The application of artificial intelligence (AI) opens an interesting perspective for predicting injury risk and performance in team sports. A better understanding of the techniques of AI employed and of the sports that are using AI is clearly warranted. The purpose of this study is to identify which AI approaches have been applied to investigate sport performance and injury risk and to find out which AI techniques each sport has been using. Systematic searches through the PubMed, Scopus, and Web of Science online databases were conducted for articles reporting AI techniques or methods applied to team sports athletes. Fifty-eight studies were included in the review with 11 AI techniques or methods being applied in 12 team sports. Pooled sample consisted of 6456 participants (97% male, 25 ± 8 years old; 3% female, 21 ± 10 years old) with 76% of them being professional athletes. The AI techniques or methods most frequently used were artificial neural networks, decision tree classifier, support vector machine, and Markov process with good performance metrics for all of them. Soccer, basketball, handball, and volleyball were the team sports with more applications of AI. The results of this review suggest a prevalent application of AI methods in team sports based on the number of published studies. The current state of development in the area proposes a promising future with regard to AI use in team sports. Further evaluation research based on prospective methods is warranted to establish the predictive performance of specific AI techniques and methods.
Nowadays, Recommender Systems have played a crucial role in several entertainment scenarios by making personalised recommendations and guiding the entire users’ journey from their first interaction. Recent works have addressed it as a Contextual Bandit by providing a sequential decision model to explore items not tried yet (or not tried enough) or exploit the best options learned so far. However, this work noticed these current algorithms are limited to naive non-personalised approaches in the first interactions of a new user, offering random or most popular items. Through experiments in three domains, we identify a negative impact of these first choices. Our study indicates that the bandit performance is directly related to the choices made in the first trials. Then, we propose a new approach to balance exploration and exploitation in the first interactions and handle these drawbacks. This approach is based on the Active Learning theory to catch more information about the new users and improve their long-term experience. Our idea is to explore the potential information gain of items that can also please the user’s taste. This method is named Warm-Starting Contextual Bandits, and it statistically outperforms 10 benchmarks in the literature in the long run.
4 November 2014 in Multimedia Tools and Applications