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Aug 12

SoccerNet 2023 Challenges Results

The SoccerNet 2023 challenges were the third annual video understanding challenges organized by the SoccerNet team. For this third edition, the challenges were composed of seven vision-based tasks split into three main themes. The first theme, broadcast video understanding, is composed of three high-level tasks related to describing events occurring in the video broadcasts: (1) action spotting, focusing on retrieving all timestamps related to global actions in soccer, (2) ball action spotting, focusing on retrieving all timestamps related to the soccer ball change of state, and (3) dense video captioning, focusing on describing the broadcast with natural language and anchored timestamps. The second theme, field understanding, relates to the single task of (4) camera calibration, focusing on retrieving the intrinsic and extrinsic camera parameters from images. The third and last theme, player understanding, is composed of three low-level tasks related to extracting information about the players: (5) re-identification, focusing on retrieving the same players across multiple views, (6) multiple object tracking, focusing on tracking players and the ball through unedited video streams, and (7) jersey number recognition, focusing on recognizing the jersey number of players from tracklets. Compared to the previous editions of the SoccerNet challenges, tasks (2-3-7) are novel, including new annotations and data, task (4) was enhanced with more data and annotations, and task (6) now focuses on end-to-end approaches. More information on the tasks, challenges, and leaderboards are available on https://www.soccer-net.org. Baselines and development kits can be found on https://github.com/SoccerNet.

  • 102 authors
·
Sep 12, 2023

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

WorldCupArena: Fine-Grained Evaluation of Language Models and Deep-Research Agents on Football Forecasting

Predicting a football match before kickoff requires more than knowing past results: a model must use changing information and make a clear prediction before the answer is available. We present WorldCupArena, a dynamic benchmark for language models and deep-research agents. The 2026 FIFA World Cup is its first evaluation, and the same process can be reused for future leagues and cups. Before each match, a model either receives a common evidence package or searches for information itself. It predicts the result and score, likely players and events, match statistics, and the outcome of the competition. After the match, these predictions are compared with the recorded result. We report result accuracy, exact-score accuracy, and a scoreline score that gives some credit when a predicted score is close but not exact, together with scores for the other prediction tasks. Across 104 matches and 13 systems, models with similar result accuracy differ more clearly on detailed predictions. Compared with betting-market and human-fan baselines, the best system shows only small gains in result and exact-score accuracy, but a clearer gain in Scoreline. New schedules can be added as they begin, allowing the benchmark to evaluate future models without using outcomes that are already known. Code, prompts, predictions, and evaluation scripts are open sourced at https://github.com/wzk1015/WorldCupArena.

  • 6 authors
·
Jul 19 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

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
·
Apr 16, 2025

Dynamic NeRFs for Soccer Scenes

The long-standing problem of novel view synthesis has many applications, notably in sports broadcasting. Photorealistic novel view synthesis of soccer actions, in particular, is of enormous interest to the broadcast industry. Yet only a few industrial solutions have been proposed, and even fewer that achieve near-broadcast quality of the synthetic replays. Except for their setup of multiple static cameras around the playfield, the best proprietary systems disclose close to no information about their inner workings. Leveraging multiple static cameras for such a task indeed presents a challenge rarely tackled in the literature, for a lack of public datasets: the reconstruction of a large-scale, mostly static environment, with small, fast-moving elements. Recently, the emergence of neural radiance fields has induced stunning progress in many novel view synthesis applications, leveraging deep learning principles to produce photorealistic results in the most challenging settings. In this work, we investigate the feasibility of basing a solution to the task on dynamic NeRFs, i.e., neural models purposed to reconstruct general dynamic content. We compose synthetic soccer environments and conduct multiple experiments using them, identifying key components that help reconstruct soccer scenes with dynamic NeRFs. We show that, although this approach cannot fully meet the quality requirements for the target application, it suggests promising avenues toward a cost-efficient, automatic solution. We also make our work dataset and code publicly available, with the goal to encourage further efforts from the research community on the task of novel view synthesis for dynamic soccer scenes. For code, data, and video results, please see https://soccernerfs.isach.be.

