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Jun 2

Pixels or Positions? Benchmarking Modalities in Group Activity Recognition

Group Activity Recognition (GAR) is well studied on the video modality for surveillance and indoor team sports (e.g., volleyball, basketball). Yet, other modalities such as agent positions and trajectories over time, i.e. tracking, remain comparatively under-explored despite being compact, agent-centric signals that explicitly encode spatial interactions. Understanding whether pixel (video) or position (tracking) modalities leads to better group activity recognition is therefore important to drive further research on the topic. However, no standardized benchmark currently exists that aligns broadcast video and tracking data for the same group activities, leading to a lack of apples-to-apples comparison between these modalities for GAR. In this work, we introduce SoccerNet-GAR, a multimodal dataset built from the 64 matches of the football World Cup 2022. Specifically, the broadcast videos and player tracking modalities for 94{,}285 group activities are synchronized and annotated with 10 categories. Furthermore, we define a unified evaluation protocol to benchmark two strong unimodal approaches: (i) a competitive video-based classifiers and (ii) a tracking-based classifiers leveraging graph neural networks. In particular, our novel role-aware graph architecture for tracking-based GAR directly encodes tactical structure through positional edges and temporal attention. Our tracking model achieves 67.2% balanced accuracy compared to 58.1% for the best video baseline, while training 4.25 times faster with 438 times fewer parameters (197K \vs 86.3M). This study provides new insights into the relative strengths of pixels and positions for group activity recognition. Overall, it highlights the importance of modality choice and role-aware modeling for GAR.

  • 5 authors
·
Nov 16, 2025

TrackID3x3: A Dataset and Algorithm for Multi-Player Tracking with Identification and Pose Estimation in 3x3 Basketball Full-court Videos

Multi-object tracking, player identification, and pose estimation are fundamental components of sports analytics, essential for analyzing player movements, performance, and tactical strategies. However, existing datasets and methodologies primarily target mainstream team sports such as soccer and conventional 5-on-5 basketball, often overlooking scenarios involving fixed-camera setups commonly used at amateur levels, less mainstream sports, or datasets that explicitly incorporate pose annotations. In this paper, we propose the TrackID3x3 dataset, the first publicly available comprehensive dataset specifically designed for multi-player tracking, player identification, and pose estimation in 3x3 basketball scenarios. The dataset comprises three distinct subsets (Indoor fixed-camera, Outdoor fixed-camera, and Drone camera footage), capturing diverse full-court camera perspectives and environments. We also introduce the Track-ID task, a simplified variant of the game state reconstruction task that excludes field detection and focuses exclusively on fixed-camera scenarios. To evaluate performance, we propose a baseline algorithm called Track-ID algorithm, tailored to assess tracking and identification quality. Furthermore, our benchmark experiments, utilizing recent multi-object tracking algorithms (e.g., BoT-SORT-ReID) and top-down pose estimation methods (HRNet, RTMPose, and SwinPose), demonstrate robust results and highlight remaining challenges. Our dataset and evaluation benchmarks provide a solid foundation for advancing automated analytics in 3x3 basketball. Dataset and code will be available at https://github.com/open-starlab/TrackID3x3.

  • 9 authors
·
Mar 23, 2025

GenTac: Generative Modeling and Forecasting of Soccer Tactics

Modeling open-play soccer tactics is a formidable challenge due to the stochastic, multi-agent nature of the game. Existing computational approaches typically produce single, deterministic trajectory forecasts or focus on highly structured set-pieces, fundamentally failing to capture the inherent variance and branching possibilities of real-world match evolution. Here, we introduce GenTac, a diffusion-based generative framework that conceptualizes soccer tactics as a stochastic process over continuous multi-player trajectories and discrete semantic events. By learning the underlying distribution of player movements from historical tracking data, GenTac samples diverse, plausible, long-horizon future trajectories. The framework supports rich contextual conditioning, including opponent behavior, specific team or league playing styles, and strategic objectives, while grounding continuous spatial dynamics into a 15-class tactical event space. Extensive evaluations on our proposed benchmark, TacBench, demonstrate four key capabilities: (1) GenTac achieves high geometric accuracy while strictly preserving the collective structural consistency of the team; (2) it accurately simulates stylistic nuances, distinguishing between specific teams (e.g., Auckland FC) and leagues (e.g., A-League versus German leagues); (3) it enables controllable counterfactual simulations, demonstrably altering spatial control and expected threat metrics based on offensive or defensive guidance; and (4) it reliably anticipates future tactical outcomes directly from generated rollouts. Finally, we demonstrate that GenTac can be successfully trained to generalize to other dynamic team sports, including basketball, American football, and ice hockey.

  • 5 authors
·
Apr 12

SoccerNet Game State Reconstruction: End-to-End Athlete Tracking and Identification on a Minimap

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.

  • 14 authors
·
Apr 17, 2024

SportsMOT: A Large Multi-Object Tracking Dataset in Multiple Sports Scenes

Multi-object tracking in sports scenes plays a critical role in gathering players statistics, supporting further analysis, such as automatic tactical analysis. Yet existing MOT benchmarks cast little attention on the domain, limiting its development. In this work, we present a new large-scale multi-object tracking dataset in diverse sports scenes, coined as SportsMOT, where all players on the court are supposed to be tracked. It consists of 240 video sequences, over 150K frames (almost 15\times MOT17) and over 1.6M bounding boxes (3\times MOT17) collected from 3 sports categories, including basketball, volleyball and football. Our dataset is characterized with two key properties: 1) fast and variable-speed motion and 2) similar yet distinguishable appearance. We expect SportsMOT to encourage the MOT trackers to promote in both motion-based association and appearance-based association. We benchmark several state-of-the-art trackers and reveal the key challenge of SportsMOT lies in object association. To alleviate the issue, we further propose a new multi-object tracking framework, termed as MixSort, introducing a MixFormer-like structure as an auxiliary association model to prevailing tracking-by-detection trackers. By integrating the customized appearance-based association with the original motion-based association, MixSort achieves state-of-the-art performance on SportsMOT and MOT17. Based on MixSort, we give an in-depth analysis and provide some profound insights into SportsMOT. The dataset and code will be available at https://deeperaction.github.io/datasets/sportsmot.html.

  • 6 authors
·
Apr 11, 2023

TrackNet: A Deep Learning Network for Tracking High-speed and Tiny Objects in Sports Applications

Ball trajectory data are one of the most fundamental and useful information in the evaluation of players' performance and analysis of game strategies. Although vision-based object tracking techniques have been developed to analyze sport competition videos, it is still challenging to recognize and position a high-speed and tiny ball accurately. In this paper, we develop a deep learning network, called TrackNet, to track the tennis ball from broadcast videos in which the ball images are small, blurry, and sometimes with afterimage tracks or even invisible. The proposed heatmap-based deep learning network is trained to not only recognize the ball image from a single frame but also learn flying patterns from consecutive frames. TrackNet takes images with a size of 640times360 to generate a detection heatmap from either a single frame or several consecutive frames to position the ball and can achieve high precision even on public domain videos. The network is evaluated on the video of the men's singles final at the 2017 Summer Universiade, which is available on YouTube. The precision, recall, and F1-measure of TrackNet reach 99.7%, 97.3%, and 98.5%, respectively. To prevent overfitting, 9 additional videos are partially labeled together with a subset from the previous dataset to implement 10-fold cross-validation, and the precision, recall, and F1-measure are 95.3%, 75.7%, and 84.3%, respectively. A conventional image processing algorithm is also implemented to compare with TrackNet. Our experiments indicate that TrackNet outperforms conventional method by a big margin and achieves exceptional ball tracking performance. The dataset and demo video are available at https://nol.cs.nctu.edu.tw/ndo3je6av9/.

