This paper presents a new end-to-end semi-supervised framework to learn a dense keypoint detector using unlabeled multiview images. A key challenge lies in finding the exact correspondences between the dense keypoints in multiple views since the inverse of the keypoint mapping can be neither analytically derived nor differentiated. This limits applying existing multiview supervision approaches used to learn sparse keypoints that rely on the exact correspondences. To address this challenge, we derive a new probabilistic epipolar constraint that encodes the two desired properties. (1) Soft correspondence: we define a matchability, which measures a likelihood of a point matching to the other image's corresponding point, thus relaxing the requirement of the exact correspondences. (2) Geometric consistency: every point in the continuous correspondence fields must satisfy the multiview consistency collectively. We formulate a probabilistic epipolar constraint using a weighted average of epipolar errors through the matchability thereby generalizing the point-to-point geometric error to the field-to-field geometric error. This generalization facilitates learning a geometrically coherent dense keypoint detection model by utilizing a large number of unlabeled multiview images. Additionally, to prevent degenerative cases, we employ a distillation-based regularization by using a pretrained model. Finally, we design a new neural network architecture, made of twin networks, that effectively minimizes the probabilistic epipolar errors of all possible correspondences between two view images by building affinity matrices. Our method shows superior performance compared to existing methods, including non-differentiable bootstrapping in terms of keypoint accuracy, multiview consistency, and 3D reconstruction accuracy.
This paper presents a new end-to-end semi-supervised framework to learn a dense keypoint detector using unlabeled multiview images. A key challenge lies in finding the exact correspondences between the dense keypoints in multiple views since the inverse of the keypoint mapping can be neither analytically derived nor differentiated. This limits applying existing multiview supervision approaches used to learn sparse keypoints that rely on the exact correspondences. To address this challenge, we derive a new probabilistic epipolar constraint that encodes the two desired properties. (1) Soft correspondence: we define a matchability, which measures a likelihood of a point matching to the other image’s corresponding point, thus relaxing the requirement of the exact correspondences. (2) Geometric consistency: every point in the continuous correspondence fields must satisfy the multiview consistency collectively. We formulate a probabilistic epipolar constraint using a weighted average of epipolar errors through the matchability thereby generalizing the point-to-point geometric error to the field-to-field geometric error. This generalization facilitates learning a geometrically coherent dense keypoint detection model by utilizing a large number of unlabeled multiview images. Additionally, to prevent degenerative cases, we employ a distillation-based regularization by using a pretrained model. Finally, we design a new neural network architecture, made of twin networks, that effectively minimizes the probabilistic epipolar errors of all possible correspondences between two view images by building affinity matrices. Our method shows superior performance compared to existing methods, including non-differentiable bootstrapping in terms of keypoint accuracy, multiview consistency, and 3D reconstruction accuracy.
Central to all machine learning algorithms is data representation. For multi-agent systems, selecting a representation which adequately captures the interactions among agents is challenging due to the latent group structure which tends to vary depending on context. However, in multi-agent systems with strong group structure, we can simultaneously learn this structure and map a set of agents to a consistently ordered representation for further learning. In this paper, we present a dynamic alignment method which provides a robust ordering of structured multi-agent data enabling representation learning to occur in a fraction of the time of previous methods. We demonstrate the value of this approach using a large amount of soccer tracking data from a professional league.
The increasing number of vision-based tracking systems deployed in production have necessitated fast, robust camera calibration. In the domain of sport, the majority of current work focuses on sports where lines and intersections are easy to extract, and appearance is relatively consistent across venues. However, for more challenging sports like basketball, those techniques are not sufficient. In this paper, we propose an end-to-end approach for single moving camera calibration across challenging scenarios in sports. Our method contains three key modules: 1) area-based court segmentation, 2) camera pose estimation with embedded templates, 3) homography prediction via a spatial transform network (STN). All three modules are connected, enabling end-to-end training. We evaluate our method on a new college basketball dataset and demonstrate state of the art performance in variable and dynamic environments. We also validate our method on the World Cup 2014 dataset to show its competitive performance against the state-of-the-art methods. Lastly, we show that our method is two orders of magnitude faster than the previous state of the art on both datasets.
