Group Leader
Nathan Jones
703-439-0753 njones@gmu.edu
Group Members
Andrew Cann
Hina Popal
Saud Almashhadi
Instructor /Faculty Sponsor
Dr. Lance Sherry
703-993-1711 lsherry@gmu.edu
On behalf of the Assessment of Soccer Referee Proficiency in Time-Sensitive Decision-
Making George Mason University Senior Design Group (2011-2012) we would like to extend a special thanks to our project sponsor Pat Delany (Metro-DC Virginia State
Referee Program) and our faculty sponsor Dr. Lance Sherry.
Sponsor Testimony:
“The analysis done by the students has been incredibly eye-opening. They have changed the way our management at MDCVSRP think about referee development and
where to use our budget.” Pat Delaney, MDCVSRP
Introduction .............................................................................................................................................. 1
Organization of American Referees ................................................................................................. 3
Referee Call Making Process ............................................................................................................... 5
Evaluation of Referee Quality............................................................................................................. 7
Problem Statement ................................................................................................................................. 8
Need Statement ....................................................................................................................................... 8
Design Alternatives ................................................................................................................................ 8
Baseline Fitness Test ........................................................................................................................ 9
Estimated Cost ................................................................................................................................ 9
Game Flow Evaluation................................................................................................................... 10
Estimated Cost ............................................................................................................................. 10
Combined Evaluation .................................................................................................................... 11
No Assessment ................................................................................................................................. 11
Evaluation of Alternatives ................................................................................................................ 12
Part I: Discrete Event Soccer Game Simulator .......................................................................... 13
Part 2: Monte Carlo Analysis ........................................................................................................... 22
Results ...................................................................................................................................................... 24
Discrete Event Soccer Game Simulator Results .................................................................. 24
Monte Carlo Analysis Results ..................................................................................................... 26
Utility/Cost Analysis And Recommendation ............................................................................. 26
Additional Findings ............................................................................................................................. 27
Management .......................................................................................................................................... 30
Works Cited ............................................................................................................................................ 38
Appendix ..................................................................................................................................................... i
ANOVA Analysis ................................................................................................................................... i
Arsenal ................................................................................................................................................ i
SYST 495 Final Report i
Manchester ...................................................................................................................................... ii
Stoke ..................................................................................................................................................iii
Wigan ................................................................................................................................................ iv
Simulation Output: Regression Analysis ................................................................................... v
Data Points ....................................................................................................................................... v
General Regression Analysis: Accuracy versus Fitness, GFU ....................................... v
Monte Carlo Trials .......................................................................................................................... vii
Survey Administered to MDCVSRP Senior Referees ........................................................ viii
Electronic Appendix ...................................................................................................................... xiv
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Figure 1: Professional Sports Generated Revenue Between 2009 and 2010 .................. 1
Figure 2: Referee Positioning (MR - Main Referee, AR - Assistant Referee) .................... 2
Figure 3: Grade Progression for U.S. Soccer Referees .............................................................. 3
Figure 4: Distribution of Male Referees by Grade – 2010 ....................................................... 4
Figure 5: System Component Interaction ...................................................................................... 4
Figure 6: Referee Call Making Process............................................................................................ 5
Figure 7: Stochastic Discrete Event Soccer Game Simulator .............................................. 12
Figure 8: Movement Polygons ........................................................................................................ 14
Figure 9: Cycle of Events ................................................................................................................... 15
Figure 10: Possession Change Between Two Teams ............................................................. 16
Figure 11: Guardian Chalkboard Data ......................................................................................... 17
Figure 12: Referee 2-D Movement Area ...................................................................................... 19
Figure 13: Call Event Probabilities Based on Field Location .............................................. 20
Figure 14: Call Accuracy Function (Distance <20 yards) ..................................................... 20
Figure 15: Call Accuracy Function (Distance >20 yards) ..................................................... 21
Figure 16: Normal Distribution for Referee Attributes ........................................................ 23
Figure 17: Analysis of 25 Profiles: Call Accuracy (Fitness, GFU) ....................................... 24
Figure 18: Cost vs. Utility Analysis for Alternatives ............................................................... 27
Figure 19: Impact of Team Combinations on Referee Call Accuracy ............................... 28
Figure 20: Distance from Calls for United vs. United and Stoke vs. Stoke ..................... 29
Figure 21: Total Work Breakdown Structure for SYST 490/495 ...................................... 30
Figure 22: Work Breakdown Structure for SYST 490 ............................................................ 30
Figure 23: Work Breakdown Structure for SYST 495 ............................................................ 31
Figure 24: PERT Chart........................................................................................................................ 35
Figure 25: Earned Value Chart ........................................................................................................ 37
Figure 26: Arsenal - Pass Completion Percentage by Time/Score ....................................... i
SYST 495 Final Report iii
Figure 27: Manchester United - Pass Completion Percentage by Time / Score ............. ii
Figure 28: Stoke City - Pass Completion Percentage by Time / Score ..............................iii
Figure 29: Wigan - Pass Completion Percentage by Time / Score ...................................... iv
Table 1: Assessment Methods ............................................................................................................ 7
Table 2: Design Alternatives ............................................................................................................... 9
Table 3: Admin Material Cost for Baseline Fitness Test .......................................................... 9
Table 4: Assessor Cost for Baseline Fitness Test ..................................................................... 10
Table 5: Total Estimated Cost for Baseline Fitness Test ....................................................... 10
Table 6: Equipment Cost for Game-Flow Evaluation ............................................................. 10
Table 7: Total Estimated Cost for Game Flow Evaluation .................................................... 11
Table 8: Solomon et. Al Simulation vs. New Simulation ....................................................... 13
Table 9: Effect of Game Situation on Pass Completion .......................................................... 17
Table 10: Referee Profiles ................................................................................................................ 22
Table 11: Design Alternatives Attribute Cutoffs ...................................................................... 23
Table 12: Call Accuracy Regression Analysis ............................................................................ 25
Table 13: Utilities for Grade 8 Evaluation Alternatives ........................................................ 26
Table 14: Task Breakdown............................................................................................................... 31
Table 15: Task Budgeting ................................................................................................................. 35
Table 16: Earned Value ...................................................................................................................... 36
Table 17: Regression Analysis Data Points ................................................................................... v
Table 18: Monte Carlo Trials ........................................................................................................... vii
Equation 1: Number of Refresh Rates .......................................................................................... 15
Equation 2: New Polygon Movement Algorithm ..................................................................... 18
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I
Soccer is generally recognized as the most popular sport in the world.
Between 2009 and 2010, European soccer alone generated roughly $21.6 billion in revenue, with the English Premier League accounting for $3.2 billion (Figure 1) [1].
This is significantly higher then other popular American sports such as football and baseball. International soccer competitions such as the FIFA World Cup and UEFA
Champions League also draw the highest average attendance for international club competitions.
Figure 1: Professional Sports Generated Revenue Between 2009 and 2010
Much of soccer’s recent success and growth in popularity can be attributed to improvement in viewer experiences. With rapid increases in camera technology, fans can now watch games from angles, at a high resolution, and view replays of key events.
Two teams, each fielding eleven players, compete against one another in a soccer match. The duration of the match is commonly two, forty-five minute periods.
The teams play on a rectangular field that is 115 by 74 yards in dimension.
The administration and integrity of the game is overseen by one main referee, who operates on a left-hand diagonal route across the center of the field, and two assistant referees, who operate on the left and right hand sides of the field (Figure
2). In order to uphold the integrity of the game referees must consistently make accurate calls on the field and ensure that these calls do not interrupt the overall
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Figure 2: Referee Positioning (MR - Main Referee, AR - Assistant Referee)
Although technical upgrades have been implemented to enhance viewer experience, the governing bodies of soccer have been mostly unwilling to implement referee support technology, such as replays, for fear that it will interfere with game flow [2]. Thus, as the quality of soccer broadcasting has improved, the tools available to the referee have remained the same. This imbalance of technology has lead to an asymmetry in information where fans often have better information for judging the accuracy of a call than the referees on the field. This allows fans to easily identify injustices in the administration of the game, and has caused backlashes against the sport when incorrect calls alter the outcome of the match [2]. Therefore, poor referee performance can be considered one of the greatest threats currently facing the sport of soccer.
