Papers for

sports analytics teams

Papers whose findings have a practical use for this group, as judged from the abstract. Open a paper to read what it means in practice.

Painting soccer pass surfaces improves prediction of player choices

Graph-to-Grid (G2G): Continuous-Coordinate Feature Painting for Soccer Pass Surfaces

Abstract: Dense pass surfaces give, for every pitch cell, whether a pass played there would arrive, whether the carrier would choose it, and what the possession would then be worth. The networks that draw them read the state as a raster of per-cell counts, losing where inside a cell each player stands. LiDAR detectors, bird's-eye-view perception and graph weather models move entity features onto a grid, binning each entity to a cell or learning the transfer. We evaluate the interpolated form: each player's features are scattered bilinearly onto the grid at the player's measured coordinates, so the surface loss trains the per-player encoder end to end. Those systems adopt an interface; this paper measures one. On 53,628 passes from the 2022 World Cup, painting improves selection likelihood over the same core fed rasters alone by about a quarter of a nat: in every match of an eight-fold cross-validation, with every arm tuned over five seeds, and after retraining on seven Bundesliga and 2. Bundesliga matches from another provider. Thirteen pre-specified studies locate the gain: painting the nine raw player features with no encoder carries three quarters of it, and the learned encoder and message passing add a smaller, resolved increment. Painting also helps the original SoccerMap and a canonical U-Net, whereas offset channels, a finer raster, an attention painter and a raster-free decoder do not. Frozen across the provider boundary the likelihood advantage is lost; injected tracking error compresses it. These results concern observed-endpoint prediction, not calibrated evaluation of hypothetical passes.

Mon 21 SeptMachine LearningComputer Vision and Pattern Recognition
The gist
The paper studies how to better predict where soccer players will pass the ball on the pitch. Instead of just counting players in each grid cell, the authors spread each player’s position smoothly onto the grid, keeping precise location info. This 'painting' method improves how well models predict pass choices, tested on World Cup data and German league games. The biggest gains come from simply painting raw player features, with extra model tweaks adding smaller improvements.
Open 2609.24040v1

Video highlight detection improves with temporal structure aware compression

SGWIB:Sliced Gromov-Wasserstein Information Bottleneck for Video Highlight Detection

Abstract: Video highlight detection aims to identify temporally important segments that capture the most informative or engaging events in a video. Reliable prediction therefore requires not only discriminative segment representations but also preservation of the temporal relationships among neighboring and distant segments. The information bottleneck principle has proven effective for learning compact and task-relevant representations, yet it has not been explored for video highlight detection, and applying conventional formulations directly would overlook inter-segment relational structure and distort highlight relevant temporal organization during compression. We therefore introduce the Sliced Gromov-Monge Gap (SGMG), a structure aware regularizer that measures the excess relational distortion induced by a prescribed source-to-bottleneck mapping relative to an optimal sliced structural correspondence. Building on SGMG, we develop SGWIB, an information-bottleneck framework for single-modal video highlight detection that learns compact bottleneck representations while preserving inter-segment temporal structure. We further introduce Home-Away-Related Contextual Pseudo-Labels and a contextual disentanglement module that reduce sports-specific contextual bias by separating highlight oriented information from contextual patterns. Experiments on MrHiSum and MoSu show that SGWIB attains the best Kendall's tau, Spearman's rho, mAP@50, and mAP@30 among the compared single-modal methods on both datasets. On MrHiSum, the visual model improves the strongest previous results by 0.031, 0.031, 0.87, and 0.75 on these four metrics, respectively. These results show that structure-aware information-bottleneck regularization combined with contextual disentanglement improves segment-level highlight prediction.

Sat 12 SeptComputer Vision and Pattern RecognitionArtificial Intelligence
The gist
Video highlight detection tries to find the most interesting parts of a video. The researchers introduced a new method that compresses video information while keeping the order and relationship between scenes. This helps the detection system know which parts are important, especially in sports videos. They tested it on two sports video datasets and saw better results than previous methods. Their approach also reduces errors caused by background details unrelated to highlights.
Open 2609.13966v1

Social activation improves human trajectory predictions in crowds

GEAR: From Dynamic Encoding to Dynamic Activation in Social Trajectory Prediction

Abstract: Human trajectory prediction requires modeling both individual motion patterns and social interactions among agents. Existing methods have made substantial progress by using attention mechanisms, graph structures, and temporal encoders to capture dynamic social context. However, most of them primarily focus on how social information is encoded, while paying less explicit attention to how the encoded social context should take effect during future trajectory generation. In this paper, we argue that dynamic social encoding does not necessarily imply dynamic social activation. The same interaction context may require different activation strengths across future horizons and scene densities: social cues should be strengthened when interaction evidence is strong, but suppressed when they are weak or noisy. To address this issue, we propose GEAR, a generation-aware bias activation model for human trajectory prediction. Built upon a bias-decomposed trajectory generation formulation, GEAR dynamically activates the individual-motion and social-resonance bias terms at each future step before final trajectory composition. This allows the model to explicitly control when and how strongly individual and social bias components participate in generation. Experiments on ETH-UCY, SDD, and NBA show that GEAR consistently improves the resonance-based baseline and achieves competitive state-of-the-art performance. Further analyses of activation patterns and density-grouped errors validate the importance of calibrating encoded social context during trajectory generation. Our code is available at https://github.com/11isnotavailable/GEAR.git.

