ASSESSMENT OF SOCCER REFEREE PROFICIENCY IN TIME-SENSITIVE George Mason University

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ASSESSMENT OF SOCCER REFEREE

PROFICIENCY IN TIME-SENSITIVE

DECISION-MAKING

George Mason University

Senior Design Project: B. Sc. Systems Engineering

Final Report

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

Table of Contents

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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Table of Figures

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

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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 of Tables

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

Table of Equations

Equation 1: Number of Refresh Rates .......................................................................................... 15

Equation 2: New Polygon Movement Algorithm ..................................................................... 18

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I

NTRODUCTION

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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in Time-Sensitive Decision-Making 4/23/2012 flow of the game. Most importantly, referees are responsible for instilling in fans a belief that the game being officiated is fair and impartial in a manner in which both teams have an equal opportunity to succeed.

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

RGANIZATION OF

A

MERICAN

R

EFEREES

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

EFEREE

C

ALL

M

AKING

P

ROCESS

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

VALUATION OF

R

EFEREE

Q

UALITY

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

Referee Attributes

Fitness

Call Decision Making (CDM)

Game Flow Understanding (GFU)

Assessment Method

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

ROBLEM

S

TATEMENT

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

EED

S

TATEMENT

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

ESIGN

A

LTERNATIVES

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

# Alternative Description Tests

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

Total Cost

(5,139

Referees)

$26.990

$337,995

$341,870

$0.00

Baseline Fitness Test

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

Game Flow Evaluation

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

Combined Evaluation

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.

No Assessment

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

VALUATION OF

A

LTERNATIVES

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

ART

I: D

ISCRETE

E

VENT

S

OCCER

G

AME

S

IMULATOR

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

4/23/2012

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).

SYST 495 Final Report

Figure 14: Call Accuracy Function (Distance <20 yards)

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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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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

ART

2: M

ONTE

C

ARLO

A

NALYSIS

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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R

ESULTS

Discrete Event Soccer Game Simulator Results

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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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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Monte Carlo Analysis Results

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

TILITY

/C

OST

A

NALYSIS

A

ND

R

ECOMMENDATION

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

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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

DDITIONAL

F

INDINGS

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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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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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

ANAGEMENT

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

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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

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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

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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

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33

34

35

36

1437.84

1447.84

1457.84

1467.84

1092.85

Earned Value Chart

1420

4/23/2012

1 3 5 7 9 11 13 15 17 19 21 23 25 27 29 31 33 35

Week (starting 8/29/2011)

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

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W

ORKS

C

ITED

[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

38

Appendix 4/23/2012

A

PPENDIX

ANOVA Analysis

Arsenal

Arsenal - Pass Completion Percentage by

Time / Score

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

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 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%

SYST 495 Final Report i

Appendix 4/23/2012

Manchester

Manchester United - Pass Completion

Percentage by Time / Score

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

SYST 495 Final Report ii

Appendix 4/23/2012

Stoke

Stoke City - Pass Completion Percentage by Time / Score

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%

SYST 495 Final Report iii

Appendix 4/23/2012

Wigan

Wigan - Pass Completion Percentage by

Time / Score

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%

SYST 495 Final Report iv

Appendix 4/23/2012

Simulation Output: Regression Analysis

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

Monte Carlo Trials

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

4/23/2012

SYST 495 Final Report vii

Appendix 4/23/2012

Survey Administered to MDCVSRP Senior Referees

Soccer Referee Simulator

Data Collection Survey

Nathan Jones, Hina Popal, Andrew Cann, Saud Almashhadi njonesh@gmu.edu

Personal Information:

Name: _______________

Email:_______________

Grade: _______________

Years of Experience: _______________

Call Occurrence Questions:

** Calls refer to both direct and indirect free kicks

How many calls (estimated) would you expect to make in a typical game: _______________

SYST 495 Final Report viii

Appendix

Given the Field image below:

