Tracking and identifying players is an important problem in computer vision based ice hockey analytics. Player tracking is a challenging problem since the motion of players in hockey is fast-paced and non-linear. There is also significant player-player and player-board occlusion, camera panning and zooming in hockey broadcast video. Prior published research perform player tracking with the help of handcrafted features for player detection and re-identification. Although commercial solutions for hockey player tracking exist, to the best of our knowledge, no network architectures used, training data or performance metrics are publicly reported. There is currently no published work for hockey player tracking making use of the recent advancements in deep learning while also reporting the current accuracy metrics used in literature. Therefore, in this paper, we compare and contrast several state-of-the-art tracking algorithms and analyze their performance and failure modes in ice hockey.
Natural policy gradient methods are popular reinforcement learning methods that improve the stability of policy gradient methods by preconditioning the gradient with the inverse of the Fisher-information matrix. However, leveraging natural policy gradient methods in an optimal manner can be very challenging as many implementation details must be set to achieve optimal performance. To the best of the authors' knowledge, there has not been a study that has investigated strategies for setting these details for natural policy gradient methods to achieve high performance in a comprehensive and systematic manner. To address this, we have implemented and compared strategies that impact performance in natural policy gradient reinforcement learning across five different second-order approximations. These include varying batch sizes and optimizing the critic network using the natural gradient. Furthermore, insights about the fundamental trade-offs when optimizing for performance (stability, sample efficiency, and computation time) were generated. Experimental results indicate that the proposed collection of strategies for performance optimization can improve results by 86% to 181% across the MuJuCo control benchmark, with TENGraD exhibiting the best approximation performance amongst the tested approximations. Code in this study is available at https://github.com/gebob19/natural-policy-gradient-reinforcement-learning.
Identifying players in video is a foundational step in computer vision-based sports analytics. Obtaining player identities is essential for analyzing the game and is used in downstream tasks such as game event recognition. Transformers are the existing standard in Natural Language Processing (NLP) and are swiftly gaining traction in computer vision. Motivated by the increasing success of transformers in computer vision, in this paper, we introduce a transformer network for recognizing players through their jersey numbers in broadcast National Hockey League (NHL) videos. The transformer takes temporal sequences of player frames (also called player tracklets) as input and outputs the probabilities of jersey numbers present in the frames. The proposed network performs better than the previous benchmark on the dataset used. We implement a weakly-supervised training approach by generating approximate frame-level labels for jersey number presence and use the frame-level labels for faster training. We also utilize player shifts available in the NHL play-by-play data by reading the game time using optical character recognition (OCR) to get the players on the ice rink at a certain game time. Using player shifts improved the player identification accuracy by 6%.
Advancements in attention mechanisms have led to significant performance improvements in a variety of areas in machine learning due to its ability to enable the dynamic modeling of temporal sequences. A particular area in computer vision that is likely to benefit greatly from the incorporation of attention mechanisms in video action recognition. However, much of the current research's focus on attention mechanisms have been on spatial and temporal attention, which are unable to take advantage of the inherent motion found in videos. Motivated by this, we develop a new attention mechanism called Motion Aware Attention (M2A) that explicitly incorporates motion characteristics. More specifically, M2A extracts motion information between consecutive frames and utilizes attention to focus on the motion patterns found across frames to accurately recognize actions in videos. The proposed M2A mechanism is simple to implement and can be easily incorporated into any neural network backbone architecture. We show that incorporating motion mechanisms with attention mechanisms using the proposed M2A mechanism can lead to a +15% to +26% improvement in top-1 accuracy across different backbone architectures, with only a small increase in computational complexity. We further compared the performance of M2A with other state-of-the-art motion and attention mechanisms on the Something-Something V1 video action recognition benchmark. Experimental results showed that M2A can lead to further improvements when combined with other temporal mechanisms and that it outperforms other motion-only or attention-only mechanisms by as much as +60% in top-1 accuracy for specific classes in the benchmark.
Tracking and identifying players is a fundamental step in computer vision-based ice hockey analytics. The data generated by tracking is used in many other downstream tasks, such as game event detection and game strategy analysis. Player tracking and identification is a challenging problem since the motion of players in hockey is fast-paced and non-linear when compared to pedestrians. There is also significant camera panning and zooming in hockey broadcast video. Identifying players in ice hockey is challenging since the players of the same team look almost identical, with the jersey number the only discriminating factor between players. In this paper, an automated system to track and identify players in broadcast NHL hockey videos is introduced. The system is composed of three components (1) Player tracking, (2) Team identification and (3) Player identification. Due to the absence of publicly available datasets, the datasets used to train the three components are annotated manually. Player tracking is performed with the help of a state of the art tracking algorithm obtaining a Multi-Object Tracking Accuracy (MOTA) score of 94.5%. For team identification, the away-team jerseys are grouped into a single class and home-team jerseys are grouped in classes according to their jersey color. A convolutional neural network is then trained on the team identification dataset. The team identification network gets an accuracy of 97% on the test set. A novel player identification model is introduced that utilizes a temporal one-dimensional convolutional network to identify players from player bounding box sequences. The player identification model further takes advantage of the available NHL game roster data to obtain a player identification accuracy of 83%.
