Tracking and identifying athletes on the pitch holds a central role in collecting essential insights from the game, such as estimating the total distance covered by players or understanding team tactics. This tracking and identification process is crucial for reconstructing the game state, defined by the athletes' positions and identities on a 2D top-view of the pitch, (i.e. a minimap). However, reconstructing the game state from videos captured by a single camera is challenging. It requires understanding the position of the athletes and the viewpoint of the camera to localize and identify players within the field. In this work, we formalize the task of Game State Reconstruction and introduce SoccerNet-GSR, a novel Game State Reconstruction dataset focusing on football videos. SoccerNet-GSR is composed of 200 video sequences of 30 seconds, annotated with 9.37 million line points for pitch localization and camera calibration, as well as over 2.36 million athlete positions on the pitch with their respective role, team, and jersey number. Furthermore, we introduce GS-HOTA, a novel metric to evaluate game state reconstruction methods. Finally, we propose and release an end-to-end baseline for game state reconstruction, bootstrapping the research on this task. Our experiments show that GSR is a challenging novel task, which opens the field for future research. Our dataset and codebase are publicly available at https://github.com/SoccerNet/sn-gamestate.
This paper presents a unified framework to (i) locate the ball, (ii) predict the pose, and (iii) segment the instance mask of players in team sports scenes. Those problems are of high interest in automated sports analytics, production, and broadcast. A common practice is to individually solve each problem by exploiting universal state-of-the-art models, \eg, Panoptic-DeepLab for player segmentation. In addition to the increased complexity resulting from the multiplication of single-task models, the use of the off-the-shelf models also impedes the performance due to the complexity and specificity of the team sports scenes, such as strong occlusion and motion blur. To circumvent those limitations, our paper proposes to train a single model that simultaneously predicts the ball and the player mask and pose by combining the part intensity fields and the spatial embeddings principles. Part intensity fields provide the ball and player location, as well as player joints location. Spatial embeddings are then exploited to associate player instance pixels to their respective player center, but also to group player joints into skeletons. We demonstrate the effectiveness of the proposed model on the DeepSport basketball dataset, achieving comparable performance to the SoA models addressing each individual task separately.
In this paper, first, a hardware-friendly pruning algorithm for reducing energy consumption and improving the speed of Long Short-Term Memory (LSTM) neural network accelerators is presented. Next, an FPGA-based platform for efficient execution of the pruned networks based on the proposed algorithm is introduced. By considering the sensitivity of two weight matrices of the LSTM models in pruning, different sparsity ratios (i.e., dual-ratio sparsity) are applied to these weight matrices. To reduce memory accesses, a row-wise sparsity pattern is adopted. The proposed hardware architecture makes use of computation overlapping and pipelining to achieve low-power and high-speed. The effectiveness of the proposed pruning algorithm and accelerator is assessed under some benchmarks for natural language processing, binary sentiment classification, and speech recognition. Results show that, e.g., compared to a recently published work in this field, the proposed accelerator could provide up to 272% higher effective GOPS/W and the perplexity error is reduced by up to 1.4% for the PTB dataset.