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O
A
R
Within the United States, soccer referees undergo a structured training and evaluation process. The process is broken into eight levels of seniority (grades) in which grades 8-7 represent entry level referees, 6-5 contain state referees, 4-3 comprise national referees, and 2-1 are reserved for FIFA international referees
[3,4] (Figure 3). Grade 8 referees are typically referred to as “junior” referees whereas referees in grade 7-1 are referred to as “senior” referees.
Figure 3: Grade Progression for U.S. Soccer Referees
Progression of referees beyond grade 8 is voluntary and requires classes, written examinations, fitness tests, and game performance evaluations. A referee’s grade determines the level of game he is recommended to officiate [4].
The United States Soccer Federation (USSF) oversees all referees in grades 4-
1 where those in grades 8-5 are overseen by state level referee organizations [4].
The state level organization within the Common Wealth of Virginia, the Metro DC
Virginia State Referee Program (MDCVSRP), serves as the sponsor for this project.
Within the MDCVSRP, 96.8% of referees reside within grade 8 while the remaining
3.2% of referees are distributed throughout grade 7-1 (Figure 4) [5]. The USSF provides funding to the MDCVSRP in exchange for the MDCVSRP training and promoting top-level, high-quality referees to the national level. The interactions of the MDCVSRP and with its stakeholders can be seen in Figure 5.
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Figure 4: Distribution of Male Referees by Grade – 2010
Figure 5: System Component Interaction
The success of efforts to improve on-field performance hinges on an ability to evaluate referee quality. Evaluating referee quality is key to progressing referees to more senior grades and properly assigning referees to games [4,6].
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R
C
M
P
A referee’s quality is defined as the percent of correct calls during games. A referee’s call accuracy is dependent upon on how effectively he is able to carry out a standard decision making process whenever a call event is triggered (Figure 6).
Figure 6: Referee Call Making Process
The ability of a referee to carry out this process is dependent upon his ability to perform a series of functions whenever a call event occurs. Certain referee attributes determine a referee’s ability to perform these functions. The first step in the process involves the referee perceiving an event. Whenever a call event occurs, a referee must visually recognize that a decision needs to be made through a Sensory
Function. Once an event is detected, the referee must begin to process information based on the event he witnessed. In this instance the referee must make an accurate decision regarding the nature of the call (infraction, no infraction) using a mental model of what occurred in the event and knowledge of the laws of soccer. This process is combined into a function known as Cognition for Making Calls and determines a referee’s call accuracy.
The ability of a referee to make correct calls through the Cognition for Making
Calls function is dependent on a referee’s distance from the call, which is determined through the interaction of two functions. The first function, Cognition
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for Positioning, defines a referee’s ability to choose an optimal position to make calls.
This function is dependent on a referee’s Sensory Function and mental model of game flow. Referees may either reactively position themselves based on game flow, or if they have a high level of game flow understanding, they may proactively position themselves to make calls. The second function, Propulsion, is a physical function determining a referee’s ability to move to the position identified during the
Cognition for Positioning function in a time effective manner. Once a referee has processed all of the information necessary to make a decision, the referee must then take physical action and executes their command based on the information processed.
The ability of a referee to carry out the Cognition for Making Calls, Cognition
for Positioning, and Propulsion functions is assumed to depend on three attributes.
Game flow understanding (GFU) is the ability of a referee to perform Cognition for
Positioning. Game flow understanding describes a referee’s ability to interact with the flow of the game and to either reactively position oneself based on ball movement or to proactively positions oneself based on probable ball movement and call events. Fitness is the ability of a referee to carry out Propulsion, which involves a referee’s athletic ability to transition themselves from a starting location to a desired end location in a timely manner. Call decision-making (CDM) is the ability of a referee to carry out Cognition for Making Calls. This involves the referee’s ability to construct a mental model of the occurred event and draw upon his knowledge of the rules of the game to make an accurate decision with regards to the nature of the event.
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E
R
Q
Evaluating referee quality focuses on assessing referees in terms of their game flow understanding, fitness, and call decision-making attributes.
Currently, the MDCVSRP implements three different assessment methods to assess these attributes (Table 1). Game flow understanding is currently evaluated indirectly through annual on field assessments conducted by official assessors 1 for referees grades 7 -1 [4]. Fitness is evaluated through various fitness tests including a series of sprints and long distance runs. This test is comparable to the
“presidential” fitness test administered to public high school students. The fitness test is administered annually to referees grade 7-1 [4]. Call decision-making is evaluated through written examinations administered to all referees and annual on field assessments for referee’s grades 7-1 [4]. Performance metrics for each of these assessment methods vary and increase in difficulty as the grade of the referee being tested progresses.
Table 1: Assessment Methods
Fitness
Call Decision Making (CDM)
Game Flow Understanding (GFU)
Fitness Test (Senior Referees)
Written exam on rules (All referees)
Indirectly using on field assessment
(Senior Referees)
This current assessment methodology has significant gaps in assessing referees based on attributes. In particular, referees in grade 8, which account for the majority (96%) of referees within the Commonwealth of Virginia, do not receive any evaluations for game flow understanding or fitness [6].
1 “
Assessors are experienced coach-mentors, whose referee experience enables them to observe how the referees handle the challenges presented to them by the match” [7]. Assessors must have experience at the senior referee level before converting to Assessors.
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P
S
Due to the gaps in assessment methodology, 96% of Metro DC Virginia State
Referee Program referees (Grade 8) currently do not undergo assessments for game flow understanding and fitness attributes as predictors of call accuracy.
N
S
An evaluation system is needed to predict the quality (call accuracy) of grade
8 referees overseen by the MDCVSRP based on their fitness and/or game flow understanding attributes.
D
A
Four evaluation system concepts have been identified to assess the quality of grade 8 referees (Table 2). The specifics of design and implementation of these concepts are considered outside the scope of this project. The cost of each alternative is defined as the investment necessary to purchase required physical resources and carry out a one-time quality evaluation of all grade 8 referees. Three alternatives would involve a Baseline Fitness Test and a Game Flow Evaluation, either single or in combination. A fourth alternative would involve no testing (status quo).
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Table 2: Design Alternatives
1
2
3
Fitness Test
Game Flow
Evaluation
Combined
Evaluation
4 No Assessment
A baseline fitness test equivalent to those administered to grade
7-1.
Video performance assessments conducted by official assessors.
Combination of first two evaluations
Not conducting any referee evaluations
(status quo).
Fitness
Game-Flow
Understanding
Fitness and Game-
Flow
Understanding
None
4/23/2012
$26.990
$337,995
$341,870
$0.00
This alternative involves a baseline fitness test administered to all grade 8 referees within MDCVSRP. The results of the baseline fitness test would be used to assign each referee a fitness attribute rating as a means of assessing overall quality.
This would be the same fitness test currently administered to referee grades 7-1.
Estimated Cost
The estimated cost for this assessment method involves the rate of pay for the fitness assessor, who would be responsible for administering the fitness tests and noting the referees’ performances. The administrative resources necessary to complete this test were also factored in to the total estimated cost, which summed out at $26,990.
Table 3: Admin Material Cost for Baseline Fitness Test
Admin Material Cost for 1 Set Needed Sets Total Cost
Clipboards (24) $40.00 5 $200.00
Pens (60) $7.00 17 $200.00
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Paper (2500)
Total
$19.00
$66.00
4
26
$76.00
$395.00
Table 4: Assessor Cost for Baseline Fitness Test
Equipment Cost for 1 Assessor/Ref
Fitness Assessor $5.00
4/23/2012
Table 5: Total Estimated Cost for Baseline Fitness Test
Equipment
Material
Cost
Admin Materials & Fitness
Assessor
$395.00
Cost
Assessor/Ref
$5.00
Cost /Year
(5319
Referees)
$26,990.00
A video recording would be made of each referee’s in-game performance.