  • 5 authors
·
Sep 13, 2023

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

FIFA World Cup 2026 as a Contamination-Free Benchmark for LLM Forecasting Agents: Four Models, a Bookmaker, and 104 Matches

We introduce WC2026-Agents, a benchmark and dataset for evaluating large language models (LLMs) as autonomous forecasting agents on real, future events. For every one of the 104 matches of the 2026 FIFA World Cup, four frontier models -- Claude Opus 4.8, ChatGPT (GPT-5.5, high reasoning), Gemini 3.1 Pro, and Grok (Expert Mode) -- ran an identical search-act-reflect loop: gather evidence with a web tool, commit to a 1X2 (team-A win / draw / team-B win) distribution and a virtual 100-USD bet, and, after the match, reflect given only the final score. Because every match kicked off after the models' training cutoffs, the benchmark is contamination-free by construction. Crucially, we pair the four agents with a fifth competitor drawn from the same information environment -- the pre-match betting market -- collected as per-match 1X2 odds, giving an economically grounded baseline and letting us score not just what an agent predicts but what it does with money. The release contains 416 forecasts and 414 reflections with verbatim reasoning, ground truth (including penalty shootouts), odds, and a reproducible evaluation suite. A reference evaluation surfaces findings that raw accuracy hides: the four agents issue an identical top pick in 92% of matches and none beats the market's Brier score; indeed, a naive flat stake on the market favorite out-earns all four agents. Yet the agents diverge sharply as decision-makers: betting return-on-investment ranges from -18% to +10%, fading the market is unprofitable for all four, the share of forecasts that cite the market ranges from 12% to 100%, and self-reported error rates on wrong picks range from 36% to 86%. The benchmark thus measures calibration, decision quality, and self-knowledge -- axes on which frontier models differ even when their predictions do not. Data and code: https://github.com/graphuofm/FIFA2026LLM

  • 3 authors
·
Jul 19 1

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

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

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

Learning Robot Soccer from Egocentric Vision with Deep Reinforcement Learning

We apply multi-agent deep reinforcement learning (RL) to train end-to-end robot soccer policies with fully onboard computation and sensing via egocentric RGB vision. This setting reflects many challenges of real-world robotics, including active perception, agile full-body control, and long-horizon planning in a dynamic, partially-observable, multi-agent domain. We rely on large-scale, simulation-based data generation to obtain complex behaviors from egocentric vision which can be successfully transferred to physical robots using low-cost sensors. To achieve adequate visual realism, our simulation combines rigid-body physics with learned, realistic rendering via multiple Neural Radiance Fields (NeRFs). We combine teacher-based multi-agent RL and cross-experiment data reuse to enable the discovery of sophisticated soccer strategies. We analyze active-perception behaviors including object tracking and ball seeking that emerge when simply optimizing perception-agnostic soccer play. The agents display equivalent levels of performance and agility as policies with access to privileged, ground-truth state. To our knowledge, this paper constitutes a first demonstration of end-to-end training for multi-agent robot soccer, mapping raw pixel observations to joint-level actions, that can be deployed in the real world. Videos of the game-play and analyses can be seen on our website https://sites.google.com/view/vision-soccer .

  • 16 authors
·
May 3, 2024 1

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

Structural Pass Analysis in Football: Learning Pass Archetypes and Tactical Impact from Spatio-Temporal Tracking Data

The increasing availability of spatio-temporal tracking data has created new opportunities for analysing tactical behaviour in football. However, many existing approaches evaluate passes primarily through outcome-based metrics such as scoring probability or possession value, providing limited insight into how passes influence the defensive organisation of the opponent. This paper introduces a structural framework for analysing football passes based on their interaction with defensive structure. Using synchronised tracking/event data, we derive three complementary structural metrics, Line Bypass Score, Space Gain Metric, and Structural Disruption Index, that quantify how passes alter the spatial configuration of defenders. These metrics are combined into a composite measure termed Tactical Impact Value (TIV), which captures the structural influence of individual passes. Using tracking and event data from the 2022 FIFA World Cup, we analyse structural passing behaviour across multiple tactical levels. Unsupervised clustering of structural features reveals four interpretable pass archetypes: circulatory, destabilising, line-breaking, and space-expanding passes. Empirical results show that passes with higher TIV are significantly more likely to lead to territorial progression, particularly entries into the final third and penalty box. Spatial, team-level analyses further reveal distinctive structural passing styles across teams, while player-level analysis highlights the role of build-up defenders as key drivers of structural progression. In addition, analysing passer-receiver interactions identifies structurally impactful passing partnerships that amplify tactical progression within teams. Overall, the proposed framework demonstrates how structural representations derived from tracking data can reveal interpretable tactical patterns in football.

