Mason Template 1: Title Slide

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ASSESSMENT OF SOCCER REFEREE PROFICIENCY IN
TIME-SENSITIVE DECISION-MAKING
Nathan Jones
Andrew Cann
Hina Popal
Saud Almashhadi
Agenda
1.
2.
3.
4.
5.
6.
7.
8.
Context
Problem & Need Statement
Design Alternatives
Simulation
Simulation Output
Utility Analysis
Conclusions
Management
2
Introduction to Soccer
Soccer is the world’s most
popular sport.
Generates the most revenue:
•
•
In 2009-2010 season the
English Premier League
generated roughly 3.2 billion
dollars
European soccer generated
21.6 billion dollars
Highest average attendance for
international club competitions:
•
•
Professional Sports vs. 2009-2010
Generated Revenue
25
21.6
20
Generated 15
Revenue ($
Billions) 10
9
7.2
4.1
5
0
European
Soccer
NFL
MLB
NBA
FIFA World Cup
UEFA Champions League
3
Information taken from: http://www.economist.com/blogs/gametheory/
2011/09/ranking-sports%E2%80%99-popularity
Introduction to Soccer
•
The game is played by two
teams (11 vs. 11).
•
Field dimensions:
115 by 74 yards
•
2 – 45 minute periods
AR
MR
AR
•
3 Referees – 1 main referee
and 2 assistant referees
•
Responsible for upholding
the integrity of the game
4
Referee Responsibilities
Upholding the integrity of the
game:
•
•
•
Make accurate calls
Make calls that don’t interrupt
the flow of the game
Be in proper position, to
assess, process, and identify
correct call
Current MLS referees make
86.1 % correct calls. (USSF)
Referees are categorized as either junior referees
(entry level) or senior referees (advanced level).
5
Acknowledgement of Sponsor
Metro DC Virginia State Referee Program (MDCVSRP)
oversees all soccer referees in the Commonwealth of Virginia
(over 5400 referees)
Responsibilities:
1) Train and evaluate junior and senior referees
2) Assign Referees to officiate games
3) Promote high quality referees to senior ranks
Responsibilities 2 and 3 depend heavily on
ability to assess referee call accuracy
6
Referee Call Making Process
7
Referee Assessment
Written Exam on
Knowledge of the
Game
On-Field
Assessments
Fitness Test
8
Referee Assessment is Broken
Referee Attributes
Assessment Method
Fitness
Fitness Test
(senior referees)
Call Decision Making (CDM)
Written exam on rules
(All referees)
Game Flow Understanding (GFU)
Indirectly using on field assessment
(senior referees)
Junior referees do not undergo fitness tests or on field assessments
(Preventing evaluation of Fitness or GFU attributes)
The evaluation process for referees is broken:
•
96% of total MDCVSRP Referees (junior level) do not receive
assessment in two of three attributes.
9
Agenda
1.
2.
3.
4.
5.
6.
7.
8.
Context
Problem & Need Statement
Design Alternatives
Simulation
Simulation Output
Utility Analysis
Conclusions
Management
10
Problem Statement
96 % of MDCVSRP referees (Junior level) do not
receive assessment for Game Flow Understanding
and fitness attributes as predictors of call
accuracy.
11
Need Statement
An assessment method is needed to evaluate referee
accuracy in a cost effective manner utilizing fitness
and/or Game Flow Understanding (GFU).
Scope:
Our analysis will focus on determining the best
system concept for assessing MDCVSRP junior
referees.
Specifics of design and implementation
are considered future work.
12
Agenda
1.
2.
3.
4.
5.
6.
7.
8.
Context
Problem & Need Statement
Design Alternatives
Simulation
Simulation Output
Utility Analysis
Conclusions
Management
13
Design Alternatives
Alternative
Description
Tests
Total Cost
(5,139
Referees)
Fitness Test
A baseline fitness test
equivalent to those
administered at senior
grades
Fitness
$26,990
2
Game Flow Evaluation
Video performance
assessments conducted
by official assessors
GFU
$337,995
3
Combined Evaluation
Combination of first
two evaluations
Fitness
GFU
$341,870
No Assessment
Not conducting any
referee evaluations
(status quo)
None
$0.00
#
1
4
Costs defined as physical + implementation cost
for one time evaluation of all junior referees.
