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.
Multi-person motion prediction captures diverse possible futures
FlowMoP: Stochastic Multi-Person Motion Prediction
Abstract: Predicting the future motion of multiple people is inherently stochastic: the same observed history admits many plausible continuations depending on intent, coordination, and social context. Yet the dominant paradigm in multi-person 3D motion prediction remains deterministic, with existing methods producing a fixed number of outputs per agent. In contrast, we present a conditional flow matching framework that jointly generates diverse future motions for multiple agents, modeling both global trajectories and root-relative poses. A B-spline reparameterization compresses the generative state space while enforcing temporal smoothness, and a dual-stream transformer conditions each agent's predictions on observed neighbor motion for interaction-aware forecasting. Our method achieves state-of-the-art performance on CMU-Mocap (UMPM) and 3DPW, outperforming deterministic baselines on joint position error, pose error, and final displacement error despite producing a full predictive distribution. We additionally establish the first motion prediction baseline on WorldPose, a large-scale professional soccer dataset, where social conditioning demonstrably concentrates predictive uncertainty along interaction-constrained directions.
Diffusionref imu improves wearable sensor data translation across locations
DiffusionRef-IMU: Guide-Anchored Residual Diffusion for Cross-Location Inertial Measurement Unit Translation
Abstract: Cross-location variation in wearable inertial measurement unit (IMU) signals complicates learning when measurements from a desired target body location are unavailable. This study proposes DiffusionRef-IMU, a two-stage cross-location translation framework in which a deterministic Direct network first estimates the target signal and a guide-anchored residual diffusion model refines only the remaining target discrepancy. The evaluation comprises five subject-disjoint activity-location composition-held-out folds, capacity-matched deterministic and flow-based residual baselines, source-only activity conditioning, computational ablation, and true zero-shot evaluation on two independent datasets. DiffusionRef-IMU with 16-step deterministic DDIM achieved a mean nRMSE of 0.087538 +/- 0.004922, compared with 0.090262 for Direct, 0.088847 for deterministic residual refinement, and 0.088417 for eight-step CompFlow, and outperformed each baseline in all five folds. Four-step DDIM retained a mean nRMSE of 0.087820 at 47.62 ms per window, providing a favourable quality-computation trade-off. Replacing ground-truth activity conditioning with a source-only activity predictor (macro-F1 0.8473) increased 16-step DiffusionRef nRMSE only to 0.088190. True zero-shot evaluation produced mixed results: DiffusionRef was marginally favourable on Grouvel2025 but remained worse than Direct on Saldaña2025. Overall, guide-anchored residual diffusion improves controlled cross-location reconstruction while revealing clear limits in zero-shot external transfer.
Video recognition gains speed and accuracy with efficient spatio-temporal interactions
Spatio-Temporal Multi-Order Interaction for Video Recognition
Abstract: Many temporal approaches for video recognition rely on explicit cross-channel aggregation projections, which have quadratic complexity in the number of channels, introducing significant computational overhead. In addition, the spatio-temporal representation used for video recognition is biased either toward local order interactions (for CNNs) or toward global order interactions (for transformers). Starting from the multi-order spatial representation of MogaNet, our method introduces two complementary contributions to tackle these problems. First, for the temporal modelling, we introduce parallel multi-order processing with depthwise-only convolutions and implicit gating-based aggregation, which is linear in the number of channels, inducing a considerable computational reduction. Second, we propose a dual interaction between spatial and temporal dimensions, which allows a better spatio-temporal representation without increasing the computational cost. By combining these two contributions, our proposed VideoMogaNet achieves performance on par with or better than state-of-the-art action recognition approaches across multiple video benchmarks (UCF101, HMDB51, Kinetics-400, Diving48), while considerably reducing the cost of the temporal branch.