These videos would then be transmitted to official assessors who would review the footage and assign each referee a game flow understanding rating using expert opinion. An assigned game flow understanding rating would be taken as a means of assessing overall referee quality. This test is a video based version of the same evaluation currently administered to referee grade 7-1.
Estimated Cost
This assessment method utilizes an official assessor as well as technical equipment and operators to document the referee’s performance and assess it.
Technical equipment includes a video camcorder, a tripod to secure it and a cameraman to operate the camera. An evaluation of all grade 8 referees would result in an estimated cost of $337,995.
Table 6: Equipment Cost for Game-Flow Evaluation
Equipment Cost (per one)
Camera
Camera Man
$849.00
$30.00
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Tripod
Assessor Fee
$60.00
$25.00
Equipment
Table 7: Total Estimated Cost for Game Flow Evaluation
Equipment Cost Cost/Ref
Camera, Camera Man,
Tripod, and Assessor Fee
$45,450.00 $55.00
4/23/2012
Cost / Year
(5319
Referees)
$337,995.00
This method utilizes both the baseline fitness test and the game flow evaluation to assign each grade 8 referee fitness and game flow understanding ratings as a means of assessing overall quality. Although this methodology utilizes the same equipment and resources of the previous two alternatives, due to differing resource allocation the total estimated cost is not the direct sum of the previous two estimated costs. Evaluating all grade 8 referees in this fashion would require an estimated cost of $341,870.
Under this alternative, no assessment is conducted to assess the game flow understanding or fitness attributes of referees. This alternative exists as a point of reference against which to compare the cost and benefit of the three preceding alternatives and represents the status quo for assessments at the grade 8 level requiring no implementation cost.
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E
A
The utility of each alternative is defined as the expected call accuracy of the top 100 referees identified using each alternative within the junior referee pool of
MDCVSRP (roughly 5000 referees). In order to determine the utility of each alternative, a two part analysis was conducted to select the most beneficial system for grade 8 referees.
The first part of the analysis utilized a stochastic discrete event simulator modeling a referee’s ability to position and make calls based on fitness and game flow understanding attribute levels (Figure 7). Through performance evaluation of
25 referee profiles defined as combinations of fitness and game flow understanding attributes (scaled 0 – 100), the simulator was used to generate a regression equation quantifiably describing the impact of fitness and game flow understanding on a referee’s call accuracy.
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Figure 7: Stochastic Discrete Event Soccer Game Simulator
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The second part of the analysis consists of a Monte Carlo analysis in which
5000 referees were randomly generated (representing grade 8 referees in
MDCVSRP) with independent fitness and game flow understanding attribute levels.
Utilizing the regression from part I, call accuracy was calculated for each of theses referees. The utility of the No Assessment alternative was defined as the mean average call accuracy of referees within this pool over 30 scenarios. Each remaining evaluation program is used to identify the top 100 referees for each of the 30 scenarios. The mean average call accuracy of these 100 referees is used to represent the utility for each alternative.
P
I: D
E
S
G
S
The original concept for this simulator was derived from a previous George
Mason University student project [8]. This concept consisted of probability guided ball movement over a soccer field grid where a modeled referee would position and respond to randomly generated call events [8]. From this initial concept, the simulator used in this project was redesigned and coded independently of past work.
For a direct comparison between the simulator used in this project verses the pervious simulator, see Table 8.
Table 8: Solomon et. Al Simulation vs. New Simulation
Simulation Element
Probability Maps
Ball Position Function
Referee Position Function
Fitness
Game Flow Understanding
Call Grids
Call Event Trigger
Solomon, et. Al.
1 map for all teams, all time and all score
1 event
1-D, chase ball on left diagonal
3 levels
None
None
Simple Probability
New Simulation
19 maps dependent on team, time, and score
4 state cycle scaled to time
2-D, based on GFU, scaled to time
5 levels
5 levels based on probability maps
Determined from survey administered to 16 senior state referees
Call grids and position in cycle
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Distance vs. Call Accuracy
Function
Number of Teams in Game
Number of Teams Simulated
Team Strategy Changes
Referee/Ball Movement
Scaled to Time
Estimated Figure of Merit
Home vs. Home
1
Never
No
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Determined from survey administered to 16 senior state referees and generated regression
Home vs. Away (4 options)
4
Time / Score
Yes
Ball Movement
The stochastic soccer game simulator divides a soccer field into a fine set of
8,510 square cells where each cell represents a 1 x 1 yard area. Each of these cells is allocated to 1 of 60 movement polygons (Figure 8) and 1 of 24 call grids.
Figure 8: Movement Polygons
Throughout a 90 minute simulated game, the ball moves from cell to cell adhering strictly to a play cycle of four events. This cycle begins with a pass reception (0.5s) and transitions into local dribbling (4.5s) in which the ball moves within its current polygon. This is followed by either a shot on goal (0.5s) or a pass
(0.5s) (Figure 9). If a pass, the ball will move to its reception location over a period of time depending on the distance traveled (See Equation 1). This play cycle repeats until the simulation terminates.
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Figure 9: Cycle of Events
𝑁𝑢𝑚𝑏𝑒𝑟 𝑜𝑓 𝑅𝑒𝑓𝑟𝑒𝑠ℎ 𝑅𝑎𝑡𝑒𝑠 =
2√(𝑆𝑡𝑎𝑟𝑡 𝑥 − 𝐹𝑖𝑛𝑖𝑠ℎ 𝑥) 2 + (𝑆𝑡𝑎𝑟𝑡 𝑦 − 𝐹𝑖𝑛𝑖𝑠ℎ 𝑦) 2
𝑆𝑝𝑒𝑒𝑑 𝑖𝑛 𝑦𝑎𝑟𝑑𝑠 𝑠𝑒𝑐𝑜𝑛𝑑𝑠
Equation 1: Number of Refresh Rates
As the ball moves throughout the play cycle, it refreshes its position every 0.5 seconds of simulated game time. At any instant, the ball is possessed by one of two teams, each executing its own unique strategy. For each team, a set of probability maps represents that team’s strategy and style of play. For each of the 60 polygons, these maps specify the probability that the ball moves to any other polygon or is shot at the goal. A further dimension of the map indicates probabilities that a pass or shot is successful. Changes in possession occur due to failed passes or shot events
(Figure 10).
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Figure 10: Possession Change Between Two Teams
Based on data collected from 80 English Premier League games, probability map sets were formulated for 4 teams: Wigan, Manchester United, Arsenal, and
Stoke. These teams were chosen to give a broad representation of different play styles and enable the simulator to replicate a vast number of game flow situations.
Data was collected from the Guardian Chalkboard website which tracks English
Premier League games and records all pass and shot events in the form of vectors
(Figure 11). In order to collect this data a java based data collection tool was created and with it over 35,000 shot and pass events (80 games) were collected manually.
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Figure 11: Guardian Chalkboard Data
Using pass completion as a metric representing team strategy, an ANOVA analysis was conducted (Table 9) to determine if teams changed their strategy based on score differential (ahead, behind, tie) or elapsed game time (divided into 6 discrete 15 minute time periods). The results of this analysis were used to determine how many probability maps were needed to encapsulate each team’s strategy and when maps should be changed, based on situation, to reflect strategy alterations.
Situation
Time
Score
Time*Score
Table 9: Effect of Game Situation on Pass Completion
Arsenal p = 0.777 p = 0.231 p = 0.338
United p = 0.142 p = 0.001
p = 0.000
Stoke p = 0.001 p = 0.000 p = 0.000
Wigan p = 0.001 p = 0.000 p = 0.116
It was concluded that Arsenal utilizes a single probability map for all game situations. Stoke, Manchester United, and Wigan utilize six probability maps each representing situations where the team is ahead, behind, or tied in the first and second half respectively (19 total maps formulated).
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Upon concluding the dribbling event in the play cycle, the probability that the ball is passed (versus shot at the goal) depends on game situation determined using the active probability map of the team with possession. If a shot occurs, the active map indicates the destination polygon of the pass and chance of success (Equation
2).
