Rating Systems Vs Machine Learning on the context of

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Rating Systems Vs Machine
Learning on the context of
sports
George Kyriakides, Kyriacos Talattinis, George Stefanides
Department of Applied Informatics,
University Of Macedonia
Aim of the paper
• Study the performance of linear algebra rating systems and machine
learning methods.
• Evaluate the accuracy of each method.
• Evaluate the quality of the predictions.
Structure of the presentation
• Clarify what is rating and ranking.
• Explain linear algebra rating systems used in this paper.
• Explain machine learning methods used in this paper.
• Compare the rating systems and machine learning methods by
predicting soccer games (English Premier League).
• Conclusions.
• Possible future work.
Related research
• Nivard van Wijk uses a Pseudo Least-Squares Estimator to predict soccer
matches.
• Paul Kvam and Joel S. Sokol use logistic regression and markov chains to
predict basketball matches.
• Keeneth Massey uses linear algebra to rank basketball and football teams.
• Search engines use machine learning to rank search results.
• No comparison between machine learning and linear algebra has been
made.
• Studies on accuracy have been conducted for machine learning and linear
algebra independently, but never for profitability of the methods.
Rating
• The evaluation of an object, based on some desirable criteria. For
example, a car may have a 1 to 5 stars NCAP safety rating.
Ranking
• A relationship between a set of objects, such that for any two items,
one is ranked higher than the other and is consequently better,
assuming that the object ranked highest is the best.
• Rating can be used to rank a set of objects. Sorting a vector
containing ratings we are effectively ranking the elements.
Ranking
Rating Systems
• Many systems have been proposed:
•
•
•
•
•
•
•
Massey
Colley
Markov
Keener
Google Page Rank
mHITS
Elo
Methods used in this paper
• Massey
• Colley
• mHITS
Massey Method
• Proposed by Kenneth Massey in 1997 to rank NCAA (National
Collegiate Athletic Association) teams.
• It uses a linear least squares regression to solve a system of linear
equations.
• A rating vector is calculated, where each entry corresponds to the
rating of the team.
• Massey Method (2)
• First, the matrix M is generated , where Mij is the number of games teams i
and j played, multiplied by -1 and Mii is the total number of games team i
has played.
• The second step is to calculate the vector p, where pi is the total number of
points scored by team i, minus the points that were scored against the
team.
• The final step is to solve the system of equations:
Mr= p
where r is the vector of the ratings, so if ri > rj team i is better than team j.
Colley Method
• Proposed by astrophysicist Dr.Wesley Colley in 2001.
• Variation of a simple method used to rank teams, which calculated
the win ratio of each team (wins divided by total games).
• A system of linear equations is solved in order to find a rating vector.
Colley Method (2)
• First the matrix C is computed as follows:
2 + 𝑑𝑖 , 𝑖 = 𝑗
𝐢𝑖𝑗 = −𝑛 ,
𝑖≠𝑗
𝑖𝑗
Where nij is the total number of games played between teams i and j.
• Second, the vector b is computed:
1
𝑏𝑖 = 1 + (𝑀𝑖 -𝑙𝑖 )
2
Where wi are the total wins of team i and li are the total losses of team i.
• Finally, the system of equations
Cr=b
is solved, where r is the vector with the rating for each team.
mHITS(Offence-Defense model)
• It was proposed by Anjela Govan in 2009.
• Generalization of HITS algorithm for ranking web pages.
• It uses the offensive and defensive strength of the teams to calculate
their overall rating.
• The method calculates the rating of a team:
π‘Ÿπ‘– =
π‘œπ‘–
𝑑𝑖
Where ri is the rating of the team, oi is its offensive strength and di is
its defensive strength.
mHITS(Offence-Defense model) (2)
• Initialize vector d(0)=[d1 d2....dn] as a vector of ones.
• Compute the matrix A, where aij is the score that team j generated against
team i (0 if they did not play each other).
• The third step of the initialization is to calculate
1
(0)
𝑇
π‘œ =𝐴
𝑑
• Continue to refine o and d, by continuously computing
1
(π‘˜)
𝑇
π‘œ = 𝐴 (π‘˜−1)
𝑑
1
(π‘˜)
𝑇
𝑑 = 𝐴 (π‘˜)
π‘œ
• High o values signify strong offence and low d values signify strong defense
Machine Learning
Methods used in this paper
• Decision Trees
• Artificial Neural Networks
• Random Forests
Artificial Neural Networks
• Networks of nodes which accept inputs and produce an output based
on an activation function.
• Nodes’ connections are weighted.
• Usually organized in layers .
• Each layer is a group of nodes not connected to any node of the same
group.
• Input data is presented to the input layer, “hidden” layers process the
data and the presentation layer outputs the results.
Artificial Neural Networks
• Multilayer Perceptron, which uses back propagation was used in the
paper.
• Learning rate:0.3
• Momentum:0.2
• Hidden layers:3
• Epochs:500
• 10-Fold Cross-Validation
Decision Tree Learning
• Uses a decision tree to classify/predict.
• Also known as classification/regression trees.
• Leaves represent class labels.
• Branches split the data into appropriate sets.
• Different algorithms use different criteria to split the data.