Tracking aware detection queries improve multi object tracking accuracy
TAQ-MOTR: Tracking-Aware Detection Query Formation for End-to-End Multiple Object Tracking
Abstract: Tracking-by-propagation (TBP) methods perform end-to-end multi-object tracking by propagating track queries across frames, jointly handling detection and identity association without heuristic post-processing while naturally modeling temporal information. However, as detection and association are tightly coupled, detection queries in TBP are expected to discover currently untracked objects and provide complementary current-frame evidence for challenging tracks whose queries and identities are retained. Existing methods largely inherit detection-query formation from single-frame detection and construct such queries before the decoder with little awareness of trajectory states. Consequently, currently untracked objects may be missed, while challenging tracked objects with reduced visibility under occlusion may lack complementary evidence, causing association failures or duplicate responses. To address these issues, we propose TAQ-MOTR, a tracking-aware detection query formation framework that employs a pre-decoder Hybrid Query Generator (HQG) to fuse current-frame image features, track memory, and learnable memory. By conditioning detection queries on trajectory states, TAQ-MOTR adapts them to \rev{the discovery of currently untracked objects and tracked-object complementation We further introduce a training-only auxiliary detection branch whose one-to-one label assignment is decoupled from that of the main tracking branch, providing additional detection supervision to strengthen the shared HQG and decoder for the discovery of currently untracked objects. TAQ-MOTR improves performance on DanceTrack, SportsMOT, and BFT, achieving 72.0 HOTA, 63.1 AssA, and 76.6 IDF1 on the DanceTrack test set. Code is available at https://github.com/Magicmiya/TAQ-MOTR
Language models manage professional sports teams across multiple seasons
GM League Arena: An Interactive Long-Horizon Task Benchmark Based on Professional Sports League Management
Abstract: Long-horizon decision-making under sustained competition requires large language models (LLMs) to balance immediate investment with future resource needs. However, local success in multi-step interactions can not adequately capture cumulative decision effects or demonstrate long-term goal achievement under resource constraints and sustained competition. To address this gap, we introduce GM Bench, a benchmark for managing professional sports teams across seasons under resource constraints and competition among teams. We build the environment simulators for four sports and add financial constraints, player demands, and market mechanisms to establish a unified task across sports. Diverse rosters of comparable strength are constructed from real-world player data, and each LLM is evaluated as a team general manager to assess its long-term management capabilities. We evaluate competitive performance, cash reserves, and cross-season improvement across four sports. Over five NBA seasons, Claude Opus 5.5 ranks first among 29 LLMs, while GPT-6 Astra and GPT-6.1 Sol combine strong performance with larger cash reserves.
Event-based optical flow improves tracking with time slicing
Event-Based Optical Flow Constraint via Time-Sliced Plane Fitting
Abstract: Event-based optical flow estimation using spatiotemporal planar approximation inherently assumes constant velocity and tends to average out temporal velocity variations. In this paper, we propose a flow estimation method that extends this planar approximation along the temporal axis. The resulting event-based optical flow constraint allows existing variational optical flow formulations to model temporal motion variation. Specifically, we partition the space-time volume into sub-intervals and apply a two-step planar approximation to track object edges consistently. Moreover, a spatial compensation mechanism and a temporal regularization term are incorporated to compensate for edge displacements and temporally stabilize the flow estimation, respectively. The experimental results show that modeling temporal motion variation improves flow estimation accuracy over conventional methods.
PAM-Mamba speeds up dense action detection in long videos
PAM-Mamba - Efficient Dense Action Detection using Mamba
Abstract: Dense action detection requires precisely localising multiple overlapping actions in long untrimmed videos. Transformer-based methods achieve strong accuracy but their $O(T^2)$ self-attention cost limits scalability. We present PAM-Mamba, a linear-time $O(T)$ architecture built on Mamba with a multi-branch temporal encoder. Gated Learnable Positional Encoding (GLPE) controls positional signal injection via a scalar gate initialised to zero, starting training without added positional signal. A Hub-and-Spoke Funnel extends the non-hierarchical multi-scale design of PAT with a direct residual from the original full-resolution input to each coarse branch, providing each coarse branch with a projection of the input features. Bi-TemBa (Bidirectional Temporal Mamba) first extracts local motion cues with a shallow Temporal Convolution Module, then applies a cascaded bidirectional Mamba scan; the backward pass refines the forward-scanned representation from the opposite direction, giving each temporal position access to context from both directions in linear time. Uncertainty-Based Mixup uses prediction entropy to guide the selection of mixup partners. Using the PAT evaluation implementation, we obtain 26.82 (Charades I3D), 34.59 (Charades CLIP), 46.56 (MultiTHUMOS I3D), and 46.92 mAP (MultiTHUMOS CLIP), with 26.1-27.9M parameters, 61-63% fewer than PAT.
System compares baseball wins above replacement across history
Comparing wins above replacement across baseball history
Abstract: This paper introduces iWAR, a system for estimating wins above replacement from historical Retrosheet play-by-play records. We compare its runs-allowed (RA) and fielding-independent pitching (FIP) versions with Baseball-Reference WAR (bWAR), FanGraphs WAR (fWAR) and run-based alternatives. The common historical sample contains 1,471 team-seasons across 79 years and 1,441 consecutive franchise pairs. Under the fixed conversion to wins, same-season mean absolute error was 3.695 credited wins per 162 games for iWAR RA, compared with 4.724 for bWAR and 4.744 for fWAR: reductions of 21.793% and 22.112%. The paired differences were -1.030 and -1.049, with conditional 95% calendar-block intervals of [-1.367, -0.706] and [-1.398, -0.725]. Calibration preserved most of these advantages. A broader bWAR comparison across 118 years retained a smaller advantage; modern differences were smaller or sometimes reversed. PythagenPat reconstructed records more closely than every WAR total. Next-season replay gave nearly identical fixed-map errors for iWAR FIP and fWAR, while calibration changed their ordering. An amended chronological learned-model analysis of 1,552 franchise pairs gave neural RMSE 10.163, versus 9.946 for the development-selected ridge comparator (difference +0.217; conditional interval [0.015, 0.474]). This work provides a new, specialized framework for analyzing WAR across eras and provides context for future work using learning models.