𝑃𝑜𝑙𝑦𝑔𝑜𝑛 (𝑛 + 1) = 𝑃𝑜𝑙𝑦𝑔𝑜𝑛 (𝑛) × 𝑃𝑟𝑜𝑏𝑎𝑏𝑖𝑙𝑖𝑡𝑦 𝑀𝑎𝑝
Equation 2: New Polygon Movement Algorithm
If a shot occurs, the active map indicates the probability that the shot will result in a goal. Executing passes and shots in this fashion allows the simulator to accurately represent the flow of a soccer game in which a referee must interact.
To ensure the time of ball movement accurately represents that of a soccer game, whenever the ball is being dribbled or passes a single destination cell is set.
The ball moves to that destination in a straight-line trajectory, which it follows for a duration of simulated time (Equation 1).
Referee Movement
In the simulation, a single referee is modeled running within a standard diagonal system of control 2 – dimensional area (Figure 12). The speed of the referee is calibrated to represent the fitness level of the referee profile being tested.
Every 0.5 seconds, the referee sets his desired position using one of two movement scripts. In script I, the referee sets his destination to the closest cell within 11 – 13 yards of the ball’s current location. This script represents a referee positioning himself in a reactive manner. In script II, the referee sets his destination to the closest cell with 11 – 13 yards of the next most probably pass destination as determined using the active probability map of the team with possession. This script represents a referee positioning himself in a proactive manner
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Figure 12: Referee 2-D Movement Area
Upon setting his destination using script I or II, a referee will begin moving towards his destination using the same straight line movement algorithm described previously for ball movement (Equation 1).
At the beginning of each play cycle, the probability that the referee utilizes script II is determined by the referee’s game flow understanding level (higher game flow understanding yields higher probability). Furthermore, this same game flow understanding probability is used to determine the likelihood that if a call were to occur in the current cycle, the referee will recognize the buildup to the call and switch to script I until the call transpires.
Call Events
At the beginning if each play cycle, the ball location is used to reference a set of probabilities indicating probability that the referee will need to make a call in that cycle (Figure 13). These probabilities were developed using an expert survey administered to 16 senior referee within the MDCVSRP and tailored to ensure that roughly 65 call events occur per game (See Appendix for survey questions and results). Data from the survey were also used to determine the probability of the call event occurring at the receiving (0.21), dribbling (0.44), passing (0.21), or pass en route (0.15) events of the play cycle.
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Figure 13: Call Event Probabilities Based on Field Location
When a call event occurs, the probability of a correct referee decision is determined based on the referee’s distance to the ball. This is assuming that the calls occur at the location of the ball. In order to develop an understanding of the effect distance has on a referee’s call accuracy, 16 senior MDCVSRP referees were surveyed asking them to rate call accuracy at a series of 12 distances. Using the results of this survey, a regression was performed relating the probability of making a correct call to a referee’s distance from the call (Figures 14, 15).
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Figure 14: Call Accuracy Function (Distance <20 yards)
20
Assessment of Soccer Referee Proficiency
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Figure 15: Call Accuracy Function (Distance >20 yards)
The results of this regression was a piecewise equation with call accuracy peaking at around 11-13 yards and decreasing at a rapid pace past 20 yards getting to as low as ~28% at 60 yards. It should be noted however that the average standard deviation for the 12 distances polled on the survey was 21.3%, indicating disagreement among participants.
Over the course of the simulated game, the call accuracy of a referee is defined as the number of correct calls divided by the total number of calls made.
Simulation Methodology
To determine the impact of fitness and game flow understanding on call accuracy, each of the 25 distinct referee profiles representing different combinations of fitness and game flow understanding (scale from 0 – 100) was simulated through 2000 games representing 200 games for each combination of the
Arsenal, Manchester United, Stoke, and Wigan play styles. Referee speeds corresponding to profile fitness ranged linearly from 2.023 yards/second at fitness
= 0 to 3.911 yards/second at fitness = 100. Probabilities corresponding to profile game flow understanding ranged linearly from 0.25 at GFU = 0 to 0.90 at GFU = 100
(Table 10). The average call accuracy for each profile over the simulated games was
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Assessment of Soccer Referee Proficiency
in Time-Sensitive Decision-Making 4/23/2012 used to formulate a multivariate regression for call accuracy as a function of fitness and game flow understanding level.
Table 10: Referee Profiles
P
2: M
C
A
For each Monte Carlo scenario, 5000 referees are randomly generated under the assumption that each referee’s fitness and game flow understanding levels are uncorrelated and represent independent draws from normal distributions (mean 50, standard deviation 15) (Figure 16). In Figure 16, the variable X on the x-axis represents one of the two independent referee traits.
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Figure 16: Normal Distribution for Referee Attributes
Using the regression from the part I analysis, average call accuracy for each referee profile was determined. Using normal cumulative density functions to ensure the selection of roughly 100 top referees, fitness and/or game flow understanding cutoffs were defined for the first three alternatives based on attributes (Table 11).
Table 11: Design Alternatives Attribute Cutoffs
Alternative
Attribute
Assessed
Fitness Test
Game Flow
Evaluation
Fitness
Game Flow
Understanding
Combined
Evaluation
Fitness, Game Flow
Understanding
No Assessment N/A
Cutoff
Fitness > 81
GFU > 81
Fitness > 66 &
Game Flow
Understanding > 66
N/A
Avg. # of
Referees Chosen
97
97
102
100
The mean average call accuracy of selected referees over 30 scenarios was used to define the utility of these alternatives. The utility of the No Assessment alternative was defined simply as the mean average call accuracy of referees within each pool. The analytical method assumes that each alternative has an idealized ability to evaluate the attributes assessed.
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Assessment of Soccer Referee Proficiency
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R
Analysis of each of the 25 referee profiles over 2,000 simulated games yielded results for average call accuracy as a function of fitness and game flow understanding (Figure 17).
Figure 17: Analysis of 25 Profiles: Call Accuracy (Fitness, GFU)
Fitness and game flow understanding levels are scaled where a rating of 0 is the worst possible and 100 the best possible. In Figure 17, the z-axis represents the call accuracy where as the x-axis and the y-axis represent the fitness and game flow understanding levels. Across the referee profiles, call accuracy ranged from 71.22% to 75.67%. The highest call accuracy resulted during the highest levels of fitness and game flow understanding levels. By increasing fitness to its maximum, call accuracy peaked at roughly 74.5% where as increasing a referee’s game flow understanding level to its maximum resulted in a peak accuracy of roughly 72.5%. This implies that a referee’s fitness level has a greater impact on their ability to make a correct call then their game flow understanding attribute. These findings are fairly intuitive when analyzed. A referee can have a high game flow understanding level and be able
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Assessment of Soccer Referee Proficiency
in Time-Sensitive Decision-Making 4/23/2012 to proactively position themselves based on probable ball movement but no matter how well the referee can understand the flow of the game if they are physically inept from moving from one point to another their high level of game flow understanding is decently minimized. Over the 25 profiles, the average 95% confidence interval half-width for mean call accuracy was 2.866e
-3 . This indicates an acceptable level of confidence in the data points.
A multivariate regression for call accuracy was computed with an R-squared value of 99.51% representing a strong fit (Equation 3).
− (6.4846 × 10 5
𝑪𝒂𝒍𝒍 𝑨𝒄𝒄𝒖𝒓𝒂𝒄𝒚(𝑭𝒊𝒕𝒏𝒆𝒔𝒔, 𝑮𝑭𝑼) =
0.713491 + (0.000923486 × 𝐹𝑖𝑡𝑛𝑒𝑠𝑠) + (1.28791 × 10
Equation 3: Call Accuracy Regression Function
−5 × 𝐺𝐹𝑈)
× 𝐹𝑖𝑡𝑛𝑒𝑠𝑠 2 ) + (1.12504 × 𝐺𝐹𝑈
− (6.75305 × 10
−9
2 ) + (1.26193 × 10
× 𝐹𝑖𝑡𝑛𝑒𝑠𝑠
4
)
−6 × 𝐹𝑖𝑡𝑛𝑒𝑠𝑠 3 )
The regression analysis indicates that accuracy varies nonlinearly with fitness and game flow understanding. Adding polynomial terms for fitness and game flow understanding until p-values for leading terms jumped above acceptable levels
(p > 0.05) resulted in a fitness degree of 4 and game flow understanding degree 2
(Table 12). The generated regression does not include an interaction term between fitness and game flow understanding, since adding an interaction term resulted in a p-value of 0.813.
