1 , wherein the generating, via the prediction engine, the one or more expected positions for each player of the plurality of players based on the event data includes: generating, by the one or more processors, a plurality of permutations based on the event data; selecting, by the one or more processors, at least one of the plurality of permutations as an optimal permutation; and predicting, by the one or more processors, at least one distribution for each player based on the event data and the optimal permutation. 5 . The computer-implemented method of claim 4 , wherein generating the plurality of permutations based on the event data includes: utilizing, by the one or more processors, a soft-assignment of each player of the plurality of players to a permutation role based on the event data. 6 . The computer-implemented method of claim 5 , wherein the soft-assignment is based on at least one of: a possession team, an opponent, and one or more object coordinates. 7 . The computer-implemented method of claim 1 , wherein the event data corresponds to at least one broadcast stream of a sporting event. 8 . A computer system for predicting a team's formation on a playing surface, comprising: a processor; and a memory having programming instructions stored thereon, which, when executed by the processor, causes the computer system to perform operations, comprising: receiving event data corresponding to a sporting match or a sporting possession of one or more teams, wherein each of the one or more teams includes a plurality of players; inputting the event data into a prediction engine; generating, via the prediction engine, one or more expected positions for each player of the plurality of players based on the event data; predicting a location of a missing player based on the one or more expected positions for each player; generating, via the prediction engine, a semantic label corresponding to the one or more expected positions; and outputting the one or more expected positions, the location of the missing player, and the semantic label. 9 . The computer system of claim 8 , wherein the inputting the event data into the prediction engine includes: providing the prediction engine with priori knowledge about a current formation of at least one of the one or more teams. 10 . The computer system of claim 8 , wherein the inputting the event data into the prediction engine includes: parameterizing a mixture density network based on the event data. 11 . The computer system of claim 8 , wherein the generating, via the prediction engine, the one or more expected positions for each player of the plurality of players based on the event data includes: generating a plurality of permutations based on the event data; selecting at least one of the plurality of permutations as an optimal permutation; and predicting at least one distribution for each player based on the event data and the optimal permutation. 12 . The computer system of claim 11 , wherein generating the plurality of permutations based on the event data includes: utilizing a soft-assignment of each player of the plurality of players to a permutation role based on the event data. 13 . The computer system of claim 12 , wherein the soft-assignment is based on at least one of: a possession team, an opponent, and one or more object coordinates. 14 . The computer system of claim 8 , wherein the event data corresponds to at least one broadcast stream of a sporting event. 15 . A non-transitory computer-readable medium including one or more sequences of instructions that, when executed by one or more processors, causes a computing system to perform operations for predicting a team's formation on a playing surface comprising: receiving event data corresponding to a sporting match or a sporting possession of one or more teams, wherein each of the one or more teams includes a plurality of players; inputting the event data into a prediction engine; generating, via the prediction engine, one or more expected positions for each player of the plurality of players based on the event data; predicting a location of a missing player based on the one or more expected positions for each player; generating, via the prediction engine, a semantic label corresponding to the one or more expected positions; and outputting the one or more expected positions, the location of the missing player, and the semantic label. 16 . The non-transitory computer-readable medium of claim 15 , wherein the inputting the event data into the prediction engine includes: providing the prediction engine with priori knowledge about a current formation of at least one of the one or more teams. 17 . The non-transitory computer-readable medium of claim 15 , wherein the inputting the event data into the prediction engine includes: parameterizing a mixture density network based on the event data. 18 . The non-transitory computer-readable medium of claim 15 , wherein the generating, via the prediction engine, the one or more expected positions for each player of the plurality of players based on the event data includes: generating a plurality of permutations based on the event data; selecting at least one of the plurality of permutations as an optimal permutation; and predicting at least one distribution for each player based on the event data and the optimal permutation. 19 . The non-transitory computer-readable medium of claim 18 , wherein generating the plurality of permutations based on the event data includes: utilizing a soft-assignment of each player of the plurality of players to a permutation role based on the event data. 20 . The non-transitory computer-readable medium of claim 15 , wherein the event data corresponds to at least one broadcast stream of a sporting event.
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