  • 5 authors
·
Jul 8, 2019 1

CLIP-ReIdent: Contrastive Training for Player Re-Identification

Sports analytics benefits from recent advances in machine learning providing a competitive advantage for teams or individuals. One important task in this context is the performance measurement of individual players to provide reports and log files for subsequent analysis. During sport events like basketball, this involves the re-identification of players during a match either from multiple camera viewpoints or from a single camera viewpoint at different times. In this work, we investigate whether it is possible to transfer the out-standing zero-shot performance of pre-trained CLIP models to the domain of player re-identification. For this purpose we reformulate the contrastive language-to-image pre-training approach from CLIP to a contrastive image-to-image training approach using the InfoNCE loss as training objective. Unlike previous work, our approach is entirely class-agnostic and benefits from large-scale pre-training. With a fine-tuned CLIP ViT-L/14 model we achieve 98.44 % mAP on the MMSports 2022 Player Re-Identification challenge. Furthermore we show that the CLIP Vision Transformers have already strong OCR capabilities to identify useful player features like shirt numbers in a zero-shot manner without any fine-tuning on the dataset. By applying the Score-CAM algorithm we visualise the most important image regions that our fine-tuned model identifies when calculating the similarity score between two images of a player.

  • 3 authors
·
Mar 21, 2023

Predicting In-game Actions from Interviews of NBA Players

Sports competitions are widely researched in computer and social science, with the goal of understanding how players act under uncertainty. While there is an abundance of computational work on player metrics prediction based on past performance, very few attempts to incorporate out-of-game signals have been made. Specifically, it was previously unclear whether linguistic signals gathered from players' interviews can add information which does not appear in performance metrics. To bridge that gap, we define text classification tasks of predicting deviations from mean in NBA players' in-game actions, which are associated with strategic choices, player behavior and risk, using their choice of language prior to the game. We collected a dataset of transcripts from key NBA players' pre-game interviews and their in-game performance metrics, totalling in 5,226 interview-metric pairs. We design neural models for players' action prediction based on increasingly more complex aspects of the language signals in their open-ended interviews. Our models can make their predictions based on the textual signal alone, or on a combination with signals from past-performance metrics. Our text-based models outperform strong baselines trained on performance metrics only, demonstrating the importance of language usage for action prediction. Moreover, the models that employ both textual input and past-performance metrics produced the best results. Finally, as neural networks are notoriously difficult to interpret, we propose a method for gaining further insight into what our models have learned. Particularly, we present an LDA-based analysis, where we interpret model predictions in terms of correlated topics. We find that our best performing textual model is most associated with topics that are intuitively related to each prediction task and that better models yield higher correlation with more informative topics.

  • 3 authors
·
Oct 24, 2019

Iterative Scale-Up ExpansionIoU and Deep Features Association for Multi-Object Tracking in Sports

Deep learning-based object detectors have driven notable progress in multi-object tracking algorithms. Yet, current tracking methods mainly focus on simple, regular motion patterns in pedestrians or vehicles. This leaves a gap in tracking algorithms for targets with nonlinear, irregular motion, like athletes. Additionally, relying on the Kalman filter in recent tracking algorithms falls short when object motion defies its linear assumption. To overcome these issues, we propose a novel online and robust multi-object tracking approach named deep ExpansionIoU (Deep-EIoU), which focuses on multi-object tracking for sports scenarios. Unlike conventional methods, we abandon the use of the Kalman filter and leverage the iterative scale-up ExpansionIoU and deep features for robust tracking in sports scenarios. This approach achieves superior tracking performance without adopting a more robust detector, all while keeping the tracking process in an online fashion. Our proposed method demonstrates remarkable effectiveness in tracking irregular motion objects, achieving a score of 77.2% HOTA on the SportsMOT dataset and 85.4% HOTA on the SoccerNet-Tracking dataset. It outperforms all previous state-of-the-art trackers on various large-scale multi-object tracking benchmarks, covering various kinds of sports scenarios. The code and models are available at https://github.com/hsiangwei0903/Deep-EIoU.

  • 8 authors
·
Jun 22, 2023

EventGPT: Capturing Player Impact from Team Action Sequences Using GPT-Based Framework

Transfers play a pivotal role in shaping a football club's success, yet forecasting whether a transfer will succeed remains difficult due to the strong context-dependence of on-field performance. Existing evaluation practices often rely on static summary statistics or post-hoc value models, which fail to capture how a player's contribution adapts to a new tactical environment or different teammates. To address this gap, we introduce EventGPT, a player-conditioned, value-aware next-event prediction model built on a GPT-style autoregressive transformer. Our model treats match play as a sequence of discrete tokens, jointly learning to predict the next on-ball action's type, location, timing, and its estimated residual On-Ball Value (rOBV) based on the preceding context and player identity. A key contribution of this framework is the ability to perform counterfactual simulations. By substituting learned player embeddings into new event sequences, we can simulate how a player's behavioral distribution and value profile would change when placed in a different team or tactical structure. Evaluated on five seasons of Premier League event data, EventGPT outperforms existing sequence-based baselines in next-event prediction accuracy and spatial precision. Furthermore, we demonstrate the model's practical utility for transfer analysis through case studies-such as comparing striker performance across different systems and identifying stylistic replacements for specific roles-showing that our approach provides a principled method for evaluating transfer fit.

  • 6 authors
·
Mar 15

Game Plan: What AI can do for Football, and What Football can do for AI

The rapid progress in artificial intelligence (AI) and machine learning has opened unprecedented analytics possibilities in various team and individual sports, including baseball, basketball, and tennis. More recently, AI techniques have been applied to football, due to a huge increase in data collection by professional teams, increased computational power, and advances in machine learning, with the goal of better addressing new scientific challenges involved in the analysis of both individual players' and coordinated teams' behaviors. The research challenges associated with predictive and prescriptive football analytics require new developments and progress at the intersection of statistical learning, game theory, and computer vision. In this paper, we provide an overarching perspective highlighting how the combination of these fields, in particular, forms a unique microcosm for AI research, while offering mutual benefits for professional teams, spectators, and broadcasters in the years to come. We illustrate that this duality makes football analytics a game changer of tremendous value, in terms of not only changing the game of football itself, but also in terms of what this domain can mean for the field of AI. We review the state-of-the-art and exemplify the types of analysis enabled by combining the aforementioned fields, including illustrative examples of counterfactual analysis using predictive models, and the combination of game-theoretic analysis of penalty kicks with statistical learning of player attributes. We conclude by highlighting envisioned downstream impacts, including possibilities for extensions to other sports (real and virtual).