Table 12: Call Accuracy Regression Analysis
Term
T
Constant
Fitness
Fitness 2
Fitness 3
Fitness 4
GFU
GFU 2
1042.55
7.84
-10.97
13.35
-14.36
0.55
4.99
P - value
0.000
0.000
0.000
0.000
0.000
0.590
0.000
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Assessment of Soccer Referee Proficiency
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Utilizing the Call Accuracy equation generated from the regression above, the expected call accuracy was calculated for the 5000 randomly generated referees in each Monte Carlo scenario. Using the established attribute cut offs the mean call accuracy was calculated for each referee pool selected using each assessment alternative. The Monte Carlo analysis implied that the most effective evaluation method was the Fitness test, which had an average call accuracy of 74.9%, followed by the Combined Evaluation (74.2%), Game Flow Evaluation (72.7%), and No
Assessment (72.1%) (Table 13).
Table 13: Utilities for Grade 8 Evaluation Alternatives
Alternative Cutoff
Fitness Test
Game Flow
Evaluation
Combined
Evaluation
No Assessment
Fitness > 81
Game Flow
Understanding > 81
Fitness > 66 &
Game Flow
Understanding > 66
N/A
Avg. Call
Accuracy
0.74926
0.72693
0.74174
0.72099
95% Half-Width
Call Accuracy
0.00012
0.0028
0.00021
0.00004
The extremely small 95% confidence interval half-widths indicate a high level of confidence in the results.
U
/C
A
A
R
Based on a cost vs. utility analysis conducted on alternatives (Figure 18) it can be concluded that the Fitness Test dominates both the Combined Evaluation and
Game Flow Evaluation due to its higher utility and lower cost. Therefore, the choice of alternatives lies between conducing a Fitness Test at grade 8 (74.9% Accuracy,
$26,990 Cost) and conducting no assessments at this level (72.1% Accuracy, $0
Cost). As the average accuracy of the top 100 referees selected using the Fitness Test exceeds the overall referee accuracy by only 2.8 percentage points, the
SYST 495 Final Report
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Assessment of Soccer Referee Proficiency
in Time-Sensitive Decision-Making 4/23/2012 improvement in selection due to implementing the Fitness Test over the status quo can be considered statistically but not practically significant. Thus, the benefit of implementing Fitness Tests for all grade 8 referees is outweighed by its cost. It is therefore the recommendation of this project that the status quo be maintained and no referee evaluations be conducted for fitness and/or game flow understanding at the grade 8 level.
Figure 18: Cost vs. Utility Analysis for Alternatives
A
F
To determine the effect of game flow on a referee’s call accuracy, an analysis was conducted on the extent to which referee call accuracy was affected by the playing styles of the teams competing in a game (See Figure 25). Based on the range of performance from best performing referee profile to worst profile (indicated by error bars), it can be concluded that team playing styles can have a significant impact on referee performance.
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Assessment of Soccer Referee Proficiency
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Figure 19: Impact of Team Combinations on Referee Call Accuracy
Given this finding, further analysis was conducted to determine why certain team combinations result in decreased referee performance. 500 simulated games were run using referee profile 33 (fitness =50, game flow understanding = 50) for
Stoke vs. Stoke and United vs. United play styles. Over these games, the simulated referee made roughly 30,000 calls for each team combination. For all call events, the distance from the call was recorded and analyzed.
It was concluded that differences exist in the distributions of call distance as a result of team play styles. United vs. United games resulted in density concentrating heavily around 11-13 yards and decreasing consistently with further increases in distance (See Figure 26). However, Stoke vs. Stoke games resulted in a bimodal density concentrating around 11-13 yards and again at around 44-47 yards
(See Figure 26). This second peak along with the increased density between peaks accounts for the decreased referee performance in Stoke vs. Stoke games due to the referee more frequently being out of position to make calls. This analysis shows that the same referee when placed in two different games can have a decreased performance and be out of position far more often in one game due exclusively to different team combinations and their effect on game flow.
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Assessment of Soccer Referee Proficiency
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Figure 20: Distance from Calls for United vs. United and Stoke vs. Stoke
The results of this finding are nontrivial and point to a key characteristic that is currently lacking in referee criticism and evaluation. When assessing the in-game call performance of a referee, the difficulty of the match being officiated (in terms of game flow) must be taken into account due to its large and unavoidable effect on call performance. Furthermore, when comparing the performance of different referees, the games in which referees are evaluated must be synchronized to ensure that team combination does not act as a confounding variable in the analysis.
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M
The following figure is the work breakdown structure for the entire project.
Its split up into two sections, the first is for SYST 490 and the second part is the work that was completed during SYST 495.
Figure 21: Total Work Breakdown Structure for SYST 490/495
The following figure shows the work that was completed for Systems 490. It focused mainly on gathering data for the discrete soccer game simulator.
Figure 22: Work Breakdown Structure for SYST 490
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The following figure shows the work that was completed for Systems 495. It focused on creating the simulation, formulating conclusions, and presenting the project in conferences.
Figure 23: Work Breakdown Structure for SYST 495
The following table shows the entire list of tasks that were set out for this project. It shows the dates for each task, the amount of hours that have been allocated to the task, and who is assigned to complete the task. The project was budgeted to take a total of 1462 hours. At $30.00 an hour the total cost of this project is estimated to be $43,860.
Table 14: Task Breakdown
Outline
Number
Task Name
1
Soccer
Referee
Evaluation
System
1.1 Research
1.1.1
Preliminary
Research
Duratio n
248 days
219 days
48 days
Start
Mon
8/29/11
Mon
8/29/11
Mon
8/29/11
Finish
Thu
5/3/12
Tue
4/3/12
Sat
10/15/1
1
Hour s
1462
60
Assignee
All
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1.1.2
1.2
1.2.1
1.2.1.1
1.2.1.2
1.2.1.2.1
1.2.1.2.2
Ongoing
Research
Referee/Gam e Data
Simulation input data
Collection
Ball speed data
Ball movement data
Develop data collector
Team selection for strategy
171 days
138 days
138 days
29 days
88 days
50 days
7 days
1.2.1.2.3 Data collection
1.2.1.2.4
1.2.1.3
1.2.1.3.1
Data analysis for strategy trends
Call Ability &
Frequency
Function
Situational
Characteristics
Survey
7 days
11 days
9 days
1.2.1.3.1.
1
Create survey
30 days
2 days
1.2.1.3.1.
2
1.2.1.3.1.