14
Evaluation Of Alternatives
Utility of each alternative defined as:
Expected call accuracy of the top 100 referees identified using each
alternative within junior referee pool (5000 referees).
To determine utilities, a two part analysis was
conducted:
1) Function for call accuracy based on fitness and GFU levels
developed using discrete soccer game simulator.
2) Using part 1 function, expected call accuracy of top 100
referees selected by each alternative computed through
Monte Carlo analysis.
15
Agenda
1.
2.
3.
4.
5.
6.
7.
8.
Context
Problem & Need Statement
Design Alternatives
Simulation
Simulation Output
Utility Analysis
Conclusions
Management
16
Simulation: Input / Outputs
17
Expansion on Prior Work
Simulation Element
Probability Maps
Solomon, et al. (2011)
This Project
1 map for all teams, all time, and all score 19 maps dependent on team, time, an score
Ball Position Function
1 event
4 state cycle scaled to time
Referee Position Function
1-D, chase ball on left diagonal
2-D, based on GFU, scaled to time
Fitness
3 levels
5 levels
GFU
None
5 levels based on probability maps
Call Grids
None
Survey 16 senior state referees
Call Event Trigger
Simple probability
Calls grids and position in cycle
Distance vs. Call Accuracy Function
Estimated Figure of Merit
Surveyed 16 senior state referees and
generated regression
Number of Teams in Game
Home vs. Home
Home vs. Away (4 Options)
Number of Teams Simulated
1
4
Team Strategy Changes
Never
Time / Score
Referee/Ball Movement Scaled to Time
No
Yes
Simulation was re-designed and re-coded from scratch.
18
Simulation – Ball and Referee Position
• In the discrete event simulation, a soccer field is divided into a
fine grid of cells.
8510 cells
Each Cell 1x1 yd
Cell Groupings:
•
60 Movement
Polygons
•
24 Call Grids
• 0.5 s refresh rate (game time)
19
Two Teams - Possession Shifts
The ball shifts possession between two different teams, each
executing its own unique strategy . Changes in possession occur
due to failed passes or shot events.
20
Simulation: Ball Movement
21
Cycle of Events
22
Ball & Referee Movement Algorithm
•
At any time in simulation, ball moving to set destination in
straight line.
• Destination changes during dribbling / passing.
• Time taken for ball to move incrementally to destination (#
Refreshes) is reflective of ball speed and distance:
23
Shot Events
Whenever ball finishes dribbling, probability determines if
ball is shot at goal. Shot either results in goal or turnover.
24
Pass Events
•
If no shot, Ball passed between polygons controlled by movement
probability maps indicating destination and chance of success.
• Polygon (n+1) = Polygon (n) * Prob. Map
• When new polygon selected, destination is set to random cell within
polygon
Map sets are
formulated for:
•
•
•
•
Manchester United
Arsenal
Wigan Athletic
Stoke City
25
Probability Maps
• Ball movement and shot data were gathered from the
Guardian Chalkboard Website. 80 total games (over 35,000
pass & shot events) recorded for Stoke City, Manchester
United, Arsenal, Wigan.
Data was analyzed
for strategy and used
to produce shot and
movement
probability maps
26
Probability Maps – Team Strategy
Strategy Analysis conducted to determine when strategy
maps should be changed (Metric = % completed passes)
Two way ANOVA Analysis: Time + Score + Time*Score
•
Time has an effect on pass accuracy:
Arsenal(p = 0.777); United(p=0.142); Stoke (p=0.001); Wigan (p=0.001)
•
Score has an effect on pass accuracy:
Arsenal(p = 0.231);United(p=0.001);Stoke(p=0.000); Wigan (p=0.000)
•
Score*Time has an effect on pass accuracy:
Arsenal(p = 0.338);United(p=0.000);Stoke(p=0.000);Wigan(P= 0.116)
27
Simulation: Referee Movement
28
Referee Profile Definition
To determine the effect of Fitness and Game Flow
Understanding on call performance:
• 25 referee “profiles” defined as combinations of fitness and game flow
understanding.
