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PLAYER
EFFECTIVENESS-2
By Group 5:
Nelisent; Fashid; Ayush; Gaurav; Divya
Agenda
Counterpoints
Quality vs Quantity
Finding the open receiver
WLW Concepts
The four factor model
Linear weights for evaluating NBA players
Adjusted Player Ratings
COUNTERPOINTS
Advanced defensive metrics for NBA basketball
Introduction
What is the paper about?
Objective of basketball is to score points on offense and to prevent points
on defense
Games analytics only evaluate offensive performance while defensive
performance is overlooked
This paper is designed to give a mathematical approach to measure the
defensive play in a basketball game
Terms
Volume score: The total magnitude of attempts which an individual
defender faces
Disruption score: The degree to which an individual defender is able to
reduce the effectiveness of his assignments shots
Defensive Shot Chats: Like shot charts, but for defensive play. Visual
depiction of an individuals defensive prowess; we map both volume and
score and disruption score across the scoring area
Shots Against: A weighted average of the shots attempted against the
defender per 100 possessions
Counterpoints: A weighted average of points scored against a particular
defender per 100 possessions
Method
Estimation of Defensive Matchups
Estimate who is guarding whom at any given moment
To identify information we estimate an average defender position as a
function of offender location, ball location and the hoop location
Modelled as:
Where m of a player at time k is taken, with Y0 + YB + YH=1 and O, B and
H representing the offender, ball and hop locations respectively.
Hidden Markov model to express the evolution of defensive matups over
the course of the possession
Matchup model
Define a defender volume score and defender disruption score
The volume score quantifies how often a defenders match up takes the shot when
guarded by this particular defender
The disruption score quantifies how much the defender reduces the opponents shot
efficiency
We follow the average strategy of the players and run a multinomial logistic
regression, where each outcome represents a shooter location pair. We include
matchups, and shooter and defender identities as predictors for the ultimate outcome
To compute the disruption score for the shot charts, we use a logistic regression to
predict makes and misses. Here, we use shooter and shot defender identities and
defender distance to predict expected efficiency.
The coefficient related to defender identities define the volume score and disruption
score in each regression and correspond to the change in odds of a shot taken or a
shot made, respectively.
Counterpoints
Volume and disruption scores give insights into the what and why of a
players defensive abilities , their primary limitation is that they are staticthey dont account for how the possession unfolds in time
A defender does not guard the same offender for an entire possession of
the ball
This notion is looked upon by computing a variation on the defenders
volume score and disruption score at each moment t seconds before the
time of the shot. Using this concept , we can identify how often a defenders
initial matchup eventually shoots or scores
Key Findings
Despite the player tracking revolution in basketball, assessments of
performance have been heavily biased toward offensive play
Defensive ability is difficult to quantify with a single value
Summaries of points scored against and shots attempted against can say
more about the teams defensive scheme rather that the individual players
defensive ability
QUALITY VS QUANTITY
Improved Shot Prediction in Soccer using Strategic features from spatiotemporal data
Introduction
2014 FIFA World Cup in Brazil,
Germany blitzed Brazil in the semi-final 7-1.
Total Shots
Shots on
Target
Brazil
18
13
Germany
14
12
Match statistics does not reflect the sheer dominance that Germany had
Paper addresses the question How can we quantify the value of a shot
directly from player tracking data?
High Probability - Low probability
Corner
Penalty
Error: Incorporating
Match Context
Free Kick
Incorporating Location
All Shots
Error: Incorporating
Location
+ Match
Context
All Goals
Defender Proximity
Goal Side
(GS)
Non Goal-Side
(NGS)
EGV Non
Goal-Side
Open Play
7.49 %
11.59 %
Counter Attacks
12.46 %
18.44 %
Offensive
Defensive
Open Play
Offensive
Defensive
Match Analysis
Example 1
Example 2
Example 3
Motivation
https://www.youtube.com/watch?v=IBC
Nmp9WHKs
RFID technology monitors on-field location
of players
How QB decisions and passing ability
impact the likelihood of receiver
concussions
By making better decisions and finding
the open receiver, QBs can put their
receivers and their teams in better
positions to succeed
Data Collection
Captured spatial coordinates of all 22 on-field players based on game video
at 3 Hz to the nearest 0.25 yard for every base offensive pass play
Success outcomes: completions; yards gained.