3
1.2.1.3.2
Send survey to referees
Analyze survey results
Create call ability function
4 days
1 day
1 day
Sun
10/16/1
1
Fri
9/2/11
Fri
9/2/11
Mon
12/19/1
1
Fri
9/2/11
Tue
4/3/12
75
Tue
1/17/12
Tue
1/17/12
Fri
9/2/11
Tue
1/17/12
Sat
11/26/1
1
Sun
11/20/1
1
Fri
11/25/1
1
Sat
11/26/1
1
Mon
11/28/1
1
Mon
11/28/1
1
Fri
10/21/1
1
Mon
10/10/1
1
Mon
11/21/1
1
Mon
11/28/1
1
Mon
11/28/1
1
Mon
10/3/11
Sat
10/22/1
1
Mon
11/21/1
1
Fri
11/18/1
1
Fri
11/18/1
1
Fri
11/18/1
1
Mon
11/21/1
1
Fri
11/25/1
1
Sun
11/27/1
1
30
20
2
75
20
10
15
10
2
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Hina
Hina
Hina
Hina
Nathan
Saud
All
Andrew
4/23/2012
All
Saud
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1.2.2
1.2.2.1
1.2.2.2
1.2.2.3
1.3
1.3.1
1.3.1.1
1.3.1.2
1.3.1.3
1.3.2
1.3.2.1
1.3.2.2
1.4
1.4.1
1.4.2
1.5
Simulation input data analysis
Creation of call accuracy functions
Creation of ball movement matrices
Creation of call occurance matrices
Referee
Evaluation
Simulator
Development
Define "sim" referees
Develop simulator
Test simulator
30 days
30 days
30 days
30 days
37 days
36 days
7 days
30 days
7 days
Evaluation 8 days
Run "Sims" through simulator
Record "Sim" performance
Formulation of Conclusions
Analyze "sim" performance
Determine ratings for survey metric combinations
Literature
Review
7 days
7 days
14 days
14 days
14 days
49 days
Mon
11/28/1
1
Mon
11/28/1
1
Mon
11/28/1
1
Mon
11/28/1
1
Mon
12/19/1
1
Mon
12/19/1
1
Mon
1/9/12
Mon
12/19/1
1
Mon
1/16/12
Tue
1/17/12
Tue
1/17/12
Tue
1/17/12
Wed
1/25/12
Wed
1/25/12
Wed
12/28/1
1
Wed
12/28/1
1
40
Wed
12/28/1
1
Wed
12/28/1
1
25
20
Tue
1/24/12
Mon
1/23/12
Mon
1/16/12
Tue
1/17/12
20
250
Mon
1/23/12
20
Tue
1/24/12
Tue
1/24/12
Tue
1/24/12
Wed
2/8/12
Wed
2/8/12
10
3
30
Wed
1/25/12
Mon
2/13/12
Wed
2/8/12
Mon
4/2/12
10
300
Hina
Nathan
Nathan
Andrew
Nathan/Hina/Andre w
Nathan
Nathan
Nathan
All
All
All
SYST 495 Final Report
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Assessment of Soccer Referee Proficiency
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1.6
1.6.1
Communicatio n of Results
Preparation of
Deliverables
215 days
185 days
Fri
9/30/11
Fri
9/30/11
1.6.1.1
1.6.1.2
1.6.1.3
Preliminary
Project Plan
Final Report
Proposal
Proposal Final
Report Slides
2 days
10 days
10 days
Fri
9/30/11
Fri
11/25/1
1
Fri
11/25/1
1
1.6.1.4
1.6.1.5
Conference
Paper Draft
Poster Draft
1.6.1.6 SIEDS
Abstracts Due
(University of
Virginia)
1.6.1.7 Final
Conference
48 days
Paper
1.6.2 Presentations 213 days
15 days
Sun
11/20/1
1
Sun 15 days 11/20/1
1
5 days Wed
2/8/12
Tue
2/14/12
Mon
10/3/11
1.6.2.1
1.6.2.2
1.6.2.3 Dry Run Final
1.6.2.4
1.6.2.5
1.6.2.6
Project
Briefing # 1
Project
Briefing # 2
Presentation
Faculty
Presentation
SIEDS
Conference
(University and Virginia)
Westpoint
Capstone
Conference
0 days Mon
10/3/11
0 days Mon
10/24/1
1
0 days Wed
11/9/11
0 days
0 days
Fri
12/2/11
Fri
4/27/12
0 days Thu
5/3/12
Thu
5/3/12
Mon
4/2/12
Sun
10/2/11
Mon
12/5/11
Mon
12/5/11
Mon
12/5/11
Mon
12/5/11
Mon
2/13/12
Mon
4/2/12
Thu
5/3/12
Mon
10/3/11
Mon
10/24/1
1
Wed
11/9/11
Fri
12/2/11
Fri
4/27/12
Thu
5/3/12
25
40
20
40
40
20
30
30
40
50
30
20
30
SYST 495 Final Report
All
All
All
All
All
All
All
4/23/2012
All
All
Hina
All
All
All
34
Assessment of Soccer Referee Proficiency
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The following chart is the PERT chart for the project. It shows that the
Referee Evaluation Simulator had no slack time. In order to make sure the simulator was completed properly within the allotted time, a test as you go coding method was used to reduce the time of the debugging process. Formulating conclusions must be completed by the identified date. If needed, additional hours will be added into the budget to make sure that these tasks are completed.
Figure 24: PERT Chart
The following charts show the project cost. The earned value and planned value are very close showing that the project was completed on time. The actual cost is lower than anticipated. The reason for this is was that work was completed more efficiently than initially anticipated. In addition, the Cost Performance Index (0.955) and the Schedule Performance Index (0.967) are both in a range indicating the project was carried out successfully.
Table 15: Task Budgeting
Task Predicted Velocity Cost
Research
Referee/Game Data
Referee Evaluation Simulator
Formulation of Conclusions
135 hours
244 hours
303 hours
40 hours
$4,050
$7,320
$9,090
$1,200
SYST 495 Final Report
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Assessment of Soccer Referee Proficiency
in Time-Sensitive Decision-Making
Communication of Results
Project Management
Total
Week
29
30
31
32
25
26
27
28
21
22
23
24
17
18
19
20
13
14
15
16
9
10
11
12
5
6
7
8
1
2
3
4
415 hours
330 hours
1467 hours
Table 16: Earned Value
Planned Value Actual Cost
718.79
791.79
864.79
957.79
997.79
1020.79
1043.79
1066.79
1116.94
1167.09
1217.24
1267.39
1317.54
1367.69
1417.84
1427.84
11.42
22.84
34.26
45.68
82.1
125.52
136.94
179.79
201.54
253.29
295.04
326.79
451.79
576.04
600.29
624.54
589.55
622.55
655.55
701.05
733.05
762.05
788.05
827.55
861.05
881.05
904.05
926.55
956.55
981.05
1016.05
1029.05
17.95
43.05
71.65
102.05
178.45
207.75
250.85
298.55
334.55
368.05
416.05
447.05
488.05
552.55
554.55
556.55
Earned
Value
416
478.5
541
613.5
736.25
780.5
831.75
889
928.79
988.58
1030.37
1047.87
1047.87
1055.16
1062.45
1069.74
8.57
19.98
31.41
42.84
109.27
122.7
134.14
137
137
205.75
224.5
253.25
332
396
396
396
4/23/2012
$12,450
$9,900
$44,010
SYST 495 Final Report
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Assessment of Soccer Referee Proficiency
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33
34
35
36
1437.84
1447.84
1457.84
1467.84
1092.85
1420
4/23/2012
1 3 5 7 9 11 13 15 17 19 21 23 25 27 29 31 33 35
Figure 25: Earned Value Chart
𝑪𝒐𝒔𝒕 𝑷𝒆𝒓𝒇𝒐𝒓𝒎𝒂𝒏𝒄𝒆 𝑰𝒏𝒅𝒆𝒙 =
𝐸𝑎𝑟𝑛𝑒𝑑 𝑉𝑎𝑙𝑢𝑒 ∗ 𝑃𝑟𝑜𝑗𝑒𝑐𝑡 𝐶𝑜𝑚𝑝𝑙𝑒𝑡𝑖𝑜𝑛 𝑃𝑒𝑟𝑐𝑒𝑛𝑡𝑎𝑔𝑒
= 0.955
𝐴𝑐𝑡𝑢𝑎𝑙 𝐶𝑜𝑠𝑡
𝑺𝒄𝒉𝒆𝒅𝒖𝒍𝒆 𝑷𝒆𝒓𝒇𝒐𝒓𝒎𝒂𝒏𝒄𝒆 𝑰𝒏𝒅𝒆𝒙 =
𝐸𝑎𝑟𝑛𝑒𝑑 𝑉𝑎𝑙𝑢𝑒 ∗ 𝑃𝑟𝑜𝑗𝑒𝑐𝑡 𝐶𝑜𝑚𝑝𝑙𝑒𝑡𝑖𝑜𝑛 𝑃𝑒𝑟𝑐𝑒𝑛𝑡𝑎𝑔𝑒
= 0.96
𝑃𝑙𝑎𝑛𝑛𝑒𝑑 𝑉𝑎𝑙𝑢𝑒
Planned Value
Actual Cost
Earned Value
SYST 495 Final Report
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Assessment of Soccer Referee Proficiency
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W
C
[1] C. Gordine-Wright, Z. Reilly, (2011, June 9) European football market grows to €16.3 billion. [online]. Available: http://www.deloitte.com/view/en_NL/nl/7fdea05260570310VgnVCM2000
001b56f00aRCRD.htm
[2] J. Wilson. (2010, June) Soccer could use instant replay, but not at expense of sport’s flow. [online]. Available: http://sportsillustrated.cnn.com/2010/soccer/world-cup-
2010/writers/jonathan_wilson/06/28/soccer.technology/index.html
[3] (2003, April) United States Soccer Federation Referee Grades. [online].
