Search results for: player performance prediction
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 14639

Search results for: player performance prediction

14639 Predicting Football Player Performance: Integrating Data Visualization and Machine Learning

Authors: Saahith M. S., Sivakami R.

Abstract:

In the realm of football analytics, particularly focusing on predicting football player performance, the ability to forecast player success accurately is of paramount importance for teams, managers, and fans. This study introduces an elaborate examination of predicting football player performance through the integration of data visualization methods and machine learning algorithms. The research entails the compilation of an extensive dataset comprising player attributes, conducting data preprocessing, feature selection, model selection, and model training to construct predictive models. The analysis within this study will involve delving into feature significance using methodologies like Select Best and Recursive Feature Elimination (RFE) to pinpoint pertinent attributes for predicting player performance. Various machine learning algorithms, including Random Forest, Decision Tree, Linear Regression, Support Vector Regression (SVR), and Artificial Neural Networks (ANN), will be explored to develop predictive models. The evaluation of each model's performance utilizing metrics such as Mean Squared Error (MSE) and R-squared will be executed to gauge their efficacy in predicting player performance. Furthermore, this investigation will encompass a top player analysis to recognize the top-performing players based on the anticipated overall performance scores. Nationality analysis will entail scrutinizing the player distribution based on nationality and investigating potential correlations between nationality and player performance. Positional analysis will concentrate on examining the player distribution across various positions and assessing the average performance of players in each position. Age analysis will evaluate the influence of age on player performance and identify any discernible trends or patterns associated with player age groups. The primary objective is to predict a football player's overall performance accurately based on their individual attributes, leveraging data-driven insights to enrich the comprehension of player success on the field. By amalgamating data visualization and machine learning methodologies, the aim is to furnish valuable tools for teams, managers, and fans to effectively analyze and forecast player performance. This research contributes to the progression of sports analytics by showcasing the potential of machine learning in predicting football player performance and offering actionable insights for diverse stakeholders in the football industry.

Keywords: football analytics, player performance prediction, data visualization, machine learning algorithms, random forest, decision tree, linear regression, support vector regression, artificial neural networks, model evaluation, top player analysis, nationality analysis, positional analysis

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14638 Personality Based Adaptive E-Learning 3D Game

Authors: Yasith Nayana, Janani Manamperuma, Lalindi Amarasinghe, Sasanka Kodithuwakku

Abstract:

Educational games are popular among current e-learning systems. The approach to education through interactive media is expected to motivate students and encourage participation and engagement. ‘Kalayathra’ is an adaptive, player centered e-learning 3D game. The game identifies the player’s personality and adapt the gaming environment according to the player’s preference. Our platform measures the student’s performance and support learning through player assessment. Player experience is a good measure of the level of fun and education presented to players. To assess the level of playability we introduce an educational playability model. ‘Kalayathra’ is developed according to the GCE O/L syllabus and teaching guide in Sri Lankan education system. The game is capable of guiding players into the environment and aid them in tasks and activities depending on how much the player requires help.

Keywords: e-learning, games, adaptive, personality, gamification, player experience

Procedia PDF Downloads 433
14637 Injury Prediction for Soccer Players Using Machine Learning

Authors: Amiel Satvedi, Richard Pyne

Abstract:

Injuries in professional sports occur on a regular basis. Some may be minor, while others can cause huge impact on a player's career and earning potential. In soccer, there is a high risk of players picking up injuries during game time. This research work seeks to help soccer players reduce the risk of getting injured by predicting the likelihood of injury while playing in the near future and then providing recommendations for intervention. The injury prediction tool will use a soccer player's number of minutes played on the field, number of appearances, distance covered and performance data for the current and previous seasons as variables to conduct statistical analysis and provide injury predictive results using a machine learning linear regression model.