This dataset focuses on 1st and 2nd down plays because the marginal team
benefit of additional yardage is more direct, compared to 3rd and 4th
downs
A significant benefit is earned when an offensive team achieves more
yardage than the yard to gain on 3rd and 4th downs
Down and Distance Utility Function
Receiver Openness
The instantaneous player velocity is important in addition to positional data,
a predictive tessellation (Voronoi Tessellation) is developed to quantify
receiver openness
Zone Size: How much of the field a receiver owns. By taking each
players instantaneous positions and velocities, the tessellation is
performed after projecting each players position forward two frames (2/3 of
a second) and finding the respective zone area
Expected Gain (Yardage): Observing the maximum y-value of a receivers predicted zone.
The receivers maximum gain would occur at the point in his zone which is the furthest point
possible down field.
A poorly executed pass which forces a receiver to dive will reduce the yardage gained.
Alternatively, several broken tackles after the catch will lead to higher than expected actual
gain
Player Elusiveness: The additional yardage gained by a player from the expected
yardage. The more yards a player gains than expected, the more elusive he is
Inference: Running backs (RB) are more elusive than Tight Ends (TE) and Wide
Receivers (WR)
The actions of the QB, receiver, and defenders ultimately define the actual yardage
achieved.
QB Decision Analysis
A QB can check down his options and decide for whom to target with his pass.
Each receiver frame is assigned an openness (wide-open, open, defended, and well-defended) and an
expected yardage of gain
The zone size and integrity are combined to quantify a receivers openness along with his expected gain
The expected payoff is:
P(CMP% for openness factor) * Expected Yards = Expected Payoff Yds
Percentile of the target receiver expected payoff: The expected payoff yardage is captured for all options
prior to the target selection, and the target payoff is compared to the play population options
80 percentile: ideal target decision
50 percentile: preferred target decision
20 percentile: neutral target decision
Below 20 percentile : undesirable target decision
WLW CONCEPTS
Team Offense
Team Defense
LINEAR WEIGHTS
FOR EVALUATING
NBA PLAYERS
A player shooting over 20.4% (0.7/3.4) on three- pointers will increase his Game Score by
taking more shots
A player shooting over 29.2% on two pointers (0.7/2.4) will also increase his Game Score by
taking more shots
For example, for the 20067 Chicago Bulls, BSB found the
Wins Produced shown in table 29.2
The total Wins Produced for the Bulls is 52.17, which is
close to their actual total of 55 wins
As an example, Bruce Bowen of the Spurs always fares
poorly in terms of Win Score and Wins Produced. Most NBA
experts agree that Bowen is a superb defender
For example, the box score does not give credit for the
following:
Taking a charge
Deflecting a pass
Helping out on
defense when the
teammates is
beaten by a quick
guard
Setting a screen
that leads to a
three pointer
Score Prediction
The predicted score for each game:
= (sum of player ratings for Team 1
players in game)-(sum of player ratings
for Team 2 players in game)
Team 1 total ratings = -10.58 + 12.42
+ 1.43 - .58 + 2.43 = 5.1
Team 2 total ratings =7.42 + 1.43
+16.42- .57- 6.57 = 18.1.
Predict Team 1 to win by 5.1-18.1 =
-13 points
In column D -Computed the squared error for each of our game predictions
= ((column G) (column E))2
Minimize SSE (in cell D2) by changing adjusted +/- ratings (cell B5:B22); constrain
the average rating (computed in cell B3) to equal 0
Thank You