4/23/2012

Please estimate the percent of total calls that occur in each cell:

(Sum of percent designated to cells should be 100)

13:_________ 1:________

2:________

3:________

14:_________

15:_________

4:________

5:________

6:________

7:________

8:________

16:_________

17:_________

18:_________

19:_________

20:_________

SYST 495 Final Report ix

Appendix

SYST 495 Final Report

4/23/2012

9:________

10:_______

11:_______

21:_________

22:_________

23:_________

12:_______ 24:_________

Please estimate what percentage of calls occur when:

(Total sum of percentages should equal 100)

A player is dribbling the ball:_________

A player is in the process of passing the ball:_________

A passed ball is in route from one player to another: _________

A player is in the process of receiving a pass: _________

None of the above (Please Specify): _________

Referee Call Accuracy Questions:

The following questions are asking about the call making ability of a referee with regards to their distance from the call event. The word "event" refers to what has triggered the need for a call.

Please answer the following questions to the best of your ability.

At a distance of

5 yards

from the event, what percent chance does a referee have of making a correct call? __________

At a distance of

10 yards

from the event, what percent chance does a referee have of making a correct call? __________ x

Appendix 4/23/2012

At a distance of

15 yards

from the event, what percent chance does a referee have of making a correct call? __________

At a distance of

20 yards

from the event, what percent chance does a referee have of making a correct call? __________

At a distance of

25 yards

from the event, what percent chance does a referee have of making a correct call? __________

At a distance of

30 yards

from the event, what percent chance does a referee have of making a correct call? __________

At a distance of

35 yards

from the event, what percent chance does a referee have of making a correct call? __________

At a distance of

40 yards

from the event, what percent chance does a referee have of making a correct call? __________

At a distance of

45 yards

from the event, what percent chance does a referee have of making a correct call? __________

At a distance of

50 yards

from the event, what percent chance does a referee have of making a correct call? __________

At a distance of

55 yards

from the event, what percent chance does a referee have of making a correct call? __________

At a distance of

60 yards

from the event, what percent chance does a referee have of making a correct call? __________

SYST 495 Final Report xi

Appendix 4/23/2012

The following questions are asking about the call making ability of a referee regarding blind spots with respect to where they are located from the call event. The word "event" refers to what has triggered the need for a call. Please answer the following questions to the best of your ability.

If a referee is

40 yards behind

the event, what is the chance he misses a call due to obstruction of vision? _________

If a referee is

35 yards behind

the event, what is the chance he misses a call due to obstruction of vision? _________

If a referee is

30 yards behind

the event, what is the chance he misses a call due to obstruction of vision? _________

If a referee is

25 yards behind

the event, what is the chance he misses a call due to obstruction of vision? _________

If a referee is

20 yards behind

the event, what is the chance he misses a call due to obstruction of vision? _________

If a referee is

15 yards behind

the event, what is the chance he misses a call due to obstruction of vision? _________

If a referee is

10 yards behind

the event, what is the chance he misses a call due to obstruction of vision? _________

If a referee is

5 yards behind

the event, what is the chance he misses a call due to obstruction of vision? _________

If a referee is

even with

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

5 yards ahead

of the event, what is the chance he misses a call due to obstruction of vision? _________

If a referee is

10 yards ahead

of the event, what is the chance he misses a call due to obstruction of vision? _________

If a referee is

15 yards ahead

of the event, what is the chance he misses a call due to obstruction of vision? _________

If a referee is

20 yards ahead

of the event, what is the chance he misses a call due to obstruction of vision? _________

If a referee is

25 yards ahead

of the event, what is the chance he misses a call due to obstruction of vision? _________

If a referee is

30 yards ahead

of the event, what is the chance he misses a call due to obstruction of vision? _________

If a referee is

35 yards ahead

of the event, what is the chance he misses a call due to obstruction of vision? _________

If a referee is

40 yards ahead

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

Electronic Appendix

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

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