Keywords: injury predictor, soccer injury prevention, machine learning in soccer, big data in soccer

Procedia PDF Downloads 182
14636 Analysis on Prediction Models of TBM Performance and Selection of Optimal Input Parameters

Authors: Hang Lo Lee, Ki Il Song, Hee Hwan Ryu

Abstract:

An accurate prediction of TBM(Tunnel Boring Machine) performance is very difficult for reliable estimation of the construction period and cost in preconstruction stage. For this purpose, the aim of this study is to analyze the evaluation process of various prediction models published since 2000 for TBM performance, and to select the optimal input parameters for the prediction model. A classification system of TBM performance prediction model and applied methodology are proposed in this research. Input and output parameters applied for prediction models are also represented. Based on these results, a statistical analysis is performed using the collected data from shield TBM tunnel in South Korea. By performing a simple regression and residual analysis utilizinFg statistical program, R, the optimal input parameters are selected. These results are expected to be used for development of prediction model of TBM performance.

Keywords: TBM performance prediction model, classification system, simple regression analysis, residual analysis, optimal input parameters

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14635 Player Experience: A Research on Cross-Platform Supported Games

Authors: Salih Akkemik

Abstract:

User Experience has a characterized perspective based on two fundamentals: the usage process and the product. Digital games can be considered as a special interactive system. This system has a very specific purpose and this is to make the player feel good while playing. At this point, Player Experience (PX) and User Experience (UX) are similar. UX focuses on the user feels good, PX focuses on the player feels good. The most important difference between the two is the action taken. These are actions of using and playing. In this study, the player experience will be examined primarily. PX may differ on different platforms. Nowadays, companies are releasing the successful and high-income games that they have developed with cross-platform support. Cross-platform is the most common expression that an application can run on different operating systems, in other words, be developed to support different operating systems. In terms of digital games, cross-platform support means that a game can be played on a computer, console or mobile device environment, more specifically, the game developed is designed and programmed to be played in the same way on at least two different platforms, such as Windows, MacOS, Linux, iOS, Android, Orbis OS or Xbox OS. Different platforms also accommodate different player groups, profiles and preferences. This study aims to examine these different player profiles in terms of player experience and to determine the effects of cross-platform support on player experience.

Keywords: cross-platform, digital games, player experience, user experience

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14634 Simulating the Hot Hand Phenomenon in Basketball with Bayesian Hidden Markov Models

Authors: Gabriel Calvo, Carmen Armero, Luigi Spezia

Abstract:

A basketball player is said to have a hot hand if his/her performance is better than expected in different periods of time. A way to deal with this phenomenon is to make use of latent variables, which can indicate whether the player is ‘on fire’ or not. This work aims to model the hot hand phenomenon through a Bayesian hidden Markov model (HMM) with two states (cold and hot) and two different probability of success depending on the corresponding hidden state. This task is illustrated through a comprehensive simulation study. The simulated data sets emulate the field goal attempts in an NBA season from different profile players. This model can be a powerful tool to assess the ‘streakiness’ of each player, and it provides information about the general performance of the players during the match. Finally, the Bayesian HMM allows computing the posterior probability of any type of streak.

Keywords: Bernoulli trials, field goals, latent variables, posterior distribution

Procedia PDF Downloads 190
14633 Application of Artificial Neural Network to Prediction of Feature Academic Performance of Students

Authors: J. K. Alhassan, C. S. Actsu

Abstract:

This study is on the prediction of feature performance of undergraduate students with Artificial Neural Networks (ANN). With the growing decline in the quality academic performance of undergraduate students, it has become essential to predict the students’ feature academic performance early in their courses of first and second years and to take the necessary precautions using such prediction-based information. The feed forward multilayer neural network model was used to train and develop a network and the test carried out with some of the input variables. A result of 80% accuracy was obtained from the test which was carried out, with an average error of 0.009781.

Keywords: academic performance, artificial neural network, prediction, students

Procedia PDF Downloads 467
14632 Monthly River Flow Prediction Using a Nonlinear Prediction Method

Authors: N. H. Adenan, M. S. M. Noorani

Abstract:

River flow prediction is an essential to ensure proper management of water resources can be optimally distribute water to consumers. This study presents an analysis and prediction by using nonlinear prediction method involving monthly river flow data in Tanjung Tualang from 1976 to 2006. Nonlinear prediction method involves the reconstruction of phase space and local linear approximation approach. The phase space reconstruction involves the reconstruction of one-dimensional (the observed 287 months of data) in a multidimensional phase space to reveal the dynamics of the system. Revenue of phase space reconstruction is used to predict the next 72 months. A comparison of prediction performance based on correlation coefficient (CC) and root mean square error (RMSE) have been employed to compare prediction performance for nonlinear prediction method, ARIMA and SVM. Prediction performance comparisons show the prediction results using nonlinear prediction method is better than ARIMA and SVM. Therefore, the result of this study could be used to developed an efficient water management system to optimize the allocation water resources.

