Abstract
Recently, in the broadcasting of rugby, it has become increasingly important to provide spectators and viewers explanatory information for the easy understanding of rules, plays, tactics, and game development. In this context, a computational method of optimal attack plays up to a try was developed on the basis of players' and ball location data of seven-a-side rugby. However, this method cannot treat attack plays involving kick-pass plays. Therefore, in this study, we propose a computational method of an optimal kick-pass play based on the players' location data in seven-a-side rugby. In the proposed method, a kick-pass simulation model with random elements is utilized to simulate the irregular motions of rugby balls at their bounces. The proposed method also calculates the (time-varying) catchable space for each player based on the player motion model to determine the catcher in the simulated kick-pass play. In addition, the proposed method uses a run play simulation model to evaluate the run play of the most probable ally catcher. Employing such simulation models, the proposed method enables us to compute an optimal kick-pass play among multiple kick-pass plays. For an initial validation, the proposed method is applied to several synthetic players' location data.
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CITATION STYLE
Ryuzaki, S., Yashiro, K., & Nakada, Y. (2021). Computational Method of Optimal Kick-pass Plays Considering Run Plays after Catches in Seven-a-side Rugby. In Proceedings - 2021 IEEE 7th International Conference on Multimedia Big Data, BigMM 2021 (pp. 40–48). Institute of Electrical and Electronics Engineers Inc. https://doi.org/10.1109/BigMM52142.2021.00014
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