How good was my shot? Quantifying Player Skill Level in Table Tennis
2026-03-26 • Computer Vision and Pattern Recognition
Computer Vision and Pattern Recognition
AI summaryⓘ
The authors study how to measure skill in table tennis players by looking at their unique ways of hitting the ball during games. They use a computer model that learns each player's style from detailed 3D match data, considering the game's situation and opponent behavior. This model puts players into a shared space where their differences and skill levels show up clearly. By analyzing this space with a ranking tool, the authors can predict who is better or worse. Their work helps make skill assessment automatic in complex sports activities.
skill assessmentdyadic sportstable tennisgenerative modellatent spacetactical strokes3D reconstructionplayer embeddingrelative rankinginteractive behavior
Authors
Akihiro Kubota, Tomoya Hasegawa, Ryo Kawahara, Ko Nishino
Abstract
Gauging an individual's skill level is crucial, as it inherently shapes their behavior. Quantifying skill, however, is challenging because it is latent to the observed actions. To explore skill understanding in human behavior, we focus on dyadic sports -- specifically table tennis -- where skill manifests not just in complex movements, but in the subtle nuances of execution conditioned on game context. Our key idea is to learn a generative model of each player's tactical racket strokes and jointly embed them in a common latent space that encodes individual characteristics, including those pertaining to skill levels. By training these player models on a large-scale dataset of 3D-reconstructed professional matches and conditioning them on comprehensive game context -- including player positioning and opponent behaviors -- the models capture individual tactical identities within their latent space. We probe this learned player space and find that it reflects distinct play styles and attributes that collectively represent skill. By training a simple relative ranking network on these embeddings, we demonstrate that both relative and absolute skill predictions can be achieved. These results demonstrate that the learned player space effectively quantifies skill levels, providing a foundation for automated skill assessment in complex, interactive behaviors.