Identifying players in sports videos by recognizing their jersey numbers is a challenging task in computer vision. We have designed and implemented a multi-task learning network for jersey number recognition. In order to train a network to recognize jersey numbers, two output label representations are used (1) Holistic - considers the entire jersey number as one class, and (2) Digit-wise - considers the two digits in a jersey number as two separate classes. The proposed network learns both holistic and digit-wise representations through a multi-task loss function. We determine the optimal weights to be assigned to holistic and digit-wise losses through an ablation study. Experimental results demonstrate that the proposed multi-task learning network performs better than the constituent holistic and digit-wise single-task learning networks.
Sentinel-1 is a synthetic aperture radar (SAR) platform with an operational mode called extra wide (EW) that offers large regions of ocean areas to be observed. A major issue with EW images is that the cross-polarized HV and VH channels have prominent additive noise patterns relative to low backscatter intensity, which disrupts tasks that require manual or automated interpretation. The European Space Agency (ESA) provides a method for removing the additive noise pattern by means of lookup tables, but applying them directly produces unsatisfactory results because characteristics of the noise still remain. Furthermore, evidence suggests that the magnitude of the additive noise dynamically depends on factors that are not considered by the ESA estimated noise field. To address these issues we propose a quadratic objective function to model the mis-scale of the provided noise field on an image. We consider a linear denoising model that re-scales the noise field for each subswath, whose parameters are found from a least-squares solution over the objective function. This method greatly reduces the presence of additive noise while not requiring a set of training images, is robust to heterogeneity in images, dynamically estimates parameters for each image, and finds parameters using a closed-form solution. Two experiments were performed to validate the proposed method. The first experiment simulated noise removal on a set of RADARSAT-2 images with noise fields artificially imposed on them. The second experiment conducted noise removal on a set of Sentinel-1 images taken over the five oceans. Afterwards, quality of the noise removal was evaluated based on the appearance of open-water. The two experiments indicate that the proposed method marks an improvement both visually and through numerical measures.
Puck localization is an important problem in ice hockey video analytics useful for analyzing the game, determining play location, and assessing puck possession. The problem is challenging due to the small size of the puck, excessive motion blur due to high puck velocity and occlusions due to players and boards. In this paper, we introduce and implement a network for puck localization in broadcast hockey video. The network leverages expert NHL play-by-play annotations and uses temporal context to locate the puck. Player locations are incorporated into the network through an attention mechanism by encoding player positions with a Gaussian-based spatial heatmap drawn at player positions. Since event occurrence on the rink and puck location are related, we also perform event recognition by augmenting the puck localization network with an event recognition head and training the network through multi-task learning. Experimental results demonstrate that the network is able to localize the puck with an AUC of $73.1 \%$ on the test set. The puck location can be inferred in 720p broadcast videos at $5$ frames per second. It is also demonstrated that multi-task learning with puck location improves event recognition accuracy.
In this work, an automatic and simple framework for hockey ice-rink localization from broadcast videos is introduced. First, video is broken into video-shots by a hierarchical partitioning of the video frames, and thresholding based on their histograms. To localize the frames on the ice-rink model, a ResNet18-based regressor is implemented and trained, which regresses to four control points on the model in a frame-by-frame fashion. This leads to the projection jittering problem in the video. To overcome this, in the inference phase, the trajectory of the control points on the ice-rink model are smoothed, for all the consecutive frames of a given video-shot, by convolving a Hann window with the achieved coordinates. Finally, the smoothed homography matrix is computed by using the direct linear transform on the four pairs of corresponding points. A hockey dataset for training and testing the regressor is gathered. The results show success of this simple and comprehensive procedure for localizing the hockey ice-rink and addressing the problem of jittering without affecting the accuracy of homography estimation.
In problems such as sports video analytics, it is difficult to obtain accurate frame level annotations and exact event duration because of the lengthy videos and sheer volume of video data. This issue is even more pronounced in fast-paced sports such as ice hockey. Obtaining annotations on a coarse scale can be much more practical and time efficient. We propose the task of event detection in coarsely annotated videos. We introduce a multi-tower temporal convolutional network architecture for the proposed task. The network, with the help of multiple receptive fields, processes information at various temporal scales to account for the uncertainty with regard to the exact event location and duration. We demonstrate the effectiveness of the multi-receptive field architecture through appropriate ablation studies. The method is evaluated on two tasks - event detection in coarsely annotated hockey videos in the NHL dataset and event spotting in soccer on the SoccerNet dataset. The two datasets lack frame-level annotations and have very distinct event frequencies. Experimental results demonstrate the effectiveness of the network by obtaining a 55% average F1 score on the NHL dataset and by achieving competitive performance compared to the state of the art on the SoccerNet dataset. We believe our approach will help develop more practical pipelines for event detection in sports video.