Keywords: river flow, nonlinear prediction method, phase space, local linear approximation

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14631 Enhanced Extra Trees Classifier for Epileptic Seizure Prediction

Authors: Maurice Ntahobari, Levin Kuhlmann, Mario Boley, Zhinoos Razavi Hesabi

Abstract:

For machine learning based epileptic seizure prediction, it is important for the model to be implemented in small implantable or wearable devices that can be used to monitor epilepsy patients; however, current state-of-the-art methods are complex and computationally intensive. We use Shapley Additive Explanation (SHAP) to find relevant intracranial electroencephalogram (iEEG) features and improve the computational efficiency of a state-of-the-art seizure prediction method based on the extra trees classifier while maintaining prediction performance. Results for a small contest dataset and a much larger dataset with continuous recordings of up to 3 years per patient from 15 patients yield better than chance prediction performance (p < 0.004). Moreover, while the performance of the SHAP-based model is comparable to that of the benchmark, the overall training and prediction time of the model has been reduced by a factor of 1.83. It can also be noted that the feature called zero crossing value is the best EEG feature for seizure prediction. These results suggest state-of-the-art seizure prediction performance can be achieved using efficient methods based on optimal feature selection.

Keywords: machine learning, seizure prediction, extra tree classifier, SHAP, epilepsy

Procedia PDF Downloads 112
14630 Virtual Player for Learning by Observation to Assist Karate Training

Authors: Kazumoto Tanaka

Abstract:

It is well known that sport skill learning is facilitated by video observation of players’ actions in sports. The optimal viewpoint for the observation of actions depends on sport scenes. On the other hand, it is impossible to change viewpoint for the observation in general, because most videos are filmed from fixed points. The study has tackled the problem and focused on karate match as a first step. The study developed a method for observing karate player’s actions from any point of view by using 3D-CG model (i.e. virtual player) obtained from video images, and verified the effectiveness of the method on karate match.

Keywords: computer graphics, karate training, learning by observation, motion capture, virtual player

Procedia PDF Downloads 275
14629 SEMCPRA-Sar-Esembled Model for Climate Prediction in Remote Area

Authors: Kamalpreet Kaur, Renu Dhir

Abstract:

Climate prediction is an essential component of climate research, which helps evaluate possible effects on economies, communities, and ecosystems. Climate prediction involves short-term weather prediction, seasonal prediction, and long-term climate change prediction. Climate prediction can use the information gathered from satellites, ground-based stations, and ocean buoys, among other sources. The paper's four architectures, such as ResNet50, VGG19, Inception-v3, and Xception, have been combined using an ensemble approach for overall performance and robustness. An ensemble of different models makes a prediction, and the majority vote determines the final prediction. The various architectures such as ResNet50, VGG19, Inception-v3, and Xception efficiently classify the dataset RSI-CB256, which contains satellite images into cloudy and non-cloudy. The generated ensembled S-E model (Sar-ensembled model) provides an accuracy of 99.25%.

Keywords: climate, satellite images, prediction, classification

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14628 Dynamic vs. Static Bankruptcy Prediction Models: A Dynamic Performance Evaluation Framework

Authors: Mohammad Mahdi Mousavi

Abstract:

Bankruptcy prediction models have been implemented for continuous evaluation and monitoring of firms. With the huge number of bankruptcy models, an extensive number of studies have focused on answering the question that which of these models are superior in performance. In practice, one of the drawbacks of existing comparative studies is that the relative assessment of alternative bankruptcy models remains an exercise that is mono-criterion in nature. Further, a very restricted number of criteria and measure have been applied to compare the performance of competing bankruptcy prediction models. In this research, we overcome these methodological gaps through implementing an extensive range of criteria and measures for comparison between dynamic and static bankruptcy models, and through proposing a multi-criteria framework to compare the relative performance of bankruptcy models in forecasting firm distress for UK firms.