  • 2 authors
·
Mar 29

TrackNetV5: Residual-Driven Spatio-Temporal Refinement and Motion Direction Decoupling for Fast Object Tracking

The TrackNet series has established a strong baseline for fast-moving small object tracking in sports. However, existing iterations face significant limitations: V1-V3 struggle with occlusions due to a reliance on purely visual cues, while TrackNetV4, despite introducing motion inputs, suffers from directional ambiguity as its absolute difference method discards motion polarity. To overcome these bottlenecks, we propose TrackNetV5, a robust architecture integrating two novel mechanisms. First, to recover lost directional priors, we introduce the Motion Direction Decoupling (MDD) module. Unlike V4, MDD decomposes temporal dynamics into signed polarity fields, explicitly encoding both movement occurrence and trajectory direction. Second, we propose the Residual-Driven Spatio-Temporal Refinement (R-STR) head. Operating on a coarse-to-fine paradigm, this Transformer-based module leverages factorized spatio-temporal contexts to estimate a corrective residual, effectively recovering occluded targets. Extensive experiments on the TrackNetV2 dataset demonstrate that TrackNetV5 achieves a new state-of-the-art F1-score of 0.9859 and an accuracy of 0.9733, significantly outperforming previous versions. Notably, this performance leap is achieved with a marginal 3.7% increase in FLOPs compared to V4, maintaining real-time inference capabilities while delivering superior tracking precision.

  • 5 authors
·
Jan 12

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

AI World Cup 2026: Benchmarking Large Language Models for End-to-End Football Tournament Prediction

Large language models (LLMs) are now regularly asked to forecast real-world events, but comparisons are often difficult because models receive different information, use different tools, and are evaluated under different rules. This paper reports the completed AI World Cup benchmark, in which ten LLM-based assistants made a single pre-tournament forecast of the entire 2026 FIFA World Cup. Every submission used the same tournament snapshot, prompt, JSON schema, and scoring procedure. The forecasts covered group-stage scores, group rankings, the knockout bracket, final placings, confidence values, and short explanations. After all 104 matches had been played, GPT-5.5 Thinking finished first with 744 points, followed by GPT-5.5 with 717, Gemini with 699, and Qwen 3.7 with 687. GPT-5.5 Thinking was also the only model to select Spain, which defeated Argentina 1--0 in the final, as champion. The final ranking was driven mainly by knockout performance: total score was strongly correlated with knockout points (r=0.986), but showed little relationship with group-stage match points (r=0.055), group-standing points (r=-0.103), or their combined pre-knockout score (r=-0.054). Match-level accuracy produced a different ordering. Claude Sonnet 4.6 correctly predicted the largest number of group-stage outcomes (63.89\%) but placed sixth overall. Average self-reported confidence was also unrelated to either outcome accuracy (r=-0.060) or total score (r=-0.067). The results suggest that forecasting a complete tournament tests something different from predicting matches one at a time, while also showing how strongly a bracket-based leaderboard can depend on scoring design. The benchmark materials, raw responses, and scoring code are released to support replication and future extensions.

  • 2 authors
·
Aug 3

Soccer on Social Media

In the era of digitalization, social media has become an integral part of our lives, serving as a significant hub for individuals and businesses to share information, communicate, and engage. This is also the case for professional sports, where leagues, clubs and players are using social media to reach out to their fans. In this respect, a huge amount of time is spent curating multimedia content for various social media platforms and their target users. With the emergence of Artificial Intelligence (AI), AI-based tools for automating content generation and enhancing user experiences on social media have become widely popular. However, to effectively utilize such tools, it is imperative to comprehend the demographics and preferences of users on different platforms, understand how content providers post information in these channels, and how different types of multimedia are consumed by audiences. This report presents an analysis of social media platforms, in terms of demographics, supported multimedia modalities, and distinct features and specifications for different modalities, followed by a comparative case study of select European soccer leagues and teams, in terms of their social media practices. Through this analysis, we demonstrate that social media, while being very important for and widely used by supporters from all ages, also requires a fine-tuned effort on the part of soccer professionals, in order to elevate fan experiences and foster engagement.