We study the problem of training sequential generative models for capturing coordinated multi-agent trajectory behavior, such as offensive basketball gameplay. When modeling such settings, it is often beneficial to design hierarchical models that can capture long-term coordination using intermediate variables. Furthermore, these intermediate variables should capture interesting high-level behavioral semantics in an interpretable and manipulatable way. We present a hierarchical framework that can effectively learn such sequential generative models. Our approach is inspired by recent work on leveraging programmatically produced weak labels, which we extend to the spatiotemporal regime. In addition to synthetic settings, we show how to instantiate our framework to effectively model complex interactions between basketball players and generate realistic multi-agent trajectories of basketball gameplay over long time periods. We validate our approach using both quantitative and qualitative evaluations, including a user study comparison conducted with professional sports analysts.
Late in the 2018 Champions League Final between Real Madrid and Liverpool with the score 2-1 in favor of the Spaniards, in the 83rd minute Real Madrid’s substitute Gareth Bale took aim at goalkeeper Loris Karius from 35 yards with a powerful yet straight strike. The rest is history, as the ball ended up sailing through Karius’ hands effectively giving Real Madrid their third straight title. The reaction to the loss was immediate by Liverpool, with the club breaking the world record fee for a goalkeeper by purchasing Brazilian Alisson for £67m from AS Roma from the Serie A.
We propose and study the problem of generative multi-agent behavioral cloning, where the goal is to learn a generative, i.e., non-deterministic, multi-agent policy from pre-collected demonstration data. Building upon advances in deep generative models, we present a hierarchical policy framework that can tractably learn complex mappings from input states to distributions over multi-agent action spaces by introducing a hierarchy with macro-intent variables that encode long-term intent. In addition to synthetic settings, we show how to instantiate our framework to effectively model complex interactions between basketball players and generate realistic multi-agent trajectories of basketball gameplay over long time periods. We validate our approach using both quantitative and qualitative evaluations, including a user study comparison conducted with professional sports analysts.
As teams of professional leagues are becoming more and more analytically driven, the interest in effective data management and access of sports plays has dramatically increased. In this article, we present a retrieval system that can quickly find the most relevant plays from historical games given an input query. To search through a large number of games at an interactive speed, our system is built upon a distributed framework so that each query-result pair is evaluated in parallel. We also propose a pairwise learning to rank approach to improve search ranking based on users’ clickthrough behavior. The similarity metric in training the rank function is based on automatically learnt features from a convolutional autoencoder. Finally, we showcase the efficacy of our learning to rank approach by demonstrating rank quality in a user study.
Analytics in professional sports has experienced a dramatic growth in the last decade due to the wide deployment of player and ball tracking systems in team sports, such as basketball and soccer. With the massive amount of fine-grained data being generated, new data-points are being generated, which can shed light on player and team performance. However, due to the complexity of plays in continuous sports, these data-points often lack the specificity and context to enable meaningful retrieval and analytics. In this article, we present an intelligent human--computer interface that utilizes trajectories instead of words, which enables specific play retrieval in sports. Various techniques of alignment, templating, and hashing were utilized by our system and they are tailored to multi-agent scenario so that interactive speeds can be achieved. We conduct a user study to compare our method to the conventional keywords-based system and the results show that our method significantly improves the retrieval quality. We also show how our interface can be utilized for broadcast purposes, where a user can draw and interact with trajectories on a broadcast view using computer vision techniques. Additionally, we show that our method can also be used for interactive analytics of player performance, which enables the users to move players around and see how performance changes as a function of position and proximity to other players.
We propose a novel method for effective retrieval of multi-agent spatiotemporal tracking data. Retrieval of spatiotemporal tracking data offers several unique challenges compared to conventional text-based retrieval settings. Most notably, the data is fine-grained meaning that the specific location of agents is important in describing behavior. Additionally, the data often contains tracks of multiple agents (e.g., multiple players in a sports game), which generally leads to a permutational alignment problem when performing relevance estimation. Due to the frequent position swap of agents, it is difficult to maintain the correspondence of agents, and such issues make the pairwise comparison problematic for multi-agent spatiotemporal data. To address this issue, we propose a tree-based method to estimate the relevance between multi-agent spatiotemporal tracks. It uses a hierarchical structure to perform multi-agent data alignment and partitioning in a coarse-to-fine fashion. We validate our approach via user studies with domain experts. Our results show that our method boosts performance in retrieving similar sports plays -- especially in interactive situations where the user selects a subset of trajectories compared to current state-of-the-art methods.