Keywords: bankruptcy prediction, data envelopment analysis, performance criteria, performance measures

Procedia PDF Downloads 248
14627 Using High Performance Computing for Online Flood Monitoring and Prediction

Authors: Stepan Kuchar, Martin Golasowski, Radim Vavrik, Michal Podhoranyi, Boris Sir, Jan Martinovic

Abstract:

The main goal of this article is to describe the online flood monitoring and prediction system Floreon+ primarily developed for the Moravian-Silesian region in the Czech Republic and the basic process it uses for running automatic rainfall-runoff and hydrodynamic simulations along with their calibration and uncertainty modeling. It takes a long time to execute such process sequentially, which is not acceptable in the online scenario, so the use of high-performance computing environment is proposed for all parts of the process to shorten their duration. Finally, a case study on the Ostravice river catchment is presented that shows actual durations and their gain from the parallel implementation.

Keywords: flood prediction process, high performance computing, online flood prediction system, parallelization

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14626 Performance and Emission Prediction in a Biodiesel Engine Fuelled with Honge Methyl Ester Using RBF Neural Networks

Authors: Shiva Kumar, G. S. Vijay, Srinivas Pai P., Shrinivasa Rao B. R.

Abstract:

In the present study RBF neural networks were used for predicting the performance and emission parameters of a biodiesel engine. Engine experiments were carried out in a 4 stroke diesel engine using blends of diesel and Honge methyl ester as the fuel. Performance parameters like BTE, BSEC, Tech and emissions from the engine were measured. These experimental results were used for ANN modeling. RBF center initialization was done by random selection and by using Clustered techniques. Network was trained by using fixed and varying widths for the RBF units. It was observed that RBF results were having a good agreement with the experimental results. Networks trained by using clustering technique gave better results than using random selection of centers in terms of reduced MRE and increased prediction accuracy. The average MRE for the performance parameters was 3.25% with the prediction accuracy of 98% and for emissions it was 10.4% with a prediction accuracy of 80%.

Keywords: radial basis function networks, emissions, performance parameters, fuzzy c means

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14625 A Linear Programming Approach to Assist Roster Construction Under a Salary Cap

Authors: Alex Contarino

Abstract:

Professional sports leagues often have a “free agency” period, during which teams may sign players with expiring contracts.To promote parity, many leagues operate under a salary cap that limits the amount teams can spend on player’s salaries in a given year. Similarly, in fantasy sports leagues, salary cap drafts are a popular method for selecting players. In order to sign a free agent in either setting, teams must bid against one another to buy the player’s services while ensuring the sum of their player’s salaries is below the salary cap. This paper models the bidding process for a free agent as a constrained optimization problem that can be solved using linear programming. The objective is to determine the largest bid that a team should offer the player subject to the constraint that the value of signing the player must exceed the value of using the salary cap elsewhere. Iteratively solving this optimization problem for each available free agent provides teams with an effective framework for maximizing the talent on their rosters. The utility of this approach is demonstrated for team sport roster construction and fantasy sport drafts, using recent data sets from both settings.

Keywords: linear programming, optimization, roster management, salary cap

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14624 A Comparative Soft Computing Approach to Supplier Performance Prediction Using GEP and ANN Models: An Automotive Case Study

Authors: Seyed Esmail Seyedi Bariran, Khairul Salleh Mohamed Sahari

Abstract:

In multi-echelon supply chain networks, optimal supplier selection significantly depends on the accuracy of suppliers’ performance prediction. Different methods of multi criteria decision making such as ANN, GA, Fuzzy, AHP, etc have been previously used to predict the supplier performance but the “black-box” characteristic of these methods is yet a major concern to be resolved. Therefore, the primary objective in this paper is to implement an artificial intelligence-based gene expression programming (GEP) model to compare the prediction accuracy with that of ANN. A full factorial design with %95 confidence interval is initially applied to determine the appropriate set of criteria for supplier performance evaluation. A test-train approach is then utilized for the ANN and GEP exclusively. The training results are used to find the optimal network architecture and the testing data will determine the prediction accuracy of each method based on measures of root mean square error (RMSE) and correlation coefficient (R2). The results of a case study conducted in Supplying Automotive Parts Co. (SAPCO) with more than 100 local and foreign supply chain members revealed that, in comparison with ANN, gene expression programming has a significant preference in predicting supplier performance by referring to the respective RMSE and R-squared values. Moreover, using GEP, a mathematical function was also derived to solve the issue of ANN black-box structure in modeling the performance prediction.

