Related papers: A Reinforcement Learning Badminton Environment for…
We present ShuttleEnv, an interactive and data-driven simulation environment for badminton, designed to support reinforcement learning and strategic behavior analysis in fast-paced adversarial sports. The environment is grounded in…
In the dynamic and rapid tactic involvements of turn-based sports, badminton stands out as an intrinsic paradigm that requires alter-dependent decision-making of players. While the advancement of learning from offline expert data in…
In the competitive realm of sports, optimal performance necessitates rigorous management of nutrition and physical conditioning. Specifically, in badminton, the agility and precision required make it an ideal candidate for motion analysis…
Identifying significant shots in a rally is important for evaluating players' performance in badminton matches. While there are several studies that have quantified player performance in other sports, analyzing badminton data is remained…
Agent forecasting systems have been explored to investigate agent patterns and improve decision-making in various domains, e.g., pedestrian predictions and marketing bidding. Badminton represents a fascinating example of a multifaceted…
The increasing demand for analyzing the insights in sports has stimulated a line of productive studies from a variety of perspectives, e.g., health state monitoring, outcome prediction. In this paper, we focus on objectively judging what…
Computer vision based object tracking has been used to annotate and augment sports video. For sports learning and training, video replay is often used in post-match review and training review for tactical analysis and movement analysis. For…
Recent progress in the field of reinforcement learning has been accelerated by virtual learning environments such as video games, where novel algorithms and ideas can be quickly tested in a safe and reproducible manner. We introduce the…
Realizing versatile and human-like performance in high-demand sports like badminton remains a formidable challenge for humanoid robotics. Unlike standard locomotion or static manipulation, this task demands a seamless integration of…
Analysis of player movements is a crucial subset of sports analysis. Existing player movement analysis methods use recorded videos after the match is over. In this work, we propose an end-to-end framework for player movement analysis for…
Sports professionals constantly under pressure to perform at the highest level can benefit from sports analysis, which allows coaches and players to reduce manual efforts and systematically evaluate their performance using automated tools.…
Coordinating the motion between lower and upper limbs and aligning limb control with perception are substantial challenges in robotics, particularly in dynamic environments. To this end, we introduce an approach for enabling legged mobile…
We developed a simulator to quantify the effect of exercise ordering on both student engagement and retention. Our approach combines the construction of neural network representations for users and exercises using a dynamic matrix…
Physically-realistic simulated environments are powerful platforms for enabling measurable, replicable and statistically-robust investigation of complex robotic systems. Such environments are epitomised by the RoboCup simulation leagues,…
Reinforcement learning (RL) has achieved some impressive recent successes in various computer games and simulations. Most of these successes are based on having large numbers of episodes from which the agent can learn. In typical robotic…
Playing two-player games using reinforcement learning and self-play can be challenging due to the complexity of two-player environments and the possible instability in the training process. We propose that a reinforcement learning algorithm…
Sports video data is recorded for nearly every major tournament but remains archived and inaccessible to large scale data mining and analytics. It can only be viewed sequentially or manually tagged with higher-level labels which is time…
This paper discusses the effects of social learning in training of game playing agents. The training of agents in a social context instead of a self-play environment is investigated. Agents that use the reinforcement learning algorithms are…
This study proposes a simple method for multi-object tracking (MOT) of players in a badminton court. We leverage two off-the-shelf cameras, one on the top of the court and the other on the side of the court. The one on the top is to track…
This study proposes a framework for enhancing the stroke quality of badminton players by generating personalized motion guides, utilizing a multimodal wearable dataset. These guides are based on counterfactual algorithms and aim to reduce…