C4.5
• Uses Information Gain to measure the quality of the split.
• Confidence factor: 0.7
• Unpruned
• 10-Fold Cross-Validation
Random Forest
• A multitude of decision trees is generated
• Each tree is trained independently, using a different subset of the
data
• Input data is presented to all trees
• The class that the highest percentage of trees produce is the output
Soccer
Soccer
• Ternary Result
Season 2009-2010
Draw
Away
Home
Predictions
• Hindsight
• Foresight
• Betting
Implementation
• Weka
•
•
•
•
Open-source GNU GPL
Data mining software
Implemented in Java
Association rules, Classification, Clustering
• Custom Java code
• mHits
• Colley
• Massey
• Jamma
• Numerical linear algebra library
Hindsight Accuracy
Method Neural
Trees
Forest
MHITS
Colley
Massey
Season
2008 /2009
52.63%
71.32%
97.11%
51.37%
53.62%
38.90%
2009 / 2010
56.32%
72.11%
94.74%
55.20%
56.54%
48.67%
2010 /2011
51.32%
60.79%
94.74%
45.07%
47.05%
42.18%
2011 /2012
50.53%
58.42%
96.32%
54.95%
55.46%
47.68%
2012 /2013
45.79%
55.00%
95.79%
50.88%
51.88%
42.95%
Hindsight (2)
120.00%
100.00%
80.00%
60.00%
40.00%
20.00%
0.00%
2008 /2009
2009 / 2010
2010 /2011
2011 /2012
2012 /2013
Confusion Matrices
• Confusion matrices allow the visualization of the performance of an
algorithm
• It indicates the quality of the predictions
• 95% Accuracy:
Class A
B
Actual
A
95 5
B
0
0
Confusion Matrices (Hindsight)
Random Forest
94.74%
Class
Loss
Win
Decision Tree
72.11%
Draw
Actual
Class
Loss
Win
ANN
56.32%
Draw
Actual
Class
Loss
Win
Draw
Actual
Loss
87
2
2
Loss
65
21
5
Loss
18
46
27
Win
5
186
2
Win
11
178
4
Win
8
167
18
Draw
1
8
87
Draw
13
52
31
Draw
11
56
29
Foresight Accuracy
Method Neural
Trees
Forest
MHITS
Colley
Massey
Season
2008 /2009
56.84%
49.47%
50.00%
56.97%
48.78%
36.25%
2009 / 2010
50.00%
52.63%
38.42%
53.05%
48.17%
42.10%
2010 /2011
46.32%
46.32%
41.58%
46.63%
42.78%
41.06%
2011 /2012
46.84%
46.84%
37.89%
53.35%
46.90%
45.83%
2012 /2013
50.53%
48.74%
48.42%
52.40%
47.70%
40.54%
Foresight (2)
60.00%
50.00%
40.00%
30.00%
20.00%
10.00%
0.00%
2008 /2009
2009 / 2010
2010 /2011
2011 /2012
2012 /2013
Confusion Matrices (Foresight)
Random Forest
37.89%
Class
Loss
Draw
Decision Tree
46.84%
Win
Class
Loss
Draw
ANN
46.84%
Win
Actual
Actual
Class
Loss
Draw
Win
Actual
Loss
21
15
17
Loss
17
11
25
Loss
16
4
33
Draw
18
12
13
Draw
13
6
24
Draw
19
0
24
Win
31
24
39
Win
15
13
66
Win
21
0
73
Making a profit
Quantity
VS
Quality
Making a profit
• Quantity.
• 90% Accuracy – 1.05 average booking odds
•
•
•
•
In 100 games, betting 1 unit each time:
Win 90*0.05 = 4.5
Lose 10
Net profit = 10-4.5 = -5.5
Making a profit
• Quality
• 60% Accuracy – 2.5 average booking odds
•
•
•
•
In 100 games, betting 1 unit each time:
Win 60*1.5 = 90
Lose 40
Net profit = 90 - 40 = 50
Betting
• The average odds of the 5 biggest online booking companies.
• 1000 money units starting capital.
• 50 units betted each time.
• Each method chose the outcome it thought would occur.
Foresight Betting Money Sum
Method Neural
Season
Trees
Forest
MHITS
Colley
Massey
2008 /2009
1368
1422
1157
1802
510
-690
2009 / 2010
816
-918
54
480
157
-722
2010 /2011
1387
366
1899
132
-707
-351
2011 /2012
541
-55
99
1629
839
2252
2012 /2013
2010
1815
1635
1133
993
551
Foresight Betting Net Profits sum
1500
1000
500
0
-500
-1000
-1500
2008/2009
-2000
-2500
2009 / 2010
2010 /2011
2011 /2012
2012 /2013
Conclusions
• Machine learning proved to be superior in hindsight predictions and
prediction quality.
• Draws are the most difficult to predict.
• mHITS is the best in foresight prediction accuracy, but not in quality.
• Neural Networks are the most profitable of all.
• Random Forests constructed the best hindsight models.
Future Work
• Other Machine Learning Methods
• Portfolio management for betting section
• Other sports, where a draw is much less likely to be the outcome
Thank you very much for your attention!
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