Keywords: Supplier Performance Prediction, ANN, GEP, Automotive, SAPCO

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14623 A Study on How to Influence Players Interactive Behavior of Victory or Defeat in Party Games

Authors: Shih-Chieh Liao, Cheng-Yan Shuai

Abstract:

"Party game" is a game mode that enables players to maintain a good social and interactive experience. The common game modes include Teamwork, Team competitive, Independent competitive, Battle Royale. Party games are defined as a game with easy rules, easy to play, quickly spice up a party, and support four to six players. It also needs to let the player feel satisfied no matter victory or defeat. However, players may feel negative or angry when the game is imbalanced, especially when they play with teammates. Some players care about winning or losing, and they will blame it on the game mechanics. What is more serious is that the player will cause the argument, which is unnecessary. These behaviors that trigger quarrels and negative emotions often originate from the player's determination of the victory and the ratio of victory during the competition. In view of this, our research invited a group of subjects to the experiment, which is going to inspect player’s emotions by Electromyography (EMG) and Electrodermal Activity (EDA) when they are playing party games with others. When a player wins or loses, the negative and positive feeling will be recorded from the game beginning to the end. At the same time, physiologic and emotional reactions are also being recorded in each part of the game. The game will be designed as telling the interaction when players are in the quest of a party game. The experiment content includes the emotional changes affected by the physiological values of game victory and defeat between “player against friend” and “player against stranger.” Through this experiment, the balance between winners and losers lies in the basis of good game interaction and game interaction in the game and explore the emotional positive and negative effects caused by the result of the party game. The result shows that “player against friend” has a significant negative emotion and significant positive emotion at “player against stranger.” According to the result, the player's experience will be affected with winning rate or form when they play the party game. We suggest the developer balance the game with our experiment method to let players get a better experience.

Keywords: party games, biofeedback, emotional responses, user experience, game design

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14622 EDM for Prediction of Academic Trends and Patterns

Authors: Trupti Diwan

Abstract:

Predicting student failure at school has changed into a difficult challenge due to both the large number of factors that can affect the reduced performance of students and the imbalanced nature of these kinds of data sets. This paper surveys the two elements needed to make prediction on Students’ Academic Performances which are parameters and methods. This paper also proposes a framework for predicting the performance of engineering students. Genetic programming can be used to predict student failure/success. Ranking algorithm is used to rank students according to their credit points. The framework can be used as a basis for the system implementation & prediction of students’ Academic Performance in Higher Learning Institute.

Keywords: classification, educational data mining, student failure, grammar-based genetic programming

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14621 Discrete State Prediction Algorithm Design with Self Performance Enhancement Capacity

Authors: Smail Tigani, Mohamed Ouzzif

Abstract:

This work presents a discrete quantitative state prediction algorithm with intelligent behavior making it able to self-improve some performance aspects. The specificity of this algorithm is the capacity of self-rectification of the prediction strategy before the final decision. The auto-rectification mechanism is based on two parallel mathematical models. In one hand, the algorithm predicts the next state based on event transition matrix updated after each observation. In the other hand, the algorithm extracts its residues trend with a linear regression representing historical residues data-points in order to rectify the first decision if needs. For a normal distribution, the interactivity between the two models allows the algorithm to self-optimize its performance and then make better prediction. Designed key performance indicator, computed during a Monte Carlo simulation, shows the advantages of the proposed approach compared with traditional one.

Keywords: discrete state, Markov Chains, linear regression, auto-adaptive systems, decision making, Monte Carlo Simulation

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14620 The Effect Training Program on Mixed Contractions on Both the Maximum Force and Explosive Force of the Lower Limbs Conducted Study to the Football Players Under the Age of 17 Years-Tiaret, Algeria

Authors: Saidia Houari

Abstract:

