IP Library Patent Application 17645539
Patent Application
App. No. 17/645,539

Action-Actor Detection with Graph Neural Networks from Spatiotemporal Tracking Data

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Quick Facts
Patent No.
US None
App. No.
17/645,539
Abstract

A computing system retrieves tracking data from a data store. The tracking data includes a plurality of frames of data for a plurality of events across a plurality of seasons. The computing system converts the tracking data into a plurality of graph-based representations. A graph neural network learns to generate an action prediction for each player in each frame of the tracking data. The computing system generates a trained graph neural network based on the learning. The computing system receives target tracking data for a target event. The target tracking data includes a plurality of target frames. The computing system converts the target tracking data to a plurality of target graph-based representations. Each graph-based representation corresponds to a target frame of the plurality of target frames. The computing system generates, via the trained graph neural network, an action prediction for each player in each target frame.

Claims (55)

1 . A method, comprising:

retrieving, by a computing system, tracking data from a data store, the tracking data comprising a plurality of frames of data for a plurality of events across a plurality of seasons;

converting, by the computing system, the tracking data into a plurality of graph-based representations;

learning, by a graph neural network, to generate an action prediction for each player in each frame of the tracking data;

generating, by the computing system, a trained graph neural network based on the learning;

receiving, by the computing system, target tracking data for a target event, the target tracking data comprising a plurality of target frames;

converting, by the computing system, the target tracking data to a plurality of target graph-based representations, wherein each graph-based representation correspond to a target frame of the plurality of target frames; and

generating, by the computing system via the trained graph neural network, an action prediction for each player in each target frame.

2 . The method of claim 1 , wherein the graph neural network comprises a spatial dynamic graph generation network configured to update the graph-based representation with spatial interaction data among players.

3 . The method of claim 2 , wherein the spatial dynamic graph generation network comprises a multi-head self-attention module comprising a plurality of heads, wherein each head corresponds to a respective action of a plurality of actions for classification.

4 . The method of claim 3 , wherein each head of the plurality of heads is configured to generate an adjacency matrix.

5 . The method of claim 2 , where learning, by the graph neural network, to generate the action prediction for each player in each frame of the tracking data, comprises:

learning spatial relationships between each player in each frame of the tracking data; and

learning neural network weights.

6 . The method of claim 2 , wherein learning, by the graph neural network, to generate the action prediction for each player in each frame of the tracking data, comprises:

extracting temporal features from the tracking data.

7 . The method of claim 1 , wherein learning, by the graph neural network, to generate the action prediction for each player in each frame of the tracking data, comprises:

learning to generate a probability distribution across all possible action classes for each player in each frame.

8 . A system, comprising:

a processor; and

a memory having programming instructions stored thereon, which, when executed by the processor, causes the system to perform one or more operations, comprising:

retrieving tracking data from a data store, the tracking data comprising a plurality of frames of data for a plurality of events across a plurality of seasons;

converting the tracking data into a plurality of graph-based representations;

learning, by a graph neural network, to generate an action prediction for each player in each frame of the tracking data;

generating a trained graph neural network based on the learning;

receiving target tracking data for a target event, the target tracking data comprising a plurality of target frames;

converting the target tracking data to a plurality of target graph-based representations, wherein each graph-based representation corresponds to a target frame of the plurality of target frames; and

generating, via the trained graph neural network, an action prediction for each player in each target frame.

9 . The system of claim 8 , wherein the graph neural network comprises a spatial dynamic graph generation network configured to update the graph-based representation with spatial interaction data among players.

10 . The system of claim 9 , wherein the spatial dynamic graph generation network comprises a multi-head self-attention module comprising a plurality of heads, wherein each head corresponds to a respective action of a plurality of actions for classification.

11 . The system of claim 10 , wherein each head of the plurality of heads is configured to generate an adjacency matrix.

12 . The system of claim 9 , where learning, by the graph neural network, to generate the action prediction for each player in each frame of the tracking data, comprises:

learning spatial relationships between each player in each frame of the tracking data; and

learning neural network weights.

13 . The system of claim 9 , wherein learning, by the graph neural network, to generate the action prediction for each player in each frame of the tracking data, comprises:

extracting temporal features from the tracking data.

14 . The system of claim 8 , wherein learning, by the graph neural network, to generate the action prediction for each player in each frame of the tracking data, comprises:

learning to generate a probability distribution across all possible action classes for each player in each frame.

15 . A non-transitory computer readable medium comprising one or more sequences of instructions, which, when executed by one or more processors, causes a computing system to perform operations, comprising:

retrieving, by the computing system, tracking data from a data store, the tracking data comprising a plurality of frames of data for a plurality of events across a plurality of seasons;

converting, by the computing system, the tracking data into a plurality of graph-based representations;

learning, by a graph neural network, to generate an action prediction for each player in each frame of the tracking data;

generating, by the computing system, a trained graph neural network based on the learning;

receiving, by the computing system, target tracking data for a target event, the target tracking data comprising a plurality of target frames;

converting, by the computing system, the target tracking data to a plurality of target graph-based representations, wherein each graph-based representation corresponds to a target frame of the plurality of target frames; and

generating, by the computing system via the trained graph neural network, an action prediction for each player in each target frame.

16 . The non-transitory computer readable medium of claim 15 , wherein the graph neural network comprises a spatial dynamic graph generation network configured to update the graph-graph based representation with spatial interaction data among players.

17 . The non-transitory computer readable medium of claim 16 , wherein the spatial dynamic graph generation network comprises a multi-head self-attention module comprising a plurality of heads, wherein each head corresponds to a respective action of a plurality of actions for classification.

18 . The non-transitory computer readable medium of claim 16 , where learning, by the graph neural network, to generate the action prediction for each player in each frame of the tracking data, comprises:

learning to spatial relationships between each player in each frame of the tracking data; and

learning neural network weights.

19 . The non-transitory computer readable medium of claim 16 , wherein learning, by the graph neural network, to generate the action prediction for each player in each frame of the tracking data, comprises:

extracting temporal features from the tracking data.

20 . The non-transitory computer readable medium of claim 15 , wherein learning, by the graph neural network, to generate the action prediction for each player in each frame of the tracking data, comprises:

learning to generate a probability distribution across all possible action classes for each player in each frame.

Assignments (2)
SECURITY INTEREST Recorded Apr 14, 2026
From: STATS LLC
To: MORGAN STANLEY SENIOR FUNDING, INC., AS COLLATERAL AGENT
Reel/Frame 075390/0491 →
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Feb 28, 2022
From: MARLEY, DANIEL EDISON; NASHED, YOUSSEF; SHA, LONG
To: STATS LLC
Reel/Frame 059118/0283 →