Volleyball 3D reconstruction improves player and ball tracking accuracy
Volley3D: Unified 3D Full-Sequence Reconstruction from Monocular Broadcasts
Abstract: 3D reconstruction from single-view sports broadcast is a pivotal capability for automated analytics and immersive AR/VR replays, yet notoriously ill-posed due to difficult-to-calibrate moving cameras and depth ambiguity. Unlike widely studied racket sports, team sports such as volleyball feature unpredictable multi-contact sequences and high altitude jumps. These dynamics categorically invalidate the standard planar projection assumptions relied upon by existing methods. To resolve these limitations without 3D training supervision, we propose a complete, physics-grounded pipeline tailored to monocular broadcast volleyball. First, we include a correction module to the perspective drift induced by ground-plane projection by coupling temporal jump spotting with Newtonian interpolation for 3D player placement. Second, for 3D ball trajectory estimation, we design a dedicated sub-trajectory segmentation architecture alongside a collision-matching algorithm. By anchoring physical equations to reconstructed 3D hand vertices, we lift noisy ball 2D detections into a spatiotemporally coherent 3D scene. Evaluations on multi-camera benchmarks demonstrate our approach significantly reduces 3D spatial drift compared to 2D-reprojection baselines.
3D player pose rarely improves football action value predictions
Does 3D Pose Improve Action Valuation in Football? An Empirical Study of Pose Representations and Learning Objectives
Abstract: Football action valuation estimates players' contributions to future scoring. Existing multi-agent deep reinforcement learning (MADRL) models use 2D positions and velocities, omitting posture information relevant to imminent actions. We investigate whether adding 3D pose to a SARSA-based model improves observed-action values relative to attack returns: goals, conceded goals or final expected possession value. Using UEFA Champions League 2022/23 event, tracking and 3D pose data, we compare six representations (no pose, raw joints, torso and head orientation, and spatial-temporal graph convolutional network (ST-GCN) embeddings) across five learning settings and three seeds. The settings vary temporal-difference targets and action-prediction loss, with Monte Carlo return regression as a reference. Across 50 on-ball and off-ball comparisons, pose robustly improved return prediction in only three, all using torso and head orientation, while worsening it in twelve, mostly with ST-GCN. Training choices had greater effects: removing the action-prediction loss raised on-ball skill of position-only values from 0.003 to 0.040 and their correlation with expected goals from 0.23 to 0.60; the improvement in return prediction persisted at matched training length. Separately, pose improved prediction of the on-ball action 0.2 s ahead (macro AUC 0.914 to 0.934 with raw joints), while the passer's pose during execution improved pass-success prediction (AUC 0.844 to 0.856). Within this training protocol, pose informed imminent actions but rarely improved observed-action values.
Tennis event detection struggles beyond broadcast camera views
Can Event Detectors Leave the Broadcast Camera? Evidence from Tennis
Abstract: Ball bounces and racket hits are the events from which tennis statistics are derived, and on monocular video the two are easy to confuse. We release a benchmark of 345 bounce and hit annotations at frame level on eight clips that mix broadcast, fixed elevated, phone and court-level viewpoints, with a frozen development and test split, a confusion-aware matcher, clip-level bootstrap intervals and a blind second annotation of three clips. On it we score supervised precise spotters with published broadcast weights, two zero-shot vision-language models, and RallyArb, an arbitration layer over a ball track and player poses that fits no parameter on event labels. The supervised spotters score near-perfectly on broadcast footage and almost nothing on phone and court-level footage, where the pooled bounce F1 of E2E-Spot is 0.130. RallyArb keeps a bounce F1 above 0.8 on the three phone and court-level clips, two of which were used to tune it, and finds 8 of 11 bounces on the held-out one, but it places hits too far from the contact frame to match human timing. The vision-language models detect events on every viewpoint and miss the contact frame by about 0.1 s. Fine-tuned leave-one-clip-out from its broadcast weights, the spotter reaches about 0.8 bounce F1 on two phone and court-level clips and stays at 0.2 on a grazing phone angle. The annotations, the evaluator and the frozen predictions of every scored row are released.
Vision models predict tennis player and ball movement from egocentric video
Perceiving and Predicting Dynamic Sports: Spatiotemporal Intelligence in Vision Models for Egocentric Tennis Video
Abstract: Agile robots require spatiotemporal intelligence to interpret scenes, reason about interactions, and anticipate future events. Yet it remains unclear how well foundation vision models support these capabilities, particularly from a moving egocentric camera, which is a natural view for robots. To investigate this, we collect an annotated tennis dataset and train a suite of vision models on spatiotemporal tasks. Our dataset contains egocentric video synchronized with five allocentric videos, estimated global positions, labeled contact times, and annotated stroke types. We then evaluate seven prediction tasks from egocentric images: 2D ego player and 3D ball localization, future player and ball trajectories, forehand or backhand stroke anticipation, time to the next ego player ball contact, and 3D ball position at that contact. We compare image encoders, video encoders, and vision-language models with jointly trained prediction heads. The best performing models achieve mean current-frame localization errors of 0.14 m for the ego player and 0.54 m for the ball, future forecasting errors of 0.34 m for the ego player and 0.91 m for the ball over 1.1 s, and a mean contact-time prediction error of 0.14 s. Auxiliary depth information substantially improves 3D ball localization, suggesting that inferring metric depth remains a challenge. Longer image histories do not improve ball forecasting, indicating that representations exploit scene context rather than rely solely on inter-frame motion. Finally, we propose a conditional diffusion model to generate whole-body kinematic tennis motion from vision encoder predictions on egocentric video at real-time rates, adapting movements as predictions are refined. These results move towards a deeper understanding of how foundation vision models can support real-time dynamic robots using egocentric video.
