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Computer coach of the top team using PIRS technology

https://doi.org/10.57006/2782-3245-2024-15-3-63-69

Abstract

Relevance. In intellectual sports (chess, go), the advantage of artificial intelligence is no longer questioned by anyone. However, in game sports, the game is still managed by coaches. Nevertheless, the segment of IT services for game analytics already looks impressive. The information array of a game sport is too large for one coach. Coaches can still identify 1-2 of the strongest and weakest players. And they don't know what's going on in the middle of the list. If they are asked to place the players in descending order of their game according to one of the components, they will consider it a mockery. Instead of a local model of the game for each meeting, coaches have been building a model of their team's game for a universal opponent for years. Therefore, coaches use the potential of the team, on average, only by 67%. This unrealized potential of the team can give about 22-28% additional points, depending on a number of factors.
The purpose of the study is to obtain the maximum possible result of the game through the calculation of profitable exchanges.
Methods and organization of research. The technology used was named PIRS and was successfully tested on the Russian national futsal team, which moved from 5th place in the world ranking in 2011 to 1st place in 2018. A service was created for the technology to work www.ra-first.com , which of the site's game data flashscore.com generates a team rating. This allows you to obtain accurate values of player ratings based on video recordings and, at the very least, calculate the probability of winning single combats from the rating difference, calculate the game scenario, combinations, substitutions, etc. However, PIRS assumed manual data collection. The current project may allow us to obtain neural networks capable of automatically analyzing technical and tactical martial arts (TTE), exchanges. Another possible continuation of the project is to suggest to the player in the earphone a plan for his further actions. The PIRS technology is best suited for recruiting the Russian national team, whose players play in a wide variety of clubs around the world.
Conclusions. The main problem with all IT products for sports is that they were made by IT specialists in order to sell. Not scientists in order to solve the problem, but IT specialists for sale. As a result, the resulting figures are not only useless, but also create informational garbage in the coach's head. At the same time, all IT products do not involve transferring the analysis of the previous match to the next one. This mission will be forwarded to the coach.

About the Authors

A. A. Polozov
Ural State University of Physical Culture
Russian Federation

Andrey A. Polozov, PhD, professor

Yekaterinburg 



N. A. Maltseva
"Intersvyaz"
Russian Federation

Natalia A. Maltseva, ML is an Inter-communication engineer

Chelyabinsk 



References

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4. Polozov A Tactical effect / Theory and practice of physical culture. 2002, №7, 36

5. Polozov A. Rating-formula/ Theory and practice of physical culture, 1996, No. 1 pp.58-59.


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For citations:


Polozov A.A., Maltseva N.A. Computer coach of the top team using PIRS technology. Scientific and educational basics in physical culture and sports. 2024;15(3):63-69. (In Russ.) https://doi.org/10.57006/2782-3245-2024-15-3-63-69

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ISSN 2782-3245 (Online)