  • 6 authors
·
Oct 18, 2023

RedOne: Revealing Domain-specific LLM Post-Training in Social Networking Services

As a primary medium for modern information dissemination, social networking services (SNS) have experienced rapid growth, which has proposed significant challenges for platform content management and interaction quality improvement. Recently, the development of large language models (LLMs) has offered potential solutions but existing studies focus on isolated tasks, which not only encounter diminishing benefit from the data scaling within individual scenarios but also fail to flexibly adapt to diverse real-world context. To address these challenges, we introduce RedOne, a domain-specific LLM designed to break the performance bottleneck of single-task baselines and establish a comprehensive foundation for the SNS. RedOne was developed through a three-stage training strategy consisting of continue pretraining, supervised fine-tuning, and preference optimization, using a large-scale real-world dataset. Through extensive experiments, RedOne maintains strong general capabilities, and achieves an average improvement up to 14.02% across 8 major SNS tasks and 7.56% in SNS bilingual evaluation benchmark, compared with base models. Furthermore, through online testing, RedOne reduced the exposure rate in harmful content detection by 11.23% and improved the click page rate in post-view search by 14.95% compared with single-tasks finetuned baseline models. These results establish RedOne as a robust domain-specific LLM for SNS, demonstrating excellent generalization across various tasks and promising applicability in real-world scenarios.

  • 25 authors
·
Jul 12, 2025 2

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

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

SANA-Sprint: One-Step Diffusion with Continuous-Time Consistency Distillation

This paper presents SANA-Sprint, an efficient diffusion model for ultra-fast text-to-image (T2I) generation. SANA-Sprint is built on a pre-trained foundation model and augmented with hybrid distillation, dramatically reducing inference steps from 20 to 1-4. We introduce three key innovations: (1) We propose a training-free approach that transforms a pre-trained flow-matching model for continuous-time consistency distillation (sCM), eliminating costly training from scratch and achieving high training efficiency. Our hybrid distillation strategy combines sCM with latent adversarial distillation (LADD): sCM ensures alignment with the teacher model, while LADD enhances single-step generation fidelity. (2) SANA-Sprint is a unified step-adaptive model that achieves high-quality generation in 1-4 steps, eliminating step-specific training and improving efficiency. (3) We integrate ControlNet with SANA-Sprint for real-time interactive image generation, enabling instant visual feedback for user interaction. SANA-Sprint establishes a new Pareto frontier in speed-quality tradeoffs, achieving state-of-the-art performance with 7.59 FID and 0.74 GenEval in only 1 step - outperforming FLUX-schnell (7.94 FID / 0.71 GenEval) while being 10x faster (0.1s vs 1.1s on H100). It also achieves 0.1s (T2I) and 0.25s (ControlNet) latency for 1024 x 1024 images on H100, and 0.31s (T2I) on an RTX 4090, showcasing its exceptional efficiency and potential for AI-powered consumer applications (AIPC). Code and pre-trained models will be open-sourced.

  • 9 authors
·
Mar 12, 2025 4

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

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

EquiformerV3: Scaling Efficient, Expressive, and General SE(3)-Equivariant Graph Attention Transformers

As SE(3)-equivariant graph neural networks mature as a core tool for 3D atomistic modeling, improving their efficiency, expressivity, and physical consistency has become a central challenge for large-scale applications. In this work, we introduce EquiformerV3, the third generation of the SE(3)-equivariant graph attention Transformer, designed to advance all three dimensions: efficiency, expressivity, and generality. Building on EquiformerV2, we have the following three key advances. First, we optimize the software implementation, achieving 1.75times speedup. Second, we introduce simple and effective modifications to EquiformerV2, including equivariant merged layer normalization, improved feedforward network hyper-parameters, and attention with smooth radius cutoff. Third, we propose SwiGLU-S^2 activations to incorporate many-body interactions for better theoretical expressivity and to preserve strict equivariance while reducing the complexity of sampling S^2 grids. Together, SwiGLU-S^2 activations and smooth-cutoff attention enable accurate modeling of smoothly varying potential energy surfaces (PES), generalizing EquiformerV3 to tasks requiring energy-conserving simulations and higher-order derivatives of PES. With these improvements, EquiformerV3 trained with the auxiliary task of denoising non-equilibrium structures (DeNS) achieves state-of-the-art results on OC20, OMat24, and Matbench Discovery.