Uncertainty guided video modeling improves 3D human pose recovery
UT-HMR: Uncertainty-Guided Temporal Modeling for Robust 3D Human Mesh Recovery
Abstract: Monocular 3D human mesh recovery (HMR) remains unreliable under weak observations caused by long camera-to-person distances, occlusion, and motion blur. In challenging scenarios such as sports, these factors make the problem highly ambiguous, as different 3D poses may yield similar 2D projections. This ambiguity is especially severe for one-stage HMR, which recovers all meshes directly from the full image without person crops or external 2D cues. To handle this ambiguity, we present UT-HMR ( Uncertainty-guided Temporal HMR), to our knowledge the first one-stage HMR framework to capture correlated pose uncertainty across joints. Each person query predicts a Gaussian distribution over the full SMPL pose with a compact low-rank-plus-diagonal covariance, which is converted into joint-wise precision weights for heteroscedastic supervision while keeping inference deterministic. Temporal early fusion further injects neighboring-frame evidence before pose decoding, supplying the visual evidence needed to resolve the ambiguity that the uncertainty captures. With a lightweight ViT-B backbone, UT-HMR achieves state-of-the-art results on VIP-HockeyPose-v2 (ice hockey) and WorldPose (soccer), reducing MPJPE, PA-MPJPE, and PVE by up to 4.7%, 3.8%, and 5.6%, and remains competitive on 3DPW against methods with larger backbones and higher input resolutions.
Player motion times predicted by quantile regression outperform physics models
Learning Human Sports Motion Feasibility via Quantile Regression on Tracking Data
Abstract: We study time-to-arrival (TTA) in sports: the shortest plausible time a player needs to reach an arbitrary location on the pitch given their current kinematic state, estimated as the lower envelope of observed locomotion times. Rather than modeling space ownership through position density estimation or closed-form physics-based models, we cast TTA as a conditional quantile regression problem, estimating the lower quantile of locomotion time so the model learns a player's lower-envelope arrival time. We train the model on optical tracking data from all 64 matches of the PFF FC FIFA World Cup 2022 dataset, and evaluate a lightweight multilayer perceptron against six player-motion models from the literature, re-expressed as TTA predictors, and a learned reachable- hull baseline. Across our evaluation metrics, the MLP consistently outperforms every physics-based baseline. To probe the generality of the learned locomotion model, we further evaluate it on basketball tracking data and a single-game NFL tracking dataset, analyzing the transferability of player motion dynamics across sports. Our project is available at https://github.com/mguti97/TTA-Quantile.
Basketball shot models rely on central video regions for decisions
Explaining Basketball Shot Classifications with Grad-CAM: An Investigation of Shortcut Reliance with Spatiotemporal Correlations
Abstract: Basketball action recognition is used in high-stakes scenarios to inform such tasks as specialized coaching, yet the evidence used by its deep-learning models is poorly understood. This paper investigates whether there is evidence that an R(2+1)D-18 model trained on the Basketball-51 dataset relies on spurious spatiotemporal correlations when classifying basketball shot outcomes. Gradient-weighted Class Activation Mapping (Grad-CAM) was used to generate spatiotemporal saliency maps, whose faithfulness was evaluated by progressively blurring the most salient pixels. Twenty saliency maps were then visually reviewed for recurring salient regions. Grad-CAM highlighted spatially central regions of clips including the shooter, net, and occasionally the courtside crowd. Blurring interventions were conducted to support these patterns. Blurring the central region resulted in an accuracy of 43.7%, compared to the original test accuracy of 69.3% and random-blurred accuracy of 50.9%. The additional 7.2 percentage-point reduction from central blurring compared to random blurring suggests that the model relies on task-relevant visual regions; this highlights the need for continual audits to ensure trustworthy, equitable sports analytics.
