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Ball Tracking Accuracy Under Different Conditions
| Condition | Accuracy (%) |
|---|---|
| Normal Speed | 91.5 |
| High-Speed Movement | 85.2 |
| During Occlusion | 79.8 |
Pass Detection Performance
| Metric | Value |
|---|---|
| True Positives | 32 |
| False Positives | 3 |
| False Negatives | 4 |
| Precision (%) | 91.4 |
| Recall (%) | 88.9 |
Team Ball Possession Statistics
| Team | Possession Frames | Possession (%) |
|---|---|---|
| Team A (Yellow) | 5760 | 58.3 |
| Team B (Green) | 4137 | 41.7 |
Pass Success Rate per Team
| Team | Total Passes | Successful | Unsuccessful | Success Rate (%) |
|---|---|---|---|---|
| Team A | 18 | 16 | 2 | 88.9 |
| Team B | 17 | 14 | 3 | 82.4 |
Tracking Accuracy for Players and Ball
| Target | Total Instances | Successful | Accuracy (%) |
|---|---|---|---|
| Player Tracking | 98,970 | 88,576 | 89.50 |
| Ball Tracking | 9,897 | 7,451 | 75.29 |
Shot Detection Accuracy
| Shots Detected | Correct | Incorrect | Accuracy (%) |
|---|---|---|---|
| 10 | 9 | 1 | 90.0 |
Pass and Shot Judgment Accuracy
| Judgment Type | Total | Correct | Incorrect | Accuracy (%) |
|---|---|---|---|---|
| Pass Match Rate | 35 | 25 | 10 (14 Over, 23 Missed) | 71.43 |
| Pass Recall Rate | – | – | – | 60.34 |
| Shot Match Rate | 10 | 9 | 1 | 90.91 |
| Shot Recall Rate | – | – | – | 52.63 |
Qualitative comparison between our method and deep learning-based trackers such as Basketball-SORT_
| Aspect | Proposed Method | Deep Learning-based Methods (e.g., Basketball-SORT) |
|---|---|---|
| Traceability / Interpretability | High: explicit particle filter updates (prediction, resampling, correction) allow analysis of success/failure | Low: decisions based on embeddings and association rules are challenging to interpret. |
| Robustness under Occlusion | Suitable for player tracking (via redetection and embeddings); weaker for ball in long passes | Dependent on embedding generalization, it may fail under basketball-specific occlusion. |
| Data Requirement | Works without large-scale annotated datasets | Requires extensive annotated data for training embeddings |
| Real-time Feasibility | Runs on CPU with modest computational load | Often requires GPU acceleration for real-time performance |
| Generalization to Basketball Dynamics | Tailored for short passes, dribbling, and occlusion patterns specific to basketball | Trained on generic MOT datasets; not optimized for basketball-specific motions |