The game of football is one of the global sports activities that have witnessed a remarkable development in recent years in the physical, technical, rhetorical and psychological aspects, so the modern play in different teams and international teams quickly and forcefully in the exact technical performance, and this is due to the interest of international coaches. The good training of the players during the youth stage at the level of various aspects to develop all the techniques that have a great effectiveness in competitions according to scientific methods studied. The muscle strength plays a very important role achieving the performance player during the game and it is clear the need for the player in many situations, especially when jumping to hit the ball head or the goal on the goal or long passes of different types and in the performance of various skills by force and speed appropriate to the possession of the ball or the control of the court of the court while overcoming the body weight during the game it is known that the stronger the muscles of the athlete and the reduced joints injuries, and the strength increases energy saving such as Latin phosphate and glycogen, and develop the player for a game football volitional qualities of the most important of courage, determination And self-confidence. There are also some skill movements that can not be performed without a certain level of strength, so the development of power may affect the effectiveness of the long-term training system.

Keywords: trainning program, maximum force and expolosive force, lowers limbs, under 17 years

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14619 Designing a Cricket Team Selection Method Using Super-Efficient DEA and Semi Variance Approach

Authors: Arnab Adhikari, Adrija Majumdar, Gaurav Gupta, Arnab Bisi

Abstract:

Team formation plays an instrumental role in the sports like cricket. Existing literature reveals that most of the works on player selection focus only on the players’ efficiency and ignore the consistency. It motivates us to design an improved player selection method based on both player’s efficiency and consistency. To measure the players’ efficiency measurement, we employ a modified data envelopment analysis (DEA) technique namely ‘super-efficient DEA model’. We design a modified consistency index based on semi variance approach. Here, we introduce a new parameter called ‘fitness index’ for consistency computation to assess a player’s fitness level. Finally, we devise a single performance score using both efficiency score and consistency score with the help of a linear programming model. To test the robustness of our method, we perform a rigorous numerical analysis to determine the all-time best One Day International (ODI) Cricket XI. Next, we conduct extensive comparative studies regarding efficiency scores, consistency scores, selected team between the existing methods and the proposed method and explain the rationale behind the improvement.

Keywords: decision support systems, sports, super-efficient data envelopment analysis, semi variance approach

Procedia PDF Downloads 399
14618 Performance Analysis of Bluetooth Low Energy Mesh Routing Algorithm in Case of Disaster Prediction

Authors: Asmir Gogic, Aljo Mujcic, Sandra Ibric, Nermin Suljanovic

Abstract:

Ubiquity of natural disasters during last few decades have risen serious questions towards the prediction of such events and human safety. Every disaster regardless its proportion has a precursor which is manifested as a disruption of some environmental parameter such as temperature, humidity, pressure, vibrations and etc. In order to anticipate and monitor those changes, in this paper we propose an overall system for disaster prediction and monitoring, based on wireless sensor network (WSN). Furthermore, we introduce a modified and simplified WSN routing protocol built on the top of the trickle routing algorithm. Routing algorithm was deployed using the bluetooth low energy protocol in order to achieve low power consumption. Performance of the WSN network was analyzed using a real life system implementation. Estimates of the WSN parameters such as battery life time, network size and packet delay are determined. Based on the performance of the WSN network, proposed system can be utilized for disaster monitoring and prediction due to its low power profile and mesh routing feature.

Keywords: bluetooth low energy, disaster prediction, mesh routing protocols, wireless sensor networks

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14617 Prediction of PM₂.₅ Concentration in Ulaanbaatar with Deep Learning Models

Authors: Suriya

Abstract:

Rapid socio-economic development and urbanization have led to an increasingly serious air pollution problem in Ulaanbaatar (UB), the capital of Mongolia. PM₂.₅ pollution has become the most pressing aspect of UB air pollution. Therefore, monitoring and predicting PM₂.₅ concentration in UB is of great significance for the health of the local people and environmental management. As of yet, very few studies have used models to predict PM₂.₅ concentrations in UB. Using data from 0:00 on June 1, 2018, to 23:00 on April 30, 2020, we proposed two deep learning models based on Bayesian-optimized LSTM (Bayes-LSTM) and CNN-LSTM. We utilized hourly observed data, including Himawari8 (H8) aerosol optical depth (AOD), meteorology, and PM₂.₅ concentration, as input for the prediction of PM₂.₅ concentrations. The correlation strengths between meteorology, AOD, and PM₂.₅ were analyzed using the gray correlation analysis method; the comparison of the performance improvement of the model by using the AOD input value was tested, and the performance of these models was evaluated using mean absolute error (MAE) and root mean square error (RMSE). The prediction accuracies of Bayes-LSTM and CNN-LSTM deep learning models were both improved when AOD was included as an input parameter. Improvement of the prediction accuracy of the CNN-LSTM model was particularly enhanced in the non-heating season; in the heating season, the prediction accuracy of the Bayes-LSTM model slightly improved, while the prediction accuracy of the CNN-LSTM model slightly decreased. We propose two novel deep learning models for PM₂.₅ concentration prediction in UB, Bayes-LSTM, and CNN-LSTM deep learning models. Pioneering the use of AOD data from H8 and demonstrating the inclusion of AOD input data improves the performance of our two proposed deep learning models.