Improved activity recognition with stacked classifiers and count constraints
An Error Budget for Shuffled Multimodal Windows in the 3rd WEAR Challenge: Stacking, Count Constraints and Seam Matching
Abstract: The 3rd WEAR Dataset Challenge asks for an activity label for every one-second window of four unseen participants. Each window has 15 VideoMAEv2 frame embeddings, the accelerometer signal of one random limb, and the windows are shuffled. This report is an empirical analysis of one system built after the challenge deadline. Window classifiers are stacked with features averaged over per-participant graphs of video neighbours and scored successor candidates, and a mean-field style decoder with a soft count constraint per activity labels all windows of a participant together. The setting is offline and transductive, and the count constraint relies on each activity being performed once. In a participant-wise simulation with participant-level bootstrap intervals, stacking added 0.051 macro F1 over stage-1 fusion and the count constraint 0.011 (95% interval 0.006 to 0.017). A quadratic seam distance ranks the true same-limb successor first among about 720 candidates in 83.9% of cases, but adding it to the link model changed macro F1 by -0.0001 (-0.0006 to 0.0005). With the decoder settings and the mixing weight chosen inside the folds and the mislabelled spans left out of training, the system scores 0.936 in simulation (0.940 for participants who performed each activity once); the submitted configuration scores 0.938 (0.943). Per-participant scores range from 0.80 to 0.97. These results come from a non-nested stacking protocol that uses unlabelled features transductively, so they are not a fully inductive estimate. An oracle that averages the final unary scores over the true segments reaches 0.973, and 79% of the remaining errors involve the null class. On the private leaderboard, which no choice used, the selected Kaggle submission scored 0.9231 (public 0.9254, with bounds partly tuned there), and a later one with bounds chosen in simulation scored 0.9247 (public 0.9253).
Joint forecasting improves 3D motion and path prediction in sports
Unified Trajectory and 3D Pose Forecasting for Multi-Agent Sports Analysis
Abstract: Forecasting future human motion requires jointly reasoning about an agent's global trajectory and 3D body pose, which are tightly coupled, particularly in team sports where multiple interacting players introduce complex social dynamics. We exploit a socio-temporal encoder that fuses trajectory and pose at the input level and models them jointly through shared factorized attention. The model is further enhanced by a per-joint loss reweighting scheme that emphasizes dynamic joints and prevents degenerate solutions, and a frequency-domain trajectory smoothing term that improves trajectory prediction while indirectly benefiting pose forecasting. To ensure fair comparison with prior joint forecasting methods, we identify and correct evaluation biases arising from overlapping sequence construction, adopting instead a non-overlapping protocol and a deterministic, oracle-free strategy for multi-future prediction. Our approach improves over prior joint forecasting methods on both WorldPose and 3DPW, with the largest gains on pose accuracy, demonstrating that the proposed joint formulation generalizes beyond the densely interactive scenarios that motivate it.
ExMR improves hand and foot motion capture from a single video
ExMR: Extremity Motion Refinement for Monocular Human Motion Capture
Abstract: Detailed hand and foot articulation is important for animation and motion analysis, yet remains challenging to recover from monocular video. Recent expressive video methods infer hand articulation from shared whole-body representations. Our conference work suggests that this underexploits local evidence: the Foot Motion Refinement (FootMR) module refines ankle rotations from foot keypoints, improving reconstruction even when the initial estimator receives the same keypoints. We extend this principle to hands with the Hand Motion Refinement (HandMR) module. Because 2D finger keypoints are often missing or unreliable, HandMR combines image features of a pretrained hand reconstruction model with initial arm and hand rotations to refine elbows, wrists, and fingers. We integrate FootMR and HandMR into ExMR (Extremity Motion Refinement), a system for reconstructing 3D body, hand, and foot motion from monocular video. An initial temporal estimator predicts whole-body motion, after which both refiners revisit local evidence to predict residual joint rotations. Experiments on ARCTIC, MOYO, RICH, and MOOF show that ExMR outperforms state-of-the-art methods in hand and foot reconstruction, reducing hand per-vertex error and ankle joint angle error on MOYO by 19% and 18%, respectively, relative to the strongest competitor. Code will be made available for research purposes. Project page: https://twehrbein.github.io/exmr-website/
Detecting group effects in sequences reveals team strategies in football
Uncovering higher-order interactions from memory in observed dynamics
Abstract: Many complex systems involve group interactions, which can readily be represented by higher-order structures such as hypergraphs. However, when observing a system's dynamical evolution, establishing whether that evolution actually results from higher-order interactions, or whether pairwise interactions suffice to explain the data, remains a challenge. Even in the simple case of a temporal sequence of nodes visited during a diffusion process, such a task is intricate. Indeed, group interactions leave their traces as memory on the observed nodes, while path dependence in a purely pairwise process can mimic that same footprint without any group structure. To resolve this, we propose an inference pipeline based on a hidden Markov model (HMM) that tests, directly from an observed sequence of nodes carrying no group labels, whether higher-order interactions are required to describe the dynamics. The HMM latent states represent higher-order interactions, seen as hyperedges of an unobserved hypergraph, so that their detection becomes a model selection problem between the HMM class and a class of null models without higher-order interactions. We first validate this approach on synthetic node sequences generated from random walks on graphs and hypergraphs, showing that it recovers both the number and the composition of the underlying hyperedges, while correctly rejecting them when the generating process is pairwise. As a second step, we consider a validation based on empirical data, namely empirical trajectories of ball possession in football matches. This application shows that the pipeline goes beyond providing statistical evidence of the presence of higher-order interactions, and yields interpretable underlying structures: the recovered hyperedges map directly onto recognizable tactical team formations.
