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Computational Method for Optimal Attack Play Consisting of Run Plays and Hand-pass Plays for Seven-a-side Rugby

机译:最佳攻击播放的计算方法,包括七架橄榄球的运行和手工通行证

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Providing explanatory information during broadcast of team sports is becoming important to make rules, plays, tactics, and developments easier to understand for viewers, particularly for beginners. Against this background, this paper presents a computational method for selecting the optimal attack play for a try, considering run and hand-pass plays. In this method, attack plays consisting of runs and hand-passes are simulated from the current player position and speed data based on motion models for each player and the ball. We then evaluate the simulated attack plays. The optimal attack play can be obtained using the branch-and-bound algorithm based on the evaluation results. In this study, the proposed method is validated using four synthetic formation examples of seven-a-side rugby as an initial validation. Displaying the optimal attack plays computed using the proposed method can help viewers understand developments in games more easily.
机译:在团队运动的广播中提供解释性信息,使规则,戏剧,策略和发展更加重要,更容易理解观众,特别是对于初学者。在此背景下,本文提出了一种用于选择最佳攻击效果的计算方法,考虑运行和手工播放。在该方法中,根据每个玩家和球的运动模型从当前播放器位置和速度数据模拟由运行和手工通行组成的攻击播放。然后我们评估模拟攻击剧。可以使用基于评估结果的分支和绑定算法获得最佳攻击播放。在该研究中,使用七侧橄榄球的四个合成形成示例作为初始验证来验证所提出的方法。显示使用所提出的方法计算的最佳攻击播放可以帮助观众更容易地了解游戏的发展。

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