  • 36 authors
·
Nov 18, 2020

Learning to Move Like Professional Counter-Strike Players

In multiplayer, first-person shooter games like Counter-Strike: Global Offensive (CS:GO), coordinated movement is a critical component of high-level strategic play. However, the complexity of team coordination and the variety of conditions present in popular game maps make it impractical to author hand-crafted movement policies for every scenario. We show that it is possible to take a data-driven approach to creating human-like movement controllers for CS:GO. We curate a team movement dataset comprising 123 hours of professional game play traces, and use this dataset to train a transformer-based movement model that generates human-like team movement for all players in a "Retakes" round of the game. Importantly, the movement prediction model is efficient. Performing inference for all players takes less than 0.5 ms per game step (amortized cost) on a single CPU core, making it plausible for use in commercial games today. Human evaluators assess that our model behaves more like humans than both commercially-available bots and procedural movement controllers scripted by experts (16% to 59% higher by TrueSkill rating of "human-like"). Using experiments involving in-game bot vs. bot self-play, we demonstrate that our model performs simple forms of teamwork, makes fewer common movement mistakes, and yields movement distributions, player lifetimes, and kill locations similar to those observed in professional CS:GO match play.

  • 12 authors
·
Aug 25, 2024 3

VREN: Volleyball Rally Dataset with Expression Notation Language

This research is intended to accomplish two goals: The first goal is to curate a large and information rich dataset that contains crucial and succinct summaries on the players' actions and positions and the back-and-forth travel patterns of the volleyball in professional and NCAA Div-I indoor volleyball games. While several prior studies have aimed to create similar datasets for other sports (e.g. badminton and soccer), creating such a dataset for indoor volleyball is not yet realized. The second goal is to introduce a volleyball descriptive language to fully describe the rally processes in the games and apply the language to our dataset. Based on the curated dataset and our descriptive sports language, we introduce three tasks for automated volleyball action and tactic analysis using our dataset: (1) Volleyball Rally Prediction, aimed at predicting the outcome of a rally and helping players and coaches improve decision-making in practice, (2) Setting Type and Hitting Type Prediction, to help coaches and players prepare more effectively for the game, and (3) Volleyball Tactics and Attacking Zone Statistics, to provide advanced volleyball statistics and help coaches understand the game and opponent's tactics better. We conducted case studies to show how experimental results can provide insights to the volleyball analysis community. Furthermore, experimental evaluation based on real-world data establishes a baseline for future studies and applications of our dataset and language. This study bridges the gap between the indoor volleyball field and computer science. The dataset is available at: https://github.com/haotianxia/VREN.

  • 6 authors
·
May 15, 2024

RisingBALLER: A player is a token, a match is a sentence, A path towards a foundational model for football players data analytics

In this paper, I introduce RisingBALLER, the first publicly available approach that leverages a transformer model trained on football match data to learn match-specific player representations. Drawing inspiration from advances in language modeling, RisingBALLER treats each football match as a unique sequence in which players serve as tokens, with their embeddings shaped by the specific context of the match. Through the use of masked player prediction (MPP) as a pre-training task, RisingBALLER learns foundational features for football player representations, similar to how language models learn semantic features for text representations. As a downstream task, I introduce next match statistics prediction (NMSP) to showcase the effectiveness of the learned player embeddings. The NMSP model surpasses a strong baseline commonly used for performance forecasting within the community. Furthermore, I conduct an in-depth analysis to demonstrate how the learned embeddings by RisingBALLER can be used in various football analytics tasks, such as producing meaningful positional features that capture the essence and variety of player roles beyond rigid x,y coordinates, team cohesion estimation, and similar player retrieval for more effective data-driven scouting. More than a simple machine learning model, RisingBALLER is a comprehensive framework designed to transform football data analytics by learning high-level foundational features for players, taking into account the context of each match. It offers a deeper understanding of football players beyond individual statistics.

  • 1 authors
·
Oct 1, 2024

Impact of a Batter in ODI Cricket Implementing Regression Models from Match Commentary

Cricket, "a Gentleman's Game", is a prominent sport rising worldwide. Due to the rising competitiveness of the sport, players and team management have become more professional with their approach. Prior studies predicted individual performance or chose the best team but did not highlight the batter's potential. On the other hand, our research aims to evaluate a player's impact while considering his control in various circumstances. This paper seeks to understand the conundrum behind this impactful performance by determining how much control a player has over the circumstances and generating the "Effective Runs",a new measure we propose. We first gathered the fundamental cricket data from open-source datasets; however, variables like pitch, weather, and control were not readily available for all matches. As a result, we compiled our corpus data by analyzing the commentary of the match summaries. This gave us an insight into the particular game's weather and pitch conditions. Furthermore, ball-by-ball inspection from the commentary led us to determine the control of the shots played by the batter. We collected data for the entire One Day International career, up to February 2022, of 3 prominent cricket players: Rohit G Sharma, David A Warner, and Kane S Williamson. Lastly, to prepare the dataset, we encoded, scaled, and split the dataset to train and test Machine Learning Algorithms. We used Multiple Linear Regression (MLR), Polynomial Regression, Support Vector Regression (SVR), Decision Tree Regression, and Random Forest Regression on each player's data individually to train them and predict the Impact the player will have on the game. Multiple Linear Regression and Random Forest give the best predictions accuracy of 90.16 percent and 87.12 percent, respectively.

  • 6 authors
·
Feb 22, 2023

MambaTrack: A Simple Baseline for Multiple Object Tracking with State Space Model

Tracking by detection has been the prevailing paradigm in the field of Multi-object Tracking (MOT). These methods typically rely on the Kalman Filter to estimate the future locations of objects, assuming linear object motion. However, they fall short when tracking objects exhibiting nonlinear and diverse motion in scenarios like dancing and sports. In addition, there has been limited focus on utilizing learning-based motion predictors in MOT. To address these challenges, we resort to exploring data-driven motion prediction methods. Inspired by the great expectation of state space models (SSMs), such as Mamba, in long-term sequence modeling with near-linear complexity, we introduce a Mamba-based motion model named Mamba moTion Predictor (MTP). MTP is designed to model the complex motion patterns of objects like dancers and athletes. Specifically, MTP takes the spatial-temporal location dynamics of objects as input, captures the motion pattern using a bi-Mamba encoding layer, and predicts the next motion. In real-world scenarios, objects may be missed due to occlusion or motion blur, leading to premature termination of their trajectories. To tackle this challenge, we further expand the application of MTP. We employ it in an autoregressive way to compensate for missing observations by utilizing its own predictions as inputs, thereby contributing to more consistent trajectories. Our proposed tracker, MambaTrack, demonstrates advanced performance on benchmarks such as Dancetrack and SportsMOT, which are characterized by complex motion and severe occlusion.