Referee Game Flow Understanding
0
0
Referee
Fitness
25
50
75
100
25
50
75
100
/////////
0.25
0.41
0.58
0.74
0.9
2.023 yds / s
Ref 1,1
Ref 1,2
Ref 1,3
Ref 1,4
Ref 1,5
2.495 yds / s
Ref 2,1
Ref 2,2
Ref 2,3
Ref 2,4
Ref 2,5
2.967 yds / s
Ref 3,1
Ref 3,2
Ref 3,3
Ref 3,4
Ref 3,5
3.439 yds / s
Ref 4,1
Ref 4,2
Ref 4,3
Ref 4,4
Ref 4,5
3.911 yds / s
Ref 5,1
Ref 5,2
Ref 5,3
Ref 5,4
Ref 5,5
29
Simulation – Ref movement
One main
referee running
within left hand
diagonal route
area.
Referee
movement speed
depends on
fitness level of
profile tested.
30
Simulation - Ref Movement
At each refresh rate (0.5 s), referee will compute desired
location relative to ball using one of 2 movement scripts:
1) No Prediction – Referee will set destination to closest cell
within 11 – 13 yds of ball’s current location.
2) Prediction – If dribbling: Referee will set destination to
closest cell within 11 – 13 yds of next most probable pass
destination.
Once destination is set, referee will begin
moving to destination (rate = speed).
Process repeats at each refresh
31
Simulation – Ref Movement
• Proportion of time referee utilizes script 2
depends on GFU level.
• Referee with (GFU = 0.75) with remain in script 2
75% of time.
GFU also includes an ability of referee to recognize a build up
to a call:
Probability that predicting referee anticipates the call and
switches to script 1 until the call occurs.
32
Simulation: Call Events
33
Call Events
• Call grid probabilities used to generate events based on ball location
whenever new cycle begins. Further probabilities determine where in cycle
event occurs.
Source: Senior MDCVSRP referee surveys (n = 16)
Roughly 90
events per game
Passing: 0.21
Dribbling: 0.44
En-route: 0.15
Receiving: 0.21
34
Simulation - Call Accuracy
• Whenever a call event occurs, referee must make a decision
regarding the nature of the event (infraction, no infraction).
• The probability that he makes the correct call depends on the
distance from the ball.
35
Referee Call Accuracy Function
Source: Senior MDCVSRP referee surveys (n = 16)
Distance <= 20 yds
Distance > 20 yds
Accuracy Peaks at 11 – 13 yds
36
Simulation: Output
37
Simulation - Output
Simulation output :
• Each profiles simulated through 2,000 games (200 per team comb.)
•
Referee call accuracy was calculated for each game.
38
Simulation Demo
39
Validation of Simulator
STATISTIC
Simulation
Professional Soccer
Average Goals per game
0.8266
̴ 1.553
(EPL 4 team Average) [1]
Average Team Passes per
game
449
̴ 424
(EPL 4 team Average) [2]
Average Referee Distance
Run per game (yds)
11, 686
11, 289
(NZFC) [3]
[1] - http://soccernet.espn.go.com/stats/_/league/eng.1/year/2010/barclays-premier-league?cc=5901
[2] - http://www.whoscored.com
[3] - D.R.D. Mascarenhas et al. (2009) "Physical Performance and Decision Making in Association
Football Referees: A Naturalistic Study" [online]. Available:
http://www.benthamscience.com/open/tossj/articles/V002/1TOSSJ.pdf
40
Agenda
1.
2.
3.
4.
5.
6.
7.
8.
Context
Problem & Need Statement
Design Alternatives
Simulation
Simulation Output
Utility Analysis
Conclusions
Management
41
Simulation - Call Accuracy Results
Average
2000 games per
profile
Call Accuracy(Fitness,GFU)
0.76
0.75
0.74
0.73
0.72
0.71
0.7
100
90
80
70
60
50
40
30
20
10
0
Fitness
0
10
20
30
40
GFU
50
60
70
80
100
90
42
Simulation Results - Regression
Accuracy (Fitness, GFU):
R-Sq = 99.51%
0.713491 + 0.000923486 *Fitness + 1.28791e-005*GFU
6.4846e-005*Fitness^2 + 1.12504e-006*GFU^2 + 1.26193e006*Fitness^3- 6.75305e- 009*Fitness^4
Fitness, GFU nonlinear
No interaction (p = 0.813)
43
Agenda
1.
2.
3.
4.
5.
6.
7.
8.