Searching for MobileNetV3

We present the next generation of MobileNets based on a combination of complementary search techniques as well as a novel architecture design. MobileNetV3 is tuned to mobile phone CPUs through a combination of hardware-aware network architecture search (NAS) complemented by the NetAdapt algorithm and then subsequently improved through novel architecture advances. This paper starts the exploration of how automated search algorithms and network design can work together to harness complementary approaches improving the overall state of the art. Through this process we create two new MobileNet models for release: MobileNetV3-Large and MobileNetV3-Small which are targeted for high and low resource use cases. These models are then adapted and applied to the tasks of object detection and semantic segmentation. For the task of semantic segmentation (or any dense pixel prediction), we propose a new efficient segmentation decoder Lite Reduced Atrous Spatial Pyramid Pooling (LR-ASPP). We achieve new state of the art results for mobile classification, detection and segmentation. MobileNetV3-Large is 3.2\% more accurate on ImageNet classification while reducing latency by 15\% compared to MobileNetV2. MobileNetV3-Small is 4.6\% more accurate while reducing latency by 5\% compared to MobileNetV2. MobileNetV3-Large detection is 25\% faster at roughly the same accuracy as MobileNetV2 on COCO detection. MobileNetV3-Large LR-ASPP is 30\% faster than MobileNetV2 R-ASPP at similar accuracy for Cityscapes segmentation.

  • 12 authors
·
May 6, 2019

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

RedOne 2.0: Rethinking Domain-specific LLM Post-Training in Social Networking Services

As a key medium for human interaction and information exchange, social networking services (SNS) pose unique challenges for large language models (LLMs): heterogeneous workloads, fast-shifting norms and slang, and multilingual, culturally diverse corpora that induce sharp distribution shift. Supervised fine-tuning (SFT) can specialize models but often triggers a ``seesaw'' between in-distribution gains and out-of-distribution robustness, especially for smaller models. To address these challenges, we introduce RedOne 2.0, an SNS-oriented LLM trained with a progressive, RL-prioritized post-training paradigm designed for rapid and stable adaptation. The pipeline consist in three stages: (1) Exploratory Learning on curated SNS corpora to establish initial alignment and identify systematic weaknesses; (2) Targeted Fine-Tuning that selectively applies SFT to the diagnosed gaps while mixing a small fraction of general data to mitigate forgetting; and (3) Refinement Learning that re-applies RL with SNS-centric signals to consolidate improvements and harmonize trade-offs across tasks. Across various tasks spanning three categories, our 4B scale model delivers an average improvements about 2.41 over the 7B sub-optimal baseline. Additionally, RedOne 2.0 achieves average performance lift about 8.74 from the base model with less than half the data required by SFT-centric method RedOne, evidencing superior data efficiency and stability at compact scales. Overall, RedOne 2.0 establishes a competitive, cost-effective baseline for domain-specific LLMs in SNS scenario, advancing capability without sacrificing robustness.

  • 12 authors
·
Nov 10, 2025 2

DeepSport: A Multimodal Large Language Model for Comprehensive Sports Video Reasoning via Agentic Reinforcement Learning

Sports video understanding presents unique challenges, requiring models to perceive high-speed dynamics, comprehend complex rules, and reason over long temporal contexts. While Multimodal Large Language Models (MLLMs) have shown promise in genral domains, the current state of research in sports remains narrowly focused: existing approaches are either single-sport centric, limited to specific tasks, or rely on training-free paradigms that lack robust, learned reasoning process. To address this gap, we introduce DeepSport, the first end-to-end trained MLLM framework designed for multi-task, multi-sport video understanding. DeepSport shifts the paradigm from passive frame processing to active, iterative reasoning, empowering the model to ``think with videos'' by dynamically interrogating content via a specialized frame-extraction tool. To enable this, we propose a data distillation pipeline that synthesizes high-quality Chain-of-Thought (CoT) trajectories from 10 diverse data source, creating a unified resource of 78k training data. We then employ a two-stage training strategy, Supervised Fine-Tuning (SFT) followed by Reinforcement Learning (RL) with a novel gated tool-use reward, to optimize the model's reasoning process. Extensive experiments on the testing benchmark of 6.7k questions demonstrate that DeepSport achieves state-of-the-art performance, significantly outperforming baselines of both proprietary model and open-source models. Our work establishes a new foundation for domain-specific video reasoning to address the complexities of diverse sports.

  • 8 authors
·
Nov 16, 2025