  • 4 authors
·
Aug 17, 2024

ExposureEngine: Oriented Logo Detection and Sponsor Visibility Analytics in Sports Broadcasts

Quantifying sponsor visibility in sports broadcasts is a critical marketing task traditionally hindered by manual, subjective, and unscalable analysis methods. While automated systems offer an alternative, their reliance on axis-aligned Horizontal Bounding Box (HBB) leads to inaccurate exposuremetrics when logos appear rotated or skewed due to dynamic camera angles and perspective distortions. This paper introduces ExposureEngine, an end-to-end system designed for accurate, rotation-aware sponsor visibility analytics in sports broadcasts, demonstrated in a soccer case study. Our approach predicts Oriented Bounding Box (OBB) to provide a geometrically precise fit to each logo regardless of the orientation on-screen. To train and evaluate our detector, we developed a new dataset comprising 1,103 frames from Swedish elite soccer, featuring 670 unique sponsor logos annotated with OBBs. Our model achieves a mean Average Precision (mAP@0.5) of 0.859, with a precision of 0.96 and recall of 0.87, demonstrating robust performance in localizing logos under diverse broadcast conditions. The system integrates these detections into an analytical pipeline that calculates precise visibility metrics, such as exposure duration and on-screen coverage. Furthermore, we incorporate a language-driven agentic layer, enabling users to generate reports, summaries, and media content through natural language queries. The complete system, including the dataset and the analytics dashboard, provides a comprehensive solution for auditable and interpretable sponsor measurement in sports media. An overview of the ExposureEngine is available online: https://youtu.be/tRw6OBISuW4 .

  • 8 authors
·
Oct 6, 2025

Samba: Synchronized Set-of-Sequences Modeling for Multiple Object Tracking

Multiple object tracking in complex scenarios - such as coordinated dance performances, team sports, or dynamic animal groups - presents unique challenges. In these settings, objects frequently move in coordinated patterns, occlude each other, and exhibit long-term dependencies in their trajectories. However, it remains a key open research question on how to model long-range dependencies within tracklets, interdependencies among tracklets, and the associated temporal occlusions. To this end, we introduce Samba, a novel linear-time set-of-sequences model designed to jointly process multiple tracklets by synchronizing the multiple selective state-spaces used to model each tracklet. Samba autoregressively predicts the future track query for each sequence while maintaining synchronized long-term memory representations across tracklets. By integrating Samba into a tracking-by-propagation framework, we propose SambaMOTR, the first tracker effectively addressing the aforementioned issues, including long-range dependencies, tracklet interdependencies, and temporal occlusions. Additionally, we introduce an effective technique for dealing with uncertain observations (MaskObs) and an efficient training recipe to scale SambaMOTR to longer sequences. By modeling long-range dependencies and interactions among tracked objects, SambaMOTR implicitly learns to track objects accurately through occlusions without any hand-crafted heuristics. Our approach significantly surpasses prior state-of-the-art on the DanceTrack, BFT, and SportsMOT datasets.

  • 6 authors
·
Oct 2, 2024 1

BEACON: A Multimodal Dataset for Learning Behavioral Fingerprints from Gameplay Data

Continuous authentication in high-stakes digital environments requires datasets with fine-grained behavioral signals under realistic cognitive and motor demands. But current benchmarks are often limited by small scale, unimodal sensing or lack of synchronised environmental context. To address this gap, this paper introduces BEACON ( Behavioral Engine for Authentication \& Continuous Monitoring), a large-scale multimodal dataset that captures diverse skill tiers in competitive Valorant gameplay. BEACON contains approximately 430 GB of synchronised modality data (461 GB total on-disk including auxiliary Valorant configuration captures) from 79 sessions across 28 distinct players, estimated at 102.51 hours of active gameplay, including high-frequency mouse dynamics, keystroke events, network packet captures, screen recordings, hardware metadata, and in-game configuration context. BEACON leverages the high precision motor skills and high cognitive load that are inherent to tactical shooters, making it a rigorous stress test for the robustness of behavioral biometrics. The dataset allows for the study of continuous authentication, behavioral profiling, user drift and multimodal representation learning in a high-fidelity esports setting. The authors release the dataset and code on Hugging Face and GitHub to create a reproducible benchmark for evaluating next-generation behavioral fingerprinting and security models

Regions are Who Walk Them: a Large Pre-trained Spatiotemporal Model Based on Human Mobility for Ubiquitous Urban Sensing

User profiling and region analysis are two tasks of significant commercial value. However, in practical applications, modeling different features typically involves four main steps: data preparation, data processing, model establishment, evaluation, and optimization. This process is time-consuming and labor-intensive. Repeating this workflow for each feature results in abundant development time for tasks and a reduced overall volume of task development. Indeed, human mobility data contains a wealth of information. Several successful cases suggest that conducting in-depth analysis of population movement data could potentially yield meaningful profiles about users and areas. Nonetheless, most related works have not thoroughly utilized the semantic information within human mobility data and trained on a fixed number of the regions. To tap into the rich information within population movement, based on the perspective that Regions Are Who walk them, we propose a large spatiotemporal model based on trajectories (RAW). It possesses the following characteristics: 1) Tailored for trajectory data, introducing a GPT-like structure with a parameter count of up to 1B; 2) Introducing a spatiotemporal fine-tuning module, interpreting trajectories as collection of users to derive arbitrary region embedding. This framework allows rapid task development based on the large spatiotemporal model. We conducted extensive experiments to validate the effectiveness of our proposed large spatiotemporal model. It's evident that our proposed method, relying solely on human mobility data without additional features, exhibits a certain level of relevance in user profiling and region analysis. Moreover, our model showcases promising predictive capabilities in trajectory generation tasks based on the current state, offering the potential for further innovative work utilizing this large spatiotemporal model.

  • 6 authors
·
Nov 17, 2023

TT4D: A Pipeline and Dataset for Table Tennis 4D Reconstruction From Monocular Videos

We present TT4D, a large-scale, high-fidelity table tennis dataset. It provides 140+ hours of reconstructed singles and doubles gameplay from monocular broadcast videos, featuring multimodal annotations like high-quality camera calibrations, precise 3D ball positions, ball spin, time segmentation, and 3D human meshes over time. This rich data provides a new foundation for virtual replay, in-depth player analysis, and robot learning. The dataset's combination of scale and precision is achieved through a novel reconstruction pipeline. Prior methods first partition a game sequence into individual shot segments based on the 2D ball track, and only then attempt reconstruction. However, 2D-based time segmentation collapses under occlusion and varied camera viewpoints, preventing reliable reconstruction. We invert this paradigm by first lifting the entire unsegmented 2D ball track to 3D through a learned lifting network. This 3D trajectory then allows us to reliably perform time segmentation. The learned lifting network also infers the ball's spin, handles unreliable ball detections, and successfully reconstructs the ball trajectory in cases of high occlusion. This lift-first design is necessary, as our pipeline is the only method capable of reconstructing table tennis gameplay from general-view broadcast monocular videos. We demonstrate the dataset's fidelity through two downstream tasks: estimating the racket's pose \& velocity at impact, and training a generative model of competitive rallies.