Phase aware modeling improves throw distance prediction from poses
Throwing4: Phase-Aware Pose Modeling for Throw-Distance Prediction in Elite Athletics
Abstract: Elite athletics throwing provides a structured biomechanical action sequence together with an objective continuous outcome, namely throw distance, making it a suitable setting for performance-oriented sports analytics. In this work, we investigate whether explicit phase alignment of pose dynamics improves throw-distance prediction under realistic broadcast conditions. To support this study, we curate Throwing4, a dataset of 500 elite throwing clips spanning javelin, discus, hammer, and shot put, with corresponding two-dimensional pose sequences, frame-level phase annotations, and official distance labels. We formulate throw-distance prediction from broadcast-derived pose as a regression problem and compare full-sequence modeling against a phase-conditioned approach that partitions each attempt into four technique stages and fuses phase-specific motion representations. Experiments across multiple graph-based pose encoders show a consistent reduction in prediction error when phase structure is incorporated, indicating that phase-aligned modeling provides a more stable representation than treating the entire motion as an unstructured sequence. These findings suggest that explicit biomechanical phase information is a useful inductive prior for pose-based performance modeling in elite athletics throwing. Beyond score prediction, the dataset and protocol provide a basis for future work on fine-grained technique analysis, interpretable sports analytics, and robust modeling from broadcast video.
Contextual embeddings improve player identification in sports videos
Beyond a Single Crop: Contextualized Embeddings for Player Re-Identification
Abstract: Person re-identification is typically addressed by learning identity-discriminative embeddings from individual person crops. However, player re-identification in broadcast sports videos presents a unique challenge: players from the same team often share similar appearances, while video sequences provide repeated observations of the same players under different viewpoints and surrounding contexts. Existing crop-based approaches largely ignore this contextual information, which can be critical for resolving visually similar identities. Here, we propose ContextReID, a contextualized embedding framework that represents a player by jointly considering other players in the same frame and observations from different frames of the broadcast sequence. By incorporating both co-occurring players and cross-frame observations, the model learns identity features relative to the surrounding visual context rather than relying only on isolated appearance cues. We implement this framework with a vision-language model that takes sets of player crops as input and generates context-aware embeddings for individual players. A combined contextual learning and retrieval objective encourages the model to capture cross-frame identity relationships while maintaining discriminative embeddings for player matching. Experiments across three multi-object tracking benchmarks show that ContextReID improves player retrieval over conventional single-crop embedding approaches in both Rank-1 and mAP. These results highlight the utility of spatial and temporal context for reliable player identification in broadcast sports videos.
Target constrained pooling improves trajectory prediction accuracy
Target-Constrained Pooling for Trajectory Extrapolation
Abstract: Trajectory extrapolation from a partial target trajectory is underdetermined, but completed related trajectories provide information about the unresolved continuation. We propose target-constrained pooling (TCP), which separates the finite-horizon endpoint from continuation shape and estimates that endpoint from two complementary source signals. Uniform pooling captures final response levels, while matched-increment pooling captures the remaining change after aligning source and target states. TCP selects representative sources, projects both endpoint estimates onto a target-consistent region, converts them into corrections of the free forecast, and controls their influence through strength calibration and degradation-aware weighting. Across 25,245 targets from five domains and both forecasting directions, TCP reduces mean RMSE by 35.8% to 42.1% for all ten target-only forecasters and improves all 100 forecaster, dataset, and direction comparisons. The two endpoint signals consistently outperform either alone, while representative selection remains within 0.64% to 1.02% of the full donor pool using 12.7x fewer donor inputs and 138.8x fewer matching distance computations.
Egocentric video embeddings reveal head orientation and improve activity recognition
What Egocentric Video Embeddings Encode and How to Combine Them with Inertial Sensors for Human Activity Recognition
Abstract: Egocentric video and body-worn inertial sensors are increasingly recorded together, and the video is usually encoded by pretrained models. What these embeddings represent when the camera sits on the head, and how they should be combined with inertial sensing, has received little attention. Across VideoMAEv2, CLIP, DINOv2 and the egocentric VC-1, the leading principal directions of the embedding are dominated by where the camera looks. Measured head orientation explains them on Ego-Exo4D for egocentric (R^2 0.49-0.70) but not exocentric cameras, and the scene layout explains them on WEAR. The part that the limbs' inertial signals predict separates activities across people. In a set-level probe, the rest separates exercise sets within a participant but not activities across people. This is consistent with separate roles: the video finds the clips of the same set, and the inertial classifier labels them. On WEAR, with temporal order removed and one random limb per one-second clip, we propagate inertial predictions over a within-participant video graph whose leading components are removed. This raises subject-wise cross-validated macro-F1 from 0.648 to 0.852. In our comparisons, propagation helps only over the video graph, and fusing the modalities in one classifier, or adding inertial edges to the graph, performs worse.