Keywords: deep learning, AOD, PM2.5, prediction, Ulaanbaatar

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14616 Pure Scalar Equilibria for Normal-Form Games

Authors: Herbert W. Corley

Abstract:

A scalar equilibrium (SE) is an alternative type of equilibrium in pure strategies for an n-person normal-form game G. It is defined using optimization techniques to obtain a pure strategy for each player of G by maximizing an appropriate utility function over the acceptable joint actions. The players’ actions are determined by the choice of the utility function. Such a utility function could be agreed upon by the players or chosen by an arbitrator. An SE is an equilibrium since no players of G can increase the value of this utility function by changing their strategies. SEs are formally defined, and examples are given. In a greedy SE, the goal is to assign actions to the players giving them the largest individual payoffs jointly possible. In a weighted SE, each player is assigned weights modeling the degree to which he helps every player, including himself, achieve as large a payoff as jointly possible. In a compromise SE, each player wants a fair payoff for a reasonable interpretation of fairness. In a parity SE, the players want their payoffs to be as nearly equal as jointly possible. Finally, a satisficing SE achieves a personal target payoff value for each player. The vector payoffs associated with each of these SEs are shown to be Pareto optimal among all such acceptable vectors, as well as computationally tractable.

Keywords: compromise equilibrium, greedy equilibrium, normal-form game, parity equilibrium, pure strategies, satisficing equilibrium, scalar equilibria, utility function, weighted equilibrium

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14615 Simple Multiple-Attribute Rating Technique for Optimal Decision-Making Model on Selecting Best Spiker of World Grand Prix

Authors: Chen Chih-Cheng, Chen I-Cheng, Lee Yung-Tan, Kuo Yen-Whea, Yu Chin-Hung

Abstract:

The purpose of this study is to construct a model for best spike player selection in a top volleyball tournament of the world. Data consisted of the records of 2013 World Grand Prix declared by International Volleyball Federation (FIVB). Simple Multiple-Attribute Rating Technique (SMART) was used for optimal decision-making model on the best spike player selection. The research results showed that the best spike player ranking by SMART is different than the ranking by FIVB. The results demonstrated the effectiveness and feasibility of the proposed model.

Keywords: simple multiple-attribute rating technique, World Grand Prix, best spike player, International Volleyball Federation

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14614 The Impact of One Session of Kumite Training, Speed Kata and Strength Kata on the Rate of Viscosity, Fibrinogen and Plasma Lipid Profile in Young Karate Player Women

Authors: Miesam Golzadeh Gangraj, Abbas Ganbari Niaki, Lila Bahrami

Abstract:

The main aim of this study is to investigate the effect of one session of Karate training (Kumite, speed Kata and strength Kata) on viscosity, fibrinogen and plasma lipid profile in young Karate player women. To this end, 40 individuals with required condition were selected and randomly placed in four groups. 10 mL forearm venous blood was taken before and immediately after a session of training for measuring variables. Data were analyzed using statistical methods (covariance, by consideration of group factor) and Bonfferoni post hoc test and the significant difference was determined in P ≤ 0.05. The variation of plasma fibrinogen concentration was not meaningful. The variation of plasma viscosity concentration was not meaningful in groups and between groups. The variation of cortisol concentration was meaningful before and after and between control and experimental groups; however, no difference was observed between three experimental groups. The variation of complete cholesterol, neither tri-glyceride nor intense lipoprotein, was meaningful and significant difference was just seen between control and Kumite groups. The results show that despite meaningful changes in fibrinogen levels, plasma viscosity has not been much affected that might be due to lack of variation in other effective variables such as TG, HDL and hematocrit. Based on the results of present study, it seems that the use of speed Kata seems to be more appropriate to increase the performance of Karate player than strength Karate.