Available: http://www.pawestsoccer.org/Assets/ documents/Announcement forgradechanges.pdf
[4] Definitions of Referee Grades [online]. Available: http://www.vadcsoccerref.com/docs/DEFINITION%20OF%20REFEREE%2
0GRADES.pdf
[5] Pat Delaney (2011, January 3) Annual Assessor, Assignor, Instructor and
Administrator Meeting. [Presentation].
[6] Pat Delaney (2011, November 10) MDCVSRP Sponsor Meeting [Verbal]
[7] Assessment Program Handbook [online]. Available: http://www.ussoccer.com/Referees/Referee-
Development/~/media/729EB9FF07A34EC5AAD7504A6E78ECCB.ashx
[8] A. Solomon, A. Paik, T. Phan, A. Alhauli, (2011) A Decision Support System for the Professional Soccer Referee in Time-Sensitive Operations. [online].
Available: http://catsr.ite.gmu.edu/SYST490/DSTSO_IEEE_SIEDS.pdf
SYST 495 Final Report
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Appendix 4/23/2012
A
Arsenal
85,00%
84,00%
83,00%
82,00%
81,00%
80,00%
79,00%
78,00%
77,00%
76,00%
75,00%
74,00%
Ahead
Tie
Behind
One Two Three Four Five Six
15 Minute Time Period
Figure 26: Arsenal - Pass Completion Percentage by Time/Score
Factor Type Levels Values
Time Period fixed 6 1, 2, 3, 4, 5, 6
Score fixed 3 Ahead, Behind, Tie
Analysis of Variance for Pass Success, using Adjusted SS for Tests
Source DF Seq SS Adj SS Adj MS F P
Time Period 5 0.8009 0.3850 0.0770 0.50 0.777
Score 2 0.6035 0.4526 0.2263 1.47 0.231
Time Period*Score 10 1.7369 1.7369 0.1737 1.13 0.338
Error 9393 1448.8720 1448.8720 0.1543
Total 9410 1452.0134
S = 0.392747 R-Sq = 0.22% R-Sq(adj) = 0.04%
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Appendix 4/23/2012
Manchester
90,00%
80,00%
70,00%
60,00%
50,00%
40,00%
30,00%
20,00%
10,00%
0,00%
One Two Three Four Five Six
15 Minute Time Period
Figure 27: Manchester United - Pass Completion Percentage by Time / Score
General Linear Model: Pass Success versus Time Period, Score
Factor Type Levels Values
Time Period fixed 6 1, 2, 3, 4, 5, 6
Score fixed 3 Ahead, Behind, Tie
Analysis of Variance for Pass Success, using Adjusted SS for Tests
Source DF Seq SS Adj SS Adj MS F P
Time Period 5 1.5800 1.2753 0.2551 1.65 0.142
Score 2 0.5949 2.2746 1.1373 7.37 0.001
Time Period*Score 10 10.5742 10.5742 1.0574 6.85 0.000
Error 7915 1221.5527 1221.5527 0.1543
Total 7932 1234.3018
S = 0.392854 R-Sq = 1.03% R-Sq(adj) = 0.82%
Ahead
Tie
Behind
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Appendix 4/23/2012
Stoke
80,00%
70,00%
60,00%
50,00%
40,00%
30,00%
20,00%
10,00%
0,00%
Ahead
Tie
Behind
One Two Three Four Five Six
15 Minute Time Period
Figure 28: Stoke City - Pass Completion Percentage by Time / Score
General Linear Model: Pass Success versus Time Period, Score
Factor Type Levels Values
Time Period fixed 6 1, 2, 3, 4, 5, 6
Score fixed 3 Ahead, Behind, Tie
Analysis of Variance for Pass Success, using Adjusted SS for Tests
Source DF Seq SS Adj SS Adj MS F P
Time Period 5 3.4782 4.5499 0.9100 4.05 0.001
Score 2 24.9770 22.2408 11.1204 49.44 0.000
Time Period*Score 10 23.8346 23.8346 2.3835 10.60 0.000
Error 7947 1787.4596 1787.4596 0.2249
Total 7964 1839.7494
S = 0.474260 R-Sq = 2.84% R-Sq(adj) = 2.63%
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Appendix 4/23/2012
Wigan
80,00%
70,00%
60,00%
50,00%
40,00%
30,00%
20,00%
10,00%
0,00%
Ahead
Tie
Behind
One Two Three Four Five Six
15 Minute Time Period
Figure 29: Wigan - Pass Completion Percentage by Time / Score
General Linear Model: Pass Success versus Time Period, Score
Factor Type Levels Values
Time Period fixed 6 1, 2, 3, 4, 5, 6
Score fixed 3 Ahead, Behind, Tie
Analysis of Variance for Pass Success, using Adjusted SS for Tests
Source DF Seq SS Adj SS Adj MS F P
Time Period 5 3.8064 4.2898 0.8580 4.28 0.001
Score 2 10.6004 6.7613 3.3807 16.87 0.000
Time Period*Score 10 3.0990 3.0990 0.3099 1.55 0.116
Error 9225 1848.5016 1848.5016 0.2004
Total 9242 1866.0074
S = 0.447638 R-Sq = 0.94% R-Sq(adj) = 0.76%
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Appendix 4/23/2012
Data Points
Table 17: Regression Analysis Data Points
50
50
50
75
25
25
50
50
0
25
25
25
0
0
0
0
100
100
100
100
75
75
75
75
100
Profile Fitness GFU Accuracy
33
34
35
41
24
25
31
32
15
21
22
23
11
12
13
14
51
52
53
54
42
43
44
45
55
0
25
50
75
0.7139
0.7125
0.7179
0.7213
100 0.7262
0 0.7153
25
50
0.7142
0.7155
75 0.7191
100 0.7258
0
25
0.7122
0.7130
50
75
0.7190
0.7201
100 0.7254
0 0.7363
25
50
0.7382
0.7408
75 0.7430
100 0.7495
0
25
50
75
0.7435
0.7449
0.7484
0.7508
100 0.7567
General Regression Analysis: Accuracy versus Fitness, GFU
Regression Equation
Accuracy = 0.713491 + 0.000923486 Fitness + 1.28791e-005 GFU -
6.4846e-005
Fitness*Fitness + 1.12504e-006 GFU*GFU + 1.26193e-006
Fitness*Fitness*Fitness - 6.75305e-009
Fitness*Fitness*Fitness*Fitness
Coefficients
SYST 495 Final Report v
Appendix 4/23/2012
Term Coef SE Coef T P
Constant 0.713491 0.0006844 1042.55 0.000
Fitness 0.000923 0.0001177 7.84 0.000
Fitness*Fitness -0.000065 0.0000059 -10.97 0.000
Fitness*Fitness*Fitness 0.000001 0.0000001 13.35 0.000
Fitness*Fitness*Fitness*Fitness -0.000000 0.0000000 -14.36 0.000
GFU 0.000013 0.0000235 0.55 0.590
GFU*GFU 0.000001 0.0000002 4.99 0.000
Summary of Model
S = 0.00117864 R-Sq = 99.51% R-Sq(adj) = 99.35%
PRESS = 0.0000473882 R-Sq(pred) = 99.07%
Analysis of Variance
Source DF Seq SS Adj SS Adj MS
F
Regression 6 0.0050711 0.0050711 0.0008452
608.397
Fitness 1 0.0035778 0.0000855 0.0000855
61.526
Fitness*Fitness 1 0.0005429 0.0001672 0.0001672
120.354
Fitness*Fitness*Fitness 1 0.0001382 0.0002477 0.0002477
178.319
Fitness*Fitness*Fitness*Fitness 1 0.0002863 0.0002863 0.0002863
206.086
GFU 1 0.0004913 0.0000004 0.0000004
0.300
GFU*GFU 1 0.0000346 0.0000346 0.0000346
24.913
Error 18 0.0000250 0.0000250 0.0000014
Total 24 0.0050961
Source P
Regression 0.000000
Fitness 0.000000
Fitness*Fitness 0.000000
Fitness*Fitness*Fitness 0.000000
Fitness*Fitness*Fitness*Fitness 0.000000
GFU 0.590477
GFU*GFU 0.000095
Error
Total
Fits and Diagnostics for Unusual Observations
Obs Accuracy Fit SE Fit Residual St Resid
6 0.715322 0.713129 0.0006844 0.0021936 2.28597 R
13 0.719050 0.716541 0.0005977 0.0025088 2.46965 R
R denotes an observation with a large standardized residual.