SC2EGSet: StarCraft II Esport Replay and Game-state Dataset

As a relatively new form of sport, esports offers unparalleled data availability. Despite the vast amounts of data that are generated by game engines, it can be challenging to extract them and verify their integrity for the purposes of practical and scientific use. Our work aims to open esports to a broader scientific community by supplying raw and pre-processed files from StarCraft II esports tournaments. These files can be used in statistical and machine learning modeling tasks and related to various laboratory-based measurements (e.g., behavioral tests, brain imaging). We have gathered publicly available game-engine generated "replays" of tournament matches and performed data extraction and cleanup using a low-level application programming interface (API) parser library. Additionally, we open-sourced and published all the custom tools that were developed in the process of creating our dataset. These tools include PyTorch and PyTorch Lightning API abstractions to load and model the data. Our dataset contains replays from major and premiere StarCraft II tournaments since 2016. To prepare the dataset, we processed 55 tournament "replaypacks" that contained 17930 files with game-state information. Based on initial investigation of available StarCraft II datasets, we observed that our dataset is the largest publicly available source of StarCraft II esports data upon its publication. Analysis of the extracted data holds promise for further Artificial Intelligence (AI), Machine Learning (ML), psychological, Human-Computer Interaction (HCI), and sports-related studies in a variety of supervised and self-supervised tasks.

  • 8 authors
·
Jul 7, 2022

Rethinking Evaluation Metric for Probability Estimation Models Using Esports Data

Probability estimation models play an important role in various fields, such as weather forecasting, recommendation systems, and sports analysis. Among several models estimating probabilities, it is difficult to evaluate which model gives reliable probabilities since the ground-truth probabilities are not available. The win probability estimation model for esports, which calculates the win probability under a certain game state, is also one of the fields being actively studied in probability estimation. However, most of the previous works evaluated their models using accuracy, a metric that only can measure the performance of discrimination. In this work, we firstly investigate the Brier score and the Expected Calibration Error (ECE) as a replacement of accuracy used as a performance evaluation metric for win probability estimation models in esports field. Based on the analysis, we propose a novel metric called Balance score which is a simple yet effective metric in terms of six good properties that probability estimation metric should have. Under the general condition, we also found that the Balance score can be an effective approximation of the true expected calibration error which has been imperfectly approximated by ECE using the binning technique. Extensive evaluations using simulation studies and real game snapshot data demonstrate the promising potential to adopt the proposed metric not only for the win probability estimation model for esports but also for evaluating general probability estimation models.

  • 3 authors
·
Sep 12, 2023

CLIP meets GamePhysics: Towards bug identification in gameplay videos using zero-shot transfer learning

Gameplay videos contain rich information about how players interact with the game and how the game responds. Sharing gameplay videos on social media platforms, such as Reddit, has become a common practice for many players. Often, players will share gameplay videos that showcase video game bugs. Such gameplay videos are software artifacts that can be utilized for game testing, as they provide insight for bug analysis. Although large repositories of gameplay videos exist, parsing and mining them in an effective and structured fashion has still remained a big challenge. In this paper, we propose a search method that accepts any English text query as input to retrieve relevant videos from large repositories of gameplay videos. Our approach does not rely on any external information (such as video metadata); it works solely based on the content of the video. By leveraging the zero-shot transfer capabilities of the Contrastive Language-Image Pre-Training (CLIP) model, our approach does not require any data labeling or training. To evaluate our approach, we present the GamePhysics dataset consisting of 26,954 videos from 1,873 games, that were collected from the GamePhysics section on the Reddit website. Our approach shows promising results in our extensive analysis of simple queries, compound queries, and bug queries, indicating that our approach is useful for object and event detection in gameplay videos. An example application of our approach is as a gameplay video search engine to aid in reproducing video game bugs. Please visit the following link for the code and the data: https://asgaardlab.github.io/CLIPxGamePhysics/

  • 3 authors
·
Mar 21, 2022

MultiSports: A Multi-Person Video Dataset of Spatio-Temporally Localized Sports Actions

Spatio-temporal action detection is an important and challenging problem in video understanding. The existing action detection benchmarks are limited in aspects of small numbers of instances in a trimmed video or low-level atomic actions. This paper aims to present a new multi-person dataset of spatio-temporal localized sports actions, coined as MultiSports. We first analyze the important ingredients of constructing a realistic and challenging dataset for spatio-temporal action detection by proposing three criteria: (1) multi-person scenes and motion dependent identification, (2) with well-defined boundaries, (3) relatively fine-grained classes of high complexity. Based on these guide-lines, we build the dataset of MultiSports v1.0 by selecting 4 sports classes, collecting 3200 video clips, and annotating 37701 action instances with 902k bounding boxes. Our datasets are characterized with important properties of high diversity, dense annotation, and high quality. Our Multi-Sports, with its realistic setting and detailed annotations, exposes the intrinsic challenges of spatio-temporal action detection. To benchmark this, we adapt several baseline methods to our dataset and give an in-depth analysis on the action detection results in our dataset. We hope our MultiSports can serve as a standard benchmark for spatio-temporal action detection in the future. Our dataset website is at https://deeperaction.github.io/multisports/.

  • 6 authors
·
May 16, 2021

Action Anticipation from SoccerNet Football Video Broadcasts

Artificial intelligence has revolutionized the way we analyze sports videos, whether to understand the actions of games in long untrimmed videos or to anticipate the player's motion in future frames. Despite these efforts, little attention has been given to anticipating game actions before they occur. In this work, we introduce the task of action anticipation for football broadcast videos, which consists in predicting future actions in unobserved future frames, within a five- or ten-second anticipation window. To benchmark this task, we release a new dataset, namely the SoccerNet Ball Action Anticipation dataset, based on SoccerNet Ball Action Spotting. Additionally, we propose a Football Action ANticipation TRAnsformer (FAANTRA), a baseline method that adapts FUTR, a state-of-the-art action anticipation model, to predict ball-related actions. To evaluate action anticipation, we introduce new metrics, including mAP@δ, which evaluates the temporal precision of predicted future actions, as well as mAP@infty, which evaluates their occurrence within the anticipation window. We also conduct extensive ablation studies to examine the impact of various task settings, input configurations, and model architectures. Experimental results highlight both the feasibility and challenges of action anticipation in football videos, providing valuable insights into the design of predictive models for sports analytics. By forecasting actions before they unfold, our work will enable applications in automated broadcasting, tactical analysis, and player decision-making. Our dataset and code are publicly available at https://github.com/MohamadDalal/FAANTRA.