Keywords: female karate player, viscosity, fibrinogen, cortisol, lactate di-dehydrogenase

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14613 Performance Evaluation of Arrival Time Prediction Models

Authors: Bin Li, Mei Liu

Abstract:

Arrival time information is a crucial component of advanced public transport system (APTS). The advertisement of arrival time at stops can help reduce the waiting time and anxiety of passengers, and improve the quality of service. In this research, an experiment was conducted to compare the performance on prediction accuracy and precision between the link-based and the path-based historical travel time based model with the automatic vehicle location (AVL) data collected from an actual bus route. The research results show that the path-based model is superior to the link-based model, and achieves the best improvement on peak hours.

Keywords: bus transit, arrival time prediction, link-based, path-based

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14612 The Research of the Game Interface Improvement Due to the Game Operation Dilemma of Player in the Side-Scrolling Shooting Game

Authors: Shih-Chieh Liao, Cheng-Yan Shuai

Abstract:

The feature of a side-scrolling shooting game is facing the surrounding enemy and barraging in entire screen. The player will be in trouble when they are trying to do complicated operations because of the physical and system limitations of the joystick in the games. This study designed the prototype of a new type of arcade stick by focus group and assessed by the expert. By filtering the most representative, and build up the control system for the arcade stick, and testing time and bullets consumed in two experiments, try to prove it works in the game. Finally, the prototype of L-1 solves the dilemma of scroll shooting games when the player uses the arcade stick and improves the function of the arcade stick.

Keywords: arcade stick, joystick, user interface, 2D STG

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14611 Relationship between the Yo-Yo Intermittent Recovery Test Level 1 and Anaerobic Performance Tests in Youth Soccer Players

Authors: Turgay Ozgur, Bahar Ozgur, Gurcan Yazici

Abstract:

The aims of the study were to investigate the relationship between the Yo-Yo intermittent recovery test level 1 (YYIR1) and relatively easy to conduct anaerobic power tests such as Sergeant (SJ) and Standing Broad Jump (SBJ), the flexibility Sit&Reach test (S&R) and Hexagon Agility (HA) test in twenty youth soccer players, aged 14 years. Players completed YYIR1 and other performance tests [(SJ), (SBJ] in two consecutive days. The mean YYIR1 distances for the players was 1454 ± 420 m. Peak Anaerobic Power (PAPw) was calculated using SJ (cm) scores. The mean PAPw was 2966,83w. Spearman’s correlation test results revealed that there is a statistically significant negative correlation between HA and YYIR1 tests (r = -0.72, p=0.000) and no significant correlation was found between anaerobic power tests and YYIR1. In conclusion, as a test to measure player’s intermittent aerobic capacity YYIR1 test and anaerobic power test results have not shown significant correlation. Although the YYIR1 test has been used in talent identification, anaerobic qualifications of player’s should be assessed using designated performance tests.

Keywords: yo-yo test, anaerobic power, soccer, sergeant jump test

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14610 Affective Adaptation Design for Better Gaming Experiences

Authors: Ollie Hall, Salma ElSayed

Abstract:

Affective adaptation is a novel way for game designers to add an extra layer of engagement to their productions. When player’s emotions factor in game design, endless possibilities for creative gameplay emerge. Whilst gaining popularity, existing affective game research mostly runs controlled experiments carried in restrictive settings and relies on one or more specialist devices for measuring a player’s emotional state. These conditions, albeit effective, are not necessarily realistic. Moreover, the simplified narrative and intrusive wearables may not be suitable for the average player. This exploratory study investigates delivering an immersive affective experience in the wild with minimal requirements in an attempt for the average developer to reach the average player. A puzzle game is created with a rich narrative and creative mechanics. It employs both explicit and implicit adaptation and only requires a web camera. Participants played the game on their own machines in various settings. Whilst it was rated feasible, very engaging, and enjoyable, it remains questionable whether a fully immersive experience was delivered due to the limited sample size.

Keywords: affective games, dynamic adaptation, emotion recognition, game design

Procedia PDF Downloads 151