EventNet detects key table tennis moments using 2d pose keypoints
Event Detection in Table Tennis Videos using 2D Keypoints
Abstract: This paper addresses the challenge of automatic, frame-accurate event detection in table tennis videos. Current methods for estimating 3d ball trajectories and ball spin typically require that key events, such as ball-racket contacts, have already been identified in advance. This requirement makes it difficult to apply these methods to longer, unedited video recordings. To overcome this limitation, we propose EventNet, a two-stage pipeline to detect key events: (1) 2d keypoints are extracted of the upper-body poses for both players, table corners and ball center. A small keypoint transformer combines them into a compact representation that is robust to changes in viewpoint, lighting, and background clutter. (2) The temporal sequences of these frame-based representations are processed by a transformer encoder that predicts two time-to-event values for each frame, indicating how close the current frame is to the next and previous ball-racket contact. One novelty is a new, temporal cosine-like target signal. Furthermore, we introduce viewpoint augmentation via 3D reprojection and frame-rate augmentation to improve robustness and generalization. Our extensive ablation study gives deeper insights into the importance of various architectural and training aspects. Experimental results show that the proposed approach achieves an F1 score of 91.16% and a mean frame deviation between ground truth and predicted frame of 0.42 on the Latte-MV dataset and 73.08% / 1.16 on the challenging TTHQ dataset. Overall, our work demonstrates that 2d keypoint-based temporal modeling with our EventNet architecture is a promising and practical approach for automatic event detection in table tennis videos.
New model values football players actions considering all players interactions
Strategic Multi-Agent Learning for Interpretable Action Valuation of All Players in Football
Abstract: Valuing player actions in football requires accounting for strategic interactions among 22 players, including off-ball movements and defensive positioning. Existing reinforcement-learning-based methods commonly aggregate decisions at the team level or estimate player values independently, leaving strategic interdependence among players insufficiently represented. This study proposes an action valuation framework inspired by Markov perfect equilibrium (MPE) for all players. Each possession is modeled as a finite-horizon dynamic game, with each player represented as an autonomous agent whose policy depends on the current game state. MPE is used as a motivating solution concept rather than an exact equilibrium. To improve interpretability, we use Expandable Decision-Making States (EDMS) and decompose the Q-value into a successor-feature basis and a linear reward-weight vector. The value basis is estimated by linear TD initialization followed by nonlinear refinement. Using tracking and event data from 95 J1 League matches, we compare the proposed formulation with an independent reinforcement learning baseline. Because the two formulations define TD errors in different target spaces, TD MSE is used only for within-formulation consistency. With EDMS fixed, the independent baseline assigns the highest value to forward movement in 99.21% of evaluated off-ball states, whereas the most frequent direction under the proposed formulation accounts for 17.63%. Team-level average Q-values show a negative association with season-level expected goals for the baseline and a weakly positive association for the proposed formulation. Qualitative analyses illustrate context-dependent valuations of off-ball movements and defensive positioning. Overall, the proposed formulation produces more context-sensitive action rankings, although the comparison does not isolate the MPE-inspired component.
Ball motion improves soccer header detection in broadcast videos
BMASH: Ball-Motion-Aware Soccer Header Spotting
Abstract: Recent advances in computer vision have made broadcast sports videos increasingly useful for event analysis, performance assessment, and player-safety applications. In soccer, however, header spotting remains a challenging problem due to the subtle and short-lived nature of header events. This paper focuses on soccer header spotting: identifying moments in broadcast videos where the ball contacts a player's head. We first adapt and evaluate Video Swin as a strong action-recognition baseline for this task, and then introduce BMASH, a ball-motion-aware fusion framework that integrates detector-derived ball features. BMASH combines Video Swin action representations with ball-presence and motion features from frame-level soccer-ball detection, integrating player-action context with ball dynamics to distinguish headers from visually similar events. We evaluate BMASH using game-level splits with separate test matches and rotating validation folds, considering both centered-window classification and continuous full-video spotting. Results show that Video Swin provides a strong baseline for header spotting, while BMASH improves clip-level AP and ROC-AUC over the corresponding Video Swin baseline. In continuous full-video spotting, BMASH achieves a comparable event-level F1-performance with a different precision--recall trade-off.
ByteTraX improves tracking accuracy and speed over ByteTrack
ByteTraX: Enhancing the ByteTrack Architecture with Optimised Thresholding
Abstract: The ByteTrack algorithm is a widely used and computationally efficient multi-object tracking architecture. Its core innovation lies in the combination of lenient bounding box associations with tracklet similarity matching to robustly deal with object occlusions. However, this strategy is nevertheless vulnerable to erroneous track reclassification and identity switching, as detection confidence scores dictate association priority. To address this, I present a simple enhancement of the ByteTrack architecture, named ByteTraX, that optimises track continuity via a single unified matching threshold, while penalising identity switches through stringent track initiation criteria. This approach achieves consistently improved performance across a range of diverse benchmarks including GMOT-40, LC-MOT, SportsMOT, TeamTrack, DAMUNT, and DeepSea-MOT, while simultaneously increasing processing speed by >10%. Specifically, results demonstrate a >40% reduction in identity switches, accompanied by mean increases in HOTA of 3.6, IDF1 of 5.6, and FPS of 6.3. As such, adoption of the ByteTraX algorithm has the potential to substantially enhance tracking performance over the ByteTrack baseline, while retaining the efficiency needed for real-time deployment. To facilitate usage, I provide the source code, integration functionality for the YOLO family of object detection models, and deployment instructions via an open source repository.