Context
Problem & Need Statement
Design Alternatives
Simulation
Simulation Output
Utility Analysis
Conclusions
Management
44
Defining Referees for Utility Analysis
• Referees are defined as a combination of two independent
traits (Fitness, GFU)
• Each trait is scaled from worst (0) to best (100) possible
• The distribution of referees for each trait is Normal at mean
50 and st. dev 15
Call accuracy for each
referee defined using Call
Accuracy Regression
45
Utility Analysis Method – Monte Carlo
• 5000 Referees (Junior level) were generated .
• For each alternative, a cutoff was defined on each attribute assessed where
if a referee preformed above the cutoff on all attributes, he would be
selected by program.
• Cutoff developed using Normal CDF to ensure top 100 referees selected
Alternative
Attributes
Cutoff
Avg. # Referees
Chosen
Fitness Test
Fitness
Fitness > 81
97
Game Flow Evaluation
GFU
GFU > 81
97
Combined Evaluation
Fitness, GFU
No Assessment
N/A
Fitness >66 &
GFU > 66
N/A
Alternatives assumed to have perfect ability to identify if
referees make the cutoff
102
100
46
Analysis Method – Monte Carlo
 For each alternative, referees are identified that meet the selection cutoff.
 The average call accuracy of referees selected (% correct calls) is used to
determine alternative utility.
47
Utility Analysis Results
Alternative
Cutoff
Avg. Call Accuracy
95 % Half-Width
Call Accuracy
Fitness Test
Fitness > 81
0.74926
0.00012
Game Flow Evaluation
GFU > 81
0.72693
0.00028
Combined Evaluation
Fitness >66 &
GFU > 66
0.74174
0.00021
No Assessment
N/A
0.72099
0.00004
Based on n = 30 trials
48
Agenda
1.
2.
3.
4.
5.
6.
7.
8.
Context
Problem & Need Statement
Design Alternatives
Simulation
Simulation Output
Utility Analysis
Conclusions
Management
49
Alternative Cost vs. Benefit
“Fitness Test” dominates all other assessment
based alternatives.
50
Recommendations for MDCVSRP
Fitness Test vs. No Assessment (status quo)
Marginal Cost Fitness Test:
$26,990
Marginal Utility Fitness Test:
Accuracy improvement of 2.8% for top
100 referees identified
Recommendation:
It is not cost effective to implement
assessments on junior referees within
MDCVSRP.
51
Further Findings – Impact of Teams
Impact of different team strategies on game flow
has noteworthy effect on referee performance
52
Impact of Teams – Call Distance
Call Distances (United vs. United)
Call Distances (Stoke vs. Stoke)
9
4
8
7
3
Percent
Percent
6
5
4
2
3
1
2
1
0
0
11
22
33
44
Call Distance
55
66
77
0
0
12
24
36
48
Call Distance
60
72
84
Same Referee Profile (GFU = 50, Fitness = 50)
500 Simulated games (30,000 calls) per team combination
Team combination has substantial effect on distribution of call
distances.
53
Additional Findings – Recommendation for USSF
• When comparing the quality of multiple
referees based on in-game performance, match
difficulty in terms of game flow and team
combination must be taken into consideration.
54
Agenda
1.
2.
3.
4.
5.
6.
7.
8.
Context
Problem & Need Statement
Design Alternatives
Simulation
Simulation Output
Utility Analysis
Conclusions
Management
55
Work Breakdown Structure
56
Work Breakdown: Systems 490
57
Work Breakdown: Systems 495
58
Budget
Task
Predicted Velocity
Cost
Research
135 hours
$4,050
Referee/Game Data
244 hours
$7,320
Referee Evaluation Simulator
303 hours
$9,090
Formulation of Conclusions
40 hours
$1,200
Communication of Results
415 hours
$12,450
Project Management
330 hours
$9,900
Total
1467 hours
$44,010
59
Earn Value Management
Cost (hours)
Earned Value Chart
1500
1400
1300
1200
1100
1000
900
800
700
600
500
400
300
200
100
0
Planned Value
Actual Cost
Earned Value
1
3
5
7
9 11 13 15 17 19 21 23 25 27 29 31 33 35
Week (starting 8/29/2011)
Cost Performance Index = .9289
Schedule Performance Index = .954
60
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 Chairman
61
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