The recent explosion of sports tracking data has dramatically increased the interest in effective data processing and access of sports plays (i.e., short trajectory sequences of players and the ball). And while there exist systems that offer improved categorizations of sports plays (e.g., into relatively coarse clusters), to the best of our knowledge there does not exist any retrieval system that can effectively search for the most relevant plays given a specific input query. One significant design challenge is how best to phrase queries for multi-agent spatiotemporal trajectories such as sports plays.We have developed a novel query paradigm and retrieval system, which we call Chalkboarding, that allows the user to issue queries by drawing a play of interest (similar to how coaches draw up plays). Our system utilizes effective alignment, templating, and hashing techniques tailored to multi-agent trajectories, and achieves accurate play retrieval at interactive speeds.We showcase the efficacy of our approach in a user study, where we demonstrate orders-of-magnitude improvements in search quality compared to baseline systems.
Tracking objects like a basketball from a monocular view is challenging due to its small size, potential to move at high velocities as well as the high frequency of occlusion. However, humans with a deep knowledge of a game like basketball can predict with high accuracy the location of the ball even without seeing it due to the location and motion of nearby objects, as well as information of where it was last seen. Learning from tracking data is problematic however, due to the high variance in player locations. In this paper, we show that by simply "permuting" the multi-agent data we obtain a compact role-ordered feature which accurately predict the ball owner. We also show that our formulation can incorporate other information sources such as a vision-based ball detector to improve prediction accuracy.
In elite sports, nearly all performances are captured on video. Despite the massive amounts of video that has been captured in this domain over the last 10-15 years, most of it remains in an "unstructured" or "raw" form, meaning it can only be viewed or manually annotated/tagged with higher-level event labels which is time consuming and subjective. As such, depending on the detail or depth of annotation, the value of the collected repositories of archived data is minimal as it does not lend itself to large-scale analysis and retrieval. One such example is swimming, where each race of a swimmer is captured on a camcorder and in-addition to the split-times (i.e., the time it takes for each lap), stroke rate and stroke-lengths are manually annotated. In this paper, we propose a vision-based system which effectively "digitizes" a large collection of archived swimming races by estimating the location of the swimmer in each frame, as well as detecting the stroke rate. As the videos are captured from moving hand-held cameras which are located at different positions and angles, we show our hierarchical-based approach to tracking the swimmer and their different parts is robust to these issues and allows us to accurately estimate the swimmer location and stroke rates.
At the highest level of competitive sport, nearly all performances of athletes (both training and competitive) are chronicled using video. Video is then often viewed by expert coaches/analysts who then manually label important performance indicators to gauge performance. Stroke-rate and pacing are important performance measures in swimming, and these are previously digitised manually by a human. This is problematic as annotating large volumes of video can be costly, and time-consuming. Further, since it is difficult to accurately estimate the position of the swimmer at each frame, measures such as stroke rate are generally aggregated over an entire swimming lap. Vision-based techniques which can automatically, objectively and reliably track the swimmer and their location can potentially solve these issues and allow for large-scale analysis of a swimmer across many videos. However, the aquatic environment is challenging due to fluctuations in scene from splashes, reflections and because swimmers are frequently submerged at different points in a race. In this paper, we temporally segment races into distinct and sequential states, and propose a multimodal approach which employs individual detectors tuned to each race state. Our approach allows the swimmer to be located and tracked smoothly in each frame despite a diverse range of constraints. We test our approach on a video dataset compiled at the 2012 Australian Short Course Swimming Championships.
Due to the demand for better and deeper analysis in sports, organizations (both professional teams and broadcasters) are looking to use spatiotemporal data in the form of player tracking information to obtain an advantage over their competitors. However, due to the large volume of data, its unstructured nature, and lack of associated team activity labels (e.g. strategic/tactical), effective and efficient strategies to deal with such data have yet to be deployed. A bottleneck restricting such solutions is the lack of a suitable representation (i.e. ordering of players) which is immune to the potentially infinite number of possible permutations of player orderings, in addition to the high dimensionality of temporal signal (e.g. a game of soccer last for 90 mins). Leveraging a recent method which utilizes a "role-representation", as well as a feature reduction strategy that uses a spatiotemporal bilinear basis model to form a compact spatiotemporal representation. Using this representation, we find the most likely formation patterns of a team associated with match events across nearly 14 hours of continuous player and ball tracking data in soccer. Additionally, we show that we can accurately segment a match into distinct game phases and detect highlights. (i.e. shots, corners, free-kicks, etc) completely automatically using a decision-tree formulation.