  • 9 authors
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Apr 16, 2025

DraftRec: Personalized Draft Recommendation for Winning in Multi-Player Online Battle Arena Games

This paper presents a personalized character recommendation system for Multiplayer Online Battle Arena (MOBA) games which are considered as one of the most popular online video game genres around the world. When playing MOBA games, players go through a draft stage, where they alternately select a virtual character to play. When drafting, players select characters by not only considering their character preferences, but also the synergy and competence of their team's character combination. However, the complexity of drafting induces difficulties for beginners to choose the appropriate characters based on the characters of their team while considering their own champion preferences. To alleviate this problem, we propose DraftRec, a novel hierarchical model which recommends characters by considering each player's champion preferences and the interaction between the players. DraftRec consists of two networks: the player network and the match network. The player network captures the individual player's champion preference, and the match network integrates the complex relationship between the players and their respective champions. We train and evaluate our model from a manually collected 280,000 matches of League of Legends and a publicly available 50,000 matches of Dota2. Empirically, our method achieved state-of-the-art performance in character recommendation and match outcome prediction task. Furthermore, a comprehensive user survey confirms that DraftRec provides convincing and satisfying recommendations. Our code and dataset are available at https://github.com/dojeon-ai/DraftRec.

  • 5 authors
·
Apr 27, 2022

X-Ego: Acquiring Team-Level Tactical Situational Awareness via Cross-Egocentric Contrastive Video Representation Learning

Human team tactics emerge from each player's individual perspective and their ability to anticipate, interpret, and adapt to teammates' intentions. While advances in video understanding have improved the modeling of team interactions in sports, most existing work relies on third-person broadcast views and overlooks the synchronous, egocentric nature of multi-agent learning. We introduce X-Ego-CS, a benchmark dataset consisting of 124 hours of gameplay footage from 45 professional-level matches of the popular e-sports game Counter-Strike 2, designed to facilitate research on multi-agent decision-making in complex 3D environments. X-Ego-CS provides cross-egocentric video streams that synchronously capture all players' first-person perspectives along with state-action trajectories. Building on this resource, we propose Cross-Ego Contrastive Learning (CECL), which aligns teammates' egocentric visual streams to foster team-level tactical situational awareness from an individual's perspective. We evaluate CECL on a teammate-opponent location prediction task, demonstrating its effectiveness in enhancing an agent's ability to infer both teammate and opponent positions from a single first-person view using state-of-the-art video encoders. Together, X-Ego-CS and CECL establish a foundation for cross-egocentric multi-agent benchmarking in esports. More broadly, our work positions gameplay understanding as a testbed for multi-agent modeling and tactical learning, with implications for spatiotemporal reasoning and human-AI teaming in both virtual and real-world domains. Code and dataset are available at https://github.com/HATS-ICT/x-ego.

  • 3 authors
·
Oct 21, 2025

Detection Recovery in Online Multi-Object Tracking with Sparse Graph Tracker

In existing joint detection and tracking methods, pairwise relational features are used to match previous tracklets to current detections. However, the features may not be discriminative enough for a tracker to identify a target from a large number of detections. Selecting only high-scored detections for tracking may lead to missed detections whose confidence score is low. Consequently, in the online setting, this results in disconnections of tracklets which cannot be recovered. In this regard, we present Sparse Graph Tracker (SGT), a novel online graph tracker using higher-order relational features which are more discriminative by aggregating the features of neighboring detections and their relations. SGT converts video data into a graph where detections, their connections, and the relational features of two connected nodes are represented by nodes, edges, and edge features, respectively. The strong edge features allow SGT to track targets with tracking candidates selected by top-K scored detections with large K. As a result, even low-scored detections can be tracked, and the missed detections are also recovered. The robustness of K value is shown through the extensive experiments. In the MOT16/17/20 and HiEve Challenge, SGT outperforms the state-of-the-art trackers with real-time inference speed. Especially, a large improvement in MOTA is shown in the MOT20 and HiEve Challenge. Code is available at https://github.com/HYUNJS/SGT.

  • 4 authors
·
May 2, 2022

Physics-based Motion Retargeting from Sparse Inputs

Avatars are important to create interactive and immersive experiences in virtual worlds. One challenge in animating these characters to mimic a user's motion is that commercial AR/VR products consist only of a headset and controllers, providing very limited sensor data of the user's pose. Another challenge is that an avatar might have a different skeleton structure than a human and the mapping between them is unclear. In this work we address both of these challenges. We introduce a method to retarget motions in real-time from sparse human sensor data to characters of various morphologies. Our method uses reinforcement learning to train a policy to control characters in a physics simulator. We only require human motion capture data for training, without relying on artist-generated animations for each avatar. This allows us to use large motion capture datasets to train general policies that can track unseen users from real and sparse data in real-time. We demonstrate the feasibility of our approach on three characters with different skeleton structure: a dinosaur, a mouse-like creature and a human. We show that the avatar poses often match the user surprisingly well, despite having no sensor information of the lower body available. We discuss and ablate the important components in our framework, specifically the kinematic retargeting step, the imitation, contact and action reward as well as our asymmetric actor-critic observations. We further explore the robustness of our method in a variety of settings including unbalancing, dancing and sports motions.

  • 5 authors
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Jul 4, 2023

TrackSSM: A General Motion Predictor by State-Space Model

Temporal motion modeling has always been a key component in multiple object tracking (MOT) which can ensure smooth trajectory movement and provide accurate positional information to enhance association precision. However, current motion models struggle to be both efficient and effective across different application scenarios. To this end, we propose TrackSSM inspired by the recently popular state space models (SSM), a unified encoder-decoder motion framework that uses data-dependent state space model to perform temporal motion of trajectories. Specifically, we propose Flow-SSM, a module that utilizes the position and motion information from historical trajectories to guide the temporal state transition of object bounding boxes. Based on Flow-SSM, we design a flow decoder. It is composed of a cascaded motion decoding module employing Flow-SSM, which can use the encoded flow information to complete the temporal position prediction of trajectories. Additionally, we propose a Step-by-Step Linear (S^2L) training strategy. By performing linear interpolation between the positions of the object in the previous frame and the current frame, we construct the pseudo labels of step-by-step linear training, ensuring that the trajectory flow information can better guide the object bounding box in completing temporal transitions. TrackSSM utilizes a simple Mamba-Block to build a motion encoder for historical trajectories, forming a temporal motion model with an encoder-decoder structure in conjunction with the flow decoder. TrackSSM is applicable to various tracking scenarios and achieves excellent tracking performance across multiple benchmarks, further extending the potential of SSM-like temporal motion models in multi-object tracking tasks. Code and models are publicly available at https://github.com/Xavier-Lin/TrackSSM.

  • 5 authors
·
Aug 31, 2024

Video Individual Counting and Tracking from Moving Drones: A Benchmark and Methods

Counting and tracking dense crowds in large-scale scenes is a highly practical yet challenging problem. Existing methods mostly rely on fixed-camera datasets with limited scene coverage, making them inadequate for crowd analysis in large-scale scenes. To bridge this gap, we introduce MovingDroneCrowd++, the largest video-level dataset dedicated to dense crowd counting and tracking with fast-moving drones, captured under diverse flight altitudes, camera angles, and illumination conditions. Existing methods, however, still fail to achieve satisfactory video individual counting or tracking performance under these challenging aerial conditions. To this end, we propose GD3A (Global Density map Decomposition via group-wise Descriptor Association), a video individual counting method that first establishes pixel-level correspondences between pedestrian descriptors across frames via optimal transport with an adaptive dustbin score. Then, group-wise association is adopted to guide the decomposition of the global density map into shared, inflow, and outflow density maps. We further introduce a pedestrian tracking method, DVTrack (Descriptor Voting Track), which converts descriptor-level matching into instance-level association through descriptor voting. Our methods rely on the association results of group-wise multiple descriptors for each pedestrian rather than a single vector. Since intra-group matching errors do not affect the final counting and tracking results, our methods are more robust in dense crowds and challenging aerial conditions. Experiments show that our methods achieve substantial gains in both crowd counting and tracking on moving-drone videos with dense crowds and complex motions, reducing counting error by 47.4% and improving tracking accuracy by 64.6%. Code, dataset, and pretrained models are available at https://github.com/fyw1999/MovingDroneCrowd.