SYST 495 Final Report vi
Appendix
Table 18: Monte Carlo Trials
Fitness Virtual Both Nothing
0.749695723 0.726793193 0.741860637 0.72120775
0.749459327 0.726480148 0.742312934 0.72102388
0.748987792 0.727937977 0.741242302 0.721045076
0.749318349 0.726535364 0.741205816 0.720888275
0.748800536 0.726326643 0.74146514 0.72102922
0.749625314 0.728024425 0.743287851 0.720977143
0.749453353 0.727459887 0.741237282 0.720889348
0.749554063 0.726086242 0.741939843 0.720951829
0.749070902 0.727370923 0.741226532 0.721107887
0.7484863 0.726851215 0.74107659 0.720849407
0.749209194 0.725415465 0.741995504 0.721055118
0.748923752 0.726986663 0.742486949 0.720905635
0.749635213 0.726578691 0.741948181 0.72106641
0.749428637 0.727739189 0.741744458 0.72089728
0.749370411 0.726607546 0.741140564 0.721058864
0.749362265 0.726649863 0.741325137 0.720818925
0.749599251 0.726643132 0.741289253 0.721040554
0.749786186 0.728142026 0.742251542 0.721041073
0.749158127 0.727288764 0.741918438 0.720949583
0.749367966 0.725400257 0.742010705 0.72096444
0.74896588 0.727781771 0.741644666 0.720955851
0.749265434 0.726033107 0.741864101 0.720942495
0.749120485 0.728528591 0.742237708 0.721180013
0.749171252 0.726735782 0.7413051 0.720952861
0.748414049 0.726793865 0.74046149 0.721201467
0.749039862 0.726566538 0.741792305 0.720813063
0.749709032 0.727052019 0.741647703 0.721128372
0.748879116 0.728286796 0.741258568 0.721012588
0.749378611 0.72615461 0.742169914 0.720979647
0.749580824 0.726789806 0.742704322 0.72090588
AVG AVG AVG AVG
0.749260574 0.726934683 0.741735051 0.720994664
Half Half Half Half
0.000123835 0.000283291 0.000205505 3.75465E-05
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SYST 495 Final Report viii
Appendix
4/23/2012
SYST 495 Final Report ix
Appendix
SYST 495 Final Report
4/23/2012
At a distance of
from the event, what percent chance does a referee have of making a correct call? __________
At a distance of
from the event, what percent chance does a referee have of making a correct call? __________ x
Appendix 4/23/2012
At a distance of
from the event, what percent chance does a referee have of making a correct call? __________
At a distance of
from the event, what percent chance does a referee have of making a correct call? __________
At a distance of
from the event, what percent chance does a referee have of making a correct call? __________
At a distance of
from the event, what percent chance does a referee have of making a correct call? __________
At a distance of
from the event, what percent chance does a referee have of making a correct call? __________
At a distance of
from the event, what percent chance does a referee have of making a correct call? __________
At a distance of
from the event, what percent chance does a referee have of making a correct call? __________
At a distance of
from the event, what percent chance does a referee have of making a correct call? __________
At a distance of
from the event, what percent chance does a referee have of making a correct call? __________
At a distance of
from the event, what percent chance does a referee have of making a correct call? __________
SYST 495 Final Report xi
Appendix 4/23/2012
If a referee is
the event, what is the chance he misses a call due to obstruction of vision? _________
If a referee is
the event, what is the chance he misses a call due to obstruction of vision? _________
If a referee is
the event, what is the chance he misses a call due to obstruction of vision? _________
If a referee is
the event, what is the chance he misses a call due to obstruction of vision? _________
If a referee is
the event, what is the chance he misses a call due to obstruction of vision? _________
If a referee is
the event, what is the chance he misses a call due to obstruction of vision? _________
If a referee is
the event, what is the chance he misses a call due to obstruction of vision? _________
If a referee is
the event, what is the chance he misses a call due to obstruction of vision? _________
If a referee is
the event, what is the chance he misses a call due to obstruction of vision? _________
SYST 495 Final Report xii
Appendix 4/23/2012
If a referee is
of the event, what is the chance he misses a call due to obstruction of vision? _________
If a referee is
of the event, what is the chance he misses a call due to obstruction of vision? _________
If a referee is
of the event, what is the chance he misses a call due to obstruction of vision? _________
If a referee is
of the event, what is the chance he misses a call due to obstruction of vision? _________
If a referee is
of the event, what is the chance he misses a call due to obstruction of vision? _________
If a referee is
of the event, what is the chance he misses a call due to obstruction of vision? _________
If a referee is
of the event, what is the chance he misses a call due to obstruction of vision? _________
If a referee is
of the event, what is the chance he misses a call due to obstruction of vision? _________
SYST 495 Final Report xiii
Appendix 4/23/2012
The following elements can be found in the electronic appendix attached to the back of this report:
1.
English Premier League Strategy Analysis – this includes the complete set of collected data, the analysis done for team strategy and the polygon output for each team.
2.
Monte-Carlo Analysis – This includes the output of the excel based Monte-
Carlo simulation system.
3.
Simulation Output Analysis – This includes the complete data set for all 25referee profiles. The output analysis for each referee profile, team-by-team output analysis and complete referee profile analysis. In all this portion of the appendix includes 36 pages of simulation output analysis.
4.
Source code for software – This includes the source code for all developed software utilized throughout this project. This entails the source code for the data collection tool, the simulator, and the VBA strategy analysis scripts, which were used to analyze the English Premier League collected data for team strategy.
5.
Impact of Teams Analysis – This includes the output from the call distance simulation trials for United vs. United and Stoke vs. Stoke (Mentioned in the additional findings section).
6.
Software – This includes the compiled source code (functioning software) for the Simulator and the Data Collection tool.
7.
Assessment Criteria National Assessment Program – This is a pdf copy of the National Assessment Program’s Assessment Criteria. This pdf was taken from the www.ussoccer.com. This document is the official assessment sheet utilized by assessors when assessing referees during their on-field assessments. This document provides insight into the qualitative and quantitative elements of the on-field assessment process.
8.
Referee Administration Handbook – This is a pdf copy of the Referee
Administration Handbook taken from www.ussoccer.com. This document is a complete guide for all referees and includes information such as: Referee
Grade Definitions, Certification Criteria (e.g., Fitness Tests, Exams,
Assessments, etc.), and logistical policies and procedures for referee conduct.
9.
Referee Survey output Analysis – This is an excel file providing all information submitted as part of referee surveys. It also includes quantitative computations used to help generate probabilities and regressions for the discrete soccer game simulation.
10.
Literature Review – This section of the electronic appendix includes a volume of academic articles relating to the scope of the work done for this project. It provides a compiled pdf with multiple articles for further reading to help expand upon the nature of this work for future iterations.
SYST 495 Final Report xiv