Vision transformers match risky tackle detection recall in football videos
Revisiting Risky Tackle Detection with Vision Transformers
Abstract: This paper is a Track 2 reproducibility companion to an ICPR 2026 study on risky tackle detection in American football prac- tice videos. The original work fine-tuned a Video Vision Transformer (ViViT) on 733 clips labeled with the SATT-3 rubric. It used focal loss, Taguchi L18 augmentation, and 5-fold cross-validation. It reported risky- class recall of 0.67 and risky-class F1 of 0.59. This companion documents the released artifact and traces those numbers to specific scripts, fold out- puts, and aggregation files. The reproduced headline is run_15. It com- bines Gaussian noise with static brightness decrease and uses no rotation and no flip. Its fold-mean risky recall is 0.667 and its fold-mean risky F1 is 0.588. These values match the published headline after rounding. The ablation shows that brightness is the dominant factor. Its risky-recall main-effect range is 0.055, which is larger than the ranges for rotation, flip, and noise. Without augmentation, ViViT reaches risky recall of 0.545 and does not exceed the C3D baseline of 0.583. The raw clips show iden- tifiable student athletes, so they cannot be redistributed. The artifact provides a public sample for pipeline checks and a controlled route for full-data review.
WildHSR reconstructs metric 4D people and scenes from monocular video
WildHSR: Metric Feed-Forward 4D People-Scene Reconstruction from a 3D Foundation Model
Abstract: 3D foundation models recover video cameras and geometry in one forward pass, but some of the strongest are up to scale. Joint people-scene reconstruction then requires two missing outputs: metric scale and persistent person identity. We ask whether one up-to-scale foundation representation can support both through lightweight adaptation. Exact metric labels are scarce, but unlabeled in-the-wild video is abundant. We use people in curated web video to initialise the solution: a posed metric body and 2D keypoints give an approximate, closed-form scale pseudo-label. These pseudo-labels pretrain a Scale Readout, which is then fine-tuned together with a lightweight adapter using exact metric supervision from standard real-video training splits. At inference the head predicts metric scale from foundation-model tokens, without the ruler or its teachers. For person identity, we probe the pretrained foundation model alone and find evidence that its intermediate query-key features encode person correspondence across frames. In most evaluated moving-person clips, a mid-layer token prefers that person over the vacated location and other people. A tiny projection reads this correspondence; together with metric pelvis motion and proposal confidence, it drives dustbin-aware Sinkhorn association of per-frame bodies. WildHSR combines both readouts to reconstruct metric cameras, scene and people from monocular video. Each window is predicted feed-forward; analytic association and Sim(3) composition connect windows. On EMDB-2, WildHSR is the first feed-forward method in the published comparison to beat the best optimization-based WA-MPJPE and RTE while leading feed-forward methods on all three world-frame metrics. On RICH, it leads feed-forward people-and-scene methods on WA-MPJPE and W-MPJPE. The complete pipeline runs at 10.1 fps on one GPU.
Automated analysis struggles with identity in amateur sports video
Prompt, Probe, Train, or Annotate? Single-camera sports video understanding in amateur settings
Abstract: Video understanding is usually benchmarked on curated, single-actor, or professionally filmed clips, and a strong score there is routinely read as evidence a model is robust enough for deployment. Amateur team sport is a useful, largely untested place to check that assumption: over eight million students played a school sport in the United States in 2024-25 alone, almost none of it filmed by more than a single fixed camera, with several candidate actors crowded into frame and no operator or second angle to fall back on. Using volleyball as a test case, we ask whether strong performance on general video and world-model benchmarks translates into reliable, per-player attribution once footage is this chaotic, turning footage into statistics through a chain of tasks from finding play boundaries to naming who did what. We evaluate four approaches (prompting and agentic reasoning over frontier vision-language models, classical computer vision with small trained specialists, self-supervised video world models, and manual annotation) at every stage, on 66 amateur matches with 46,648 human-labelled contacts, filmed under conditions no published benchmark uses. No single paradigm wins every stage, and static, single-frame computer vision is not competitive at any stage involving motion or identity. A prompted model segments matches well, yet a far smaller trained model beats it at spotting contacts for a fraction of the cost, and the sport's own rules recover rally outcomes the pixels cannot. Identity is where every automated approach struggles: a jersey number is a static fact temporal reasoning cannot recover if never visible, unlike sporting action, a repeated motor pattern a temporal model can exploit, which is why holistic reasoning improves event detection while identity stays unchanged. We close with where each approach earns its cost, and what transfers beyond volleyball to amateur sport.
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.
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.
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.
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.
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.