Sat 12 SeptComputer Vision and Pattern RecognitionArtificial Intelligence
The gist
Predicting how people move in crowds needs understanding both how each person moves alone and how they interact with others. Many existing approaches focus on capturing social information but don’t clearly decide when or how much that social info should influence future steps. The authors propose a new model called GEAR that adjusts how strongly social and individual movement cues affect predictions at each moment. This lets the model better figure out when social interactions matter, improving its accuracy in predicting paths in busy scenes like sidewalks and basketball courts.
Open 2609.13778v1

Multi-agent AI specialists forecast 2026 FIFA World Cup matches

Information Specialization and Constrained Synthesis in Multi-Agent LLM Forecasting: A Prospective Live-Study of the 2026 FIFA World Cup

Abstract: Large language models are being organized into multi-agent systems with specialized roles, but whether such specialization produces distinct forecasts and whether subsequent synthesis improves utility remains unclear. In this study, we carried out a live, prospective evaluation over the final 56 matches of the information-dense 2026 FIFA World Cup, keeping a frontier foundation model constant while assigning two primary forecasting agents contrasting specialist roles: a quantitative specialist focusing on structured performance statistics and a news specialist focusing on current injuries, tactics and information from press conferences. Their forecasts were then reviewed by a separate critic before being combined by a meta-agent, resulting in a sequential four-agent model. Forecasts from the betting market served as an external benchmark. The news specialist obtained the highest mean probability-weighted Top-3 utility and matched the betting market in Top-3 exact-score hits. Nevertheless, the two specialist forecasters agreed on at least two of the three scorelines in 50 out of 56 matches, and the meta-agent never generated more than one scoreline outside the specialists' forecast set. These findings show that rapidly changing, unstructured information can provide a valuable forecasting signal alongside structured statistics, whereas adding critic and meta-agent stages does not necessarily create complementary information or improve on the strongest specialist.

Fri 11 SeptArtificial IntelligenceComputation and Language
The gist
Predicting sports outcomes is hard, especially when information changes quickly. This study tested two AI models with different expertise: one used numbers and stats, and the other used news about players and tactics to predict World Cup soccer games. They also tried combining these forecasts with extra AI reviewers. The news-focused AI predicted almost as well as betting markets, but mixing all AI opinions didn’t improve the best forecasts. This suggests diverse information helps, but combining expert AI forecasts isn’t always better.
Open 2609.12495v1

Velocity affects off-ball soccer analysis differently across evaluation layers

How Much Velocity Does Off-Ball Space Value Need? A Broadcast-Viewport Benchmark

Abstract: Velocity-aware pitch control is standard, but under a broadcast viewport half the players are off screen and on-screen velocities come from a drifting calibration. We ask at which layer of broadcast off-ball analysis velocity changes the answer. Inheriting our off-screen imputation protocol (three Metrica matches, 44 m viewport, block-bootstrap CIs), we score four velocity regimes -- none, viewport-legal observed, true-for-visible, true-for-all -- against a velocity-aware ground truth at three layers: imputation, the control surface, and team verdicts. Velocity is nearly useless for imputation (-0.2 pp against a 12--14 pp velocity-free surface MAE), first-order for the surface (-1.5 to -1.8 pp, 11--15% of that MAE), and ten times smaller for verdicts (-0.12 to -0.19 pp). The velocity that matters is the visible channel: perfect occluded-player velocity adds 2--6% of the visible gain, and no last-seen decay policy we tested exceeds that. Omitting velocity blurs the surface (per-frame |e| 2.2--2.6 pp) with small time-averaged bias (per cell <=0.4 pp), whereas imputation error is a structured bias against the defending team's deep zone (5--9 pp). At a fixed velocity window, a noise ladder of eleven jitter settings, including sigma_v-matched pairs, is ordered to first order by one velocity-noise axis sigma_v with break-even ~1 m/s; eleven SoccerNet-GSR clips from one match through our pipeline measure sigma_v=1.65 m/s yet recover 24--36% of the benefit: 43% of the variance is frame-common, which the surface tolerates, and the residual is heavy-tailed and clustered, which Gaussian controls matched on component RMS do not reproduce (+0.03 vs. +0.36). The share of velocity-free error that velocity removes grows with viewport width (7% at 36 m, 21% at 60 m): fix imputation on tight shots, velocity on wide ones. Code and logs are released.

Wed 9 SeptComputer Vision and Pattern RecognitionMachine Learning
The gist
Tracking soccer players not on screen during TV broadcasts is tricky because their speeds aren’t directly measured. The authors studied how knowing players’ velocities (speeds and directions) off-screen helps improve analysis at three stages: when filling in missing data, when estimating control over areas on the field, and when judging team performance. They found that velocity data is most helpful for estimating control but less so for filling in missing player positions. Perfect knowledge of off-screen players’ speeds adds only a small improvement. Their method also shows that errors grow less when the broadcast camera covers a wider field view.
Open 2609.10801v1