  • 6 authors
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May 27

The PokeAgent Challenge: Competitive and Long-Context Learning at Scale

We present the PokeAgent Challenge, a large-scale benchmark for decision-making research built on Pokemon's multi-agent battle system and expansive role-playing game (RPG) environment. Partial observability, game-theoretic reasoning, and long-horizon planning remain open problems for frontier AI, yet few benchmarks stress all three simultaneously under realistic conditions. PokeAgent targets these limitations at scale through two complementary tracks: our Battling Track, which calls for strategic reasoning and generalization under partial observability in competitive Pokemon battles, and our Speedrunning Track, which requires long-horizon planning and sequential decision-making in the Pokemon RPG. Our Battling Track supplies a dataset of 20M+ battle trajectories alongside a suite of heuristic, RL, and LLM-based baselines capable of high-level competitive play. Our Speedrunning Track provides the first standardized evaluation framework for RPG speedrunning, including an open-source multi-agent orchestration system for modular, reproducible comparisons of harness-based LLM approaches. Our NeurIPS 2025 competition validates both the quality of our resources and the research community's interest in Pokemon, with over 100 teams competing across both tracks and winning solutions detailed in our paper. Participant submissions and our baselines reveal considerable gaps between generalist (LLM), specialist (RL), and elite human performance. Analysis against the BenchPress evaluation matrix shows that Pokemon battling is nearly orthogonal to standard LLM benchmarks, measuring capabilities not captured by existing suites and positioning Pokemon as an unsolved benchmark that can drive RL and LLM research forward. We transition to a living benchmark with a live leaderboard for Battling and self-contained evaluation for Speedrunning at https://pokeagentchallenge.com.

Biases in Expected Goals Models Confound Finishing Ability

Expected Goals (xG) has emerged as a popular tool for evaluating finishing skill in soccer analytics. It involves comparing a player's cumulative xG with their actual goal output, where consistent overperformance indicates strong finishing ability. However, the assessment of finishing skill in soccer using xG remains contentious due to players' difficulty in consistently outperforming their cumulative xG. In this paper, we aim to address the limitations and nuances surrounding the evaluation of finishing skill using xG statistics. Specifically, we explore three hypotheses: (1) the deviation between actual and expected goals is an inadequate metric due to the high variance of shot outcomes and limited sample sizes, (2) the inclusion of all shots in cumulative xG calculation may be inappropriate, and (3) xG models contain biases arising from interdependencies in the data that affect skill measurement. We found that sustained overperformance of cumulative xG requires both high shot volumes and exceptional finishing, including all shot types can obscure the finishing ability of proficient strikers, and that there is a persistent bias that makes the actual and expected goals closer for excellent finishers than it really is. Overall, our analysis indicates that we need more nuanced quantitative approaches for investigating a player's finishing ability, which we achieved using a technique from AI fairness to learn an xG model that is calibrated for multiple subgroups of players. As a concrete use case, we show that (1) the standard biased xG model underestimates Messi's GAX by 17% and (2) Messi's GAX is 27% higher than the typical elite high-shot-volume attacker, indicating that Messi is even a more exceptional finisher than people commonly believed.

  • 2 authors
·
Jan 18, 2024

Agentic Search in the Wild: Intents and Trajectory Dynamics from 14M+ Real Search Requests

LLM-powered search agents are increasingly being used for multi-step information seeking tasks, yet the IR community lacks empirical understanding of how agentic search sessions unfold and how retrieved evidence is used. This paper presents a large-scale log analysis of agentic search based on 14.44M search requests (3.97M sessions) collected from DeepResearchGym, i.e. an open-source search API accessed by external agentic clients. We sessionize the logs, assign session-level intents and step-wise query-reformulation labels using LLM-based annotation, and propose Context-driven Term Adoption Rate (CTAR) to quantify whether newly introduced query terms are traceable to previously retrieved evidence. Our analyses reveal distinctive behavioral patterns. First, over 90% of multi-turn sessions contain at most ten steps, and 89% of inter-step intervals fall under one minute. Second, behavior varies by intent. Fact-seeking sessions exhibit high repetition that increases over time, while sessions requiring reasoning sustain broader exploration. Third, agents reuse evidence across steps. On average, 54% of newly introduced query terms appear in the accumulated evidence context, with contributions from earlier steps beyond the most recent retrieval. The findings suggest that agentic search may benefit from repetition-aware early stopping, intent-adaptive retrieval budgets, and explicit cross-step context tracking. We plan to release the anonymized logs to support future research.

Iterative Tool Usage Exploration for Multimodal Agents via Step-wise Preference Tuning

Multimodal agents, which integrate a controller e.g., a vision language model) with external tools, have demonstrated remarkable capabilities in tackling complex multimodal tasks. Existing approaches for training these agents, both supervised fine-tuning and reinforcement learning, depend on extensive human-annotated task-answer pairs and tool trajectories. However, for complex multimodal tasks, such annotations are prohibitively expensive or impractical to obtain. In this paper, we propose an iterative tool usage exploration method for multimodal agents without any pre-collected data, namely SPORT, via step-wise preference optimization to refine the trajectories of tool usage. Our method enables multimodal agents to autonomously discover effective tool usage strategies through self-exploration and optimization, eliminating the bottleneck of human annotation. SPORT has four iterative components: task synthesis, step sampling, step verification, and preference tuning. We first synthesize multimodal tasks using language models. Then, we introduce a novel trajectory exploration scheme, where step sampling and step verification are executed alternately to solve synthesized tasks. In step sampling, the agent tries different tools and obtains corresponding results. In step verification, we employ a verifier to provide AI feedback to construct step-wise preference data. The data is subsequently used to update the controller for tool usage through preference tuning, producing a SPORT agent. By interacting with real environments, the SPORT agent gradually evolves into a more refined and capable system. Evaluation in the GTA and GAIA benchmarks shows that the SPORT agent achieves 6.41% and 3.64% improvements, underscoring the generalization and effectiveness introduced by our method. The project page is https://SPORT-Agents.github.io.

