Computer coach of the top team in PIRS technology
https://doi.org/10.57006/2782-3245-2023-11-3-76-82
Abstract
Relevance. The development of digital technologies, in the current reality, is present in almost all of the TyPFC previously published articles related to the PIRS methodology. Any game of the masters team is focused on obtaining a positive result in the ratio of goals scored (H) and goals conceded (N). The total difference of the team is decomposed into the difference of the Z - Pi of the players who make up the team.
The purpose of this work is to obtain the maximum possible result of the game through the calculation of profitable exchanges.
Methods and organization of research. Converting Si-Pi into player ratings, teams allows you to compare them for teams that have not previously met. PIRS technology has been repeatedly published both in Russia and abroad. She forms the scenario of the next meeting from the differences, restrictions on martial arts, combinations. However, she has not been online so far. That is, the player is required to remember in advance who he is playing with in defense, which combination is suitable for this opponent's alignment, etc.). Currently, the authors are transferring technology to online mode, and the article is devoted to joint work on this technology with the Russian national futsal team from 2012 to 2018.
The results of the study and their discussion. There is a limit to the level of result that can be achieved by one team in a match with another. Usually, this resource is used by 67%, and it is difficult to implement it by 100% due to the need to organize coordinated actions by a large number of players. The algorithm I created allows you to get into these 100%. However, the main advantage is that an IT solution is desirable. Manual data collection during the game is difficult. We need to translate the image of the game into a two-dimensional plane and interpret more than 50 types of martial arts. If this task is completed, then it is possible to occupy the entire market of digital analytics of gaming sports. However, to get such a solution – the computer does not keep up with the real pace of the game.
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 information 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. PolozovRussian Federation
Andrey Anatolyevich Polozov, Doctor of Pedagogical Sciences
85 Shaumyana str., Yekaterinburg, 620146
N. A. Maltseva
Russian Federation
Natalia A. Maltseva, ML Engineer
38B Komsomolsky blvd, Chelyabinsk, 453138
References
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Review
For citations:
Polozov A.A., Maltseva N.A. Computer coach of the top team in PIRS technology. Scientific and educational basics in physical culture and sports. 2023;(3):76-82. (In Russ.) https://doi.org/10.57006/2782-3245-2023-11-3-76-82