  • 11 authors
·
Apr 30, 2025

AMP: Adversarial Motion Priors for Stylized Physics-Based Character Control

Synthesizing graceful and life-like behaviors for physically simulated characters has been a fundamental challenge in computer animation. Data-driven methods that leverage motion tracking are a prominent class of techniques for producing high fidelity motions for a wide range of behaviors. However, the effectiveness of these tracking-based methods often hinges on carefully designed objective functions, and when applied to large and diverse motion datasets, these methods require significant additional machinery to select the appropriate motion for the character to track in a given scenario. In this work, we propose to obviate the need to manually design imitation objectives and mechanisms for motion selection by utilizing a fully automated approach based on adversarial imitation learning. High-level task objectives that the character should perform can be specified by relatively simple reward functions, while the low-level style of the character's behaviors can be specified by a dataset of unstructured motion clips, without any explicit clip selection or sequencing. These motion clips are used to train an adversarial motion prior, which specifies style-rewards for training the character through reinforcement learning (RL). The adversarial RL procedure automatically selects which motion to perform, dynamically interpolating and generalizing from the dataset. Our system produces high-quality motions that are comparable to those achieved by state-of-the-art tracking-based techniques, while also being able to easily accommodate large datasets of unstructured motion clips. Composition of disparate skills emerges automatically from the motion prior, without requiring a high-level motion planner or other task-specific annotations of the motion clips. We demonstrate the effectiveness of our framework on a diverse cast of complex simulated characters and a challenging suite of motor control tasks.

  • 5 authors
·
May 11, 2022

FedFitTech: A Baseline in Federated Learning for Fitness Tracking

The rapid evolution of sensors and resource-efficient machine learning models has spurred the widespread adoption of wearable fitness tracking devices. Equipped with inertial sensors, such devices can continuously capture physical movements for fitness technology (FitTech), enabling applications from sports optimization to preventive healthcare. Traditional Centralized Learning approaches to detect fitness activities struggle with data privacy concerns, regulatory restrictions, and communication inefficiencies. In contrast, Federated Learning (FL) enables a decentralized model training by communicating model updates rather than potentially private wearable sensor data. Applying FL to FitTech presents unique challenges, such as data imbalance, lack of labeled data, heterogeneous user activities, and trade-offs between personalization and generalization. To simplify research on FitTech in FL, we present the FedFitTech baseline, under the Flower framework, which is publicly available and widely used by both industry and academic researchers. Additionally, to illustrate its usage, this paper presents a case study that implements a system based on the FedFitTech baseline, incorporating a client-side early stopping strategy and comparing the results. For instance, this system allows wearable devices to optimize the trade-off between capturing common fitness activities and preserving individuals' nuances, thereby enhancing both the scalability and efficiency of privacy-aware fitness tracking applications. The results show that this reduces the overall redundant communications by 13%, while maintaining the overall recognition performance at a negligible recognition cost by 1%. Thus, the FedFitTech baseline creates a foundation for a wide range of new research and development opportunities in FitTech, and it is available as open source at: https://github.com/shreyaskorde16/FedFitTech

  • 4 authors
·
Jun 20, 2025

TrackRAD2025 challenge dataset: Real-time tumor tracking for MRI-guided radiotherapy

Purpose: Magnetic resonance imaging (MRI) to visualize anatomical motion is becoming increasingly important when treating cancer patients with radiotherapy. Hybrid MRI-linear accelerator (MRI-linac) systems allow real-time motion management during irradiation. This paper presents a multi-institutional real-time MRI time series dataset from different MRI-linac vendors. The dataset is designed to support developing and evaluating real-time tumor localization (tracking) algorithms for MRI-guided radiotherapy within the TrackRAD2025 challenge (https://trackrad2025.grand-challenge.org/). Acquisition and validation methods: The dataset consists of sagittal 2D cine MRIs in 585 patients from six centers (3 Dutch, 1 German, 1 Australian, and 1 Chinese). Tumors in the thorax, abdomen, and pelvis acquired on two commercially available MRI-linacs (0.35 T and 1.5 T) were included. For 108 cases, irradiation targets or tracking surrogates were manually segmented on each temporal frame. The dataset was randomly split into a public training set of 527 cases (477 unlabeled and 50 labeled) and a private testing set of 58 cases (all labeled). Data Format and Usage Notes: The data is publicly available under the TrackRAD2025 collection: https://doi.org/10.57967/hf/4539. Both the images and segmentations for each patient are available in metadata format. Potential Applications: This novel clinical dataset will enable the development and evaluation of real-time tumor localization algorithms for MRI-guided radiotherapy. By enabling more accurate motion management and adaptive treatment strategies, this dataset has the potential to advance the field of radiotherapy significantly.

  • 28 authors
·
Mar 24, 2025

Urban Mobility Assessment Using LLMs

Understanding urban mobility patterns and analyzing how people move around cities helps improve the overall quality of life and supports the development of more livable, efficient, and sustainable urban areas. A challenging aspect of this work is the collection of mobility data by means of user tracking or travel surveys, given the associated privacy concerns, noncompliance, and high cost. This work proposes an innovative AI-based approach for synthesizing travel surveys by prompting large language models (LLMs), aiming to leverage their vast amount of relevant background knowledge and text generation capabilities. Our study evaluates the effectiveness of this approach across various U.S. metropolitan areas by comparing the results against existing survey data at different granularity levels. These levels include (i) pattern level, which compares aggregated metrics like the average number of locations traveled and travel time, (ii) trip level, which focuses on comparing trips as whole units using transition probabilities, and (iii) activity chain level, which examines the sequence of locations visited by individuals. Our work covers several proprietary and open-source LLMs, revealing that open-source base models like Llama-2, when fine-tuned on even a limited amount of actual data, can generate synthetic data that closely mimics the actual travel survey data, and as such provides an argument for using such data in mobility studies.

  • 3 authors
·
Aug 22, 2024

SF-LIFE: A Large-Scale Simulated Movement Dataset for the San Francisco Bay Area

We introduce SF-LIFE, a large-scale simulated movement dataset designed to accelerate research in transportation, mobility, and machine learning. The dataset contains 3,024,000,000,000 location records capturing complete, noise-free, multi-modality trajectories of 500,000 simulated agents observed at a 1Hz frequency navigating the San Francisco Bay Area network over a 70-day period. The data captures (1) needs-driven daily agendas of individual agents generated by an agent-based simulation of human patterns of life and (2) detailed kinematic trajectories moving agents across the OpenStreetMap representation of San Francisco using data from 40+ transit agencies across 9 counties. SF-LIFE provides unprecedented scale and detail as trajectories are based on real transit infrastructure using San Francisco General Transit Feed Specification (GTFS) data, having agent movements across multiple modalities, including bus, rail, bike, automobile, and walking. For this high-fidelity simulated representation of San Francisco, we provide (1) the full trajectory data annotated with transportation mode labels, (2) reduced-size versions of the trajectory data with reduced temporal frequency, (3) agent activity information describing the causal activity why an agent visits a place, (4) agent demographic data, and (5) the underlying OSM road network and building data. As the first dataset of its scale and level of detail, SF-LIFE overcomes the privacy, noise, and completeness limitations inherent in real-world tracking data, providing a robust and ethically sourced resource for research in transit optimization, human mobility analysis, and urban computing.

  • 17 authors
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May 28