• Title/Summary/Keyword: Baseball game data

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A Study on the Analysis of Factors for the Golden Glove Award by using Machine Learning (머신러닝을 이용한 골든글러브 수상 요인 분석에 대한 연구)

  • Uem, Daeyeob;Kim, Seongyong
    • The Journal of the Korea Contents Association
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    • v.22 no.5
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    • pp.48-56
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    • 2022
  • The importance of data analysis in baseball has been increasing after the success of MLB's Oakland which applied Billy Beane's money ball theory, and the 2020 KBO winner NC Dinos. Various studies using data in baseball has been conducted not only in the United States but also in Korea, In particular, the models using deep learning and machine learning has been suggested. However, in the previous studies using deep learning and machine learning, the focus is only on predicting the win or loss of the game, and there is a limitation in that it is difficult to interpret the results of which factors have an important influence on the game. In this paper, to investigate which factors is important by position, the prediction model for the Golden Glove award which is given for the best player by position is developed. To develop the prediction model, XGBoost which is one of boosting method is used, which also provide the feature importance which can be used to interpret the factors for prediction results. From the analysis, the important factors by position are identified.

Predicting Win-Loss of Professional Baseball Game by Using Data Mining Techniques (데이터마이닝 기법을 이용한 프로야구 경기 승패 예측)

  • Kim, Jun-Woo;J, Da-Seol
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2018.01a
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    • pp.241-242
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    • 2018
  • 야구 관람객들은 주로 자기가 선호하는 팀의 경기나 이길 가능성이 높은 경기를 관람하고자 한다. 때문에 시중에 지난 경기, 당일의 경기, 미래 경기에 대한 정보를 얻을 수 있는 KBO 사이트와 경기 승/패를 예측하기 위한 정보를 얻을 수 있는 사이트에서 경기 기록에 대한 정보를 얻어 관람 일을 결정하는데 도움을 얻는다. 따라서 본 연구에서는 데이터마이닝을 통하여 프로야구 팬들이 특정 팀의 승/패를 예측하는데 사용할 수 있는 유용한 규칙과 패턴을 도출해보고자 한다.

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Explanation of Runs Lost Using Combined Fielding Indices in Korean Professional Baseball (결합된 수비지표들을 이용한 한국 프로야구의 실점 설명)

  • Kim, Hyuk Joo;Kim, Yea Hyoung
    • The Korean Journal of Applied Statistics
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    • v.28 no.5
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    • pp.1003-1011
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    • 2015
  • We studied indices to explain runs lost for Korean professional baseball teams. Kim and Kim (2014) studied batting indices to explain run productivity of teams; subsequently, we studied fielding indices to explain runs lost. We considered several combined indices made by combining fielding indices closely connected with the runs lost of teams. Data analysis from all games in the regular seasons of 1982~2014 show that weighted WPH (defined as weighted average of WHIP and number of home runs allowed per game) best explain runs lost. Weighted WPH consisting of WHIP (with weight 81%) and number of home runs allowed per game (with weight 19%) was found optimal weighted WPH having correlation coefficient 0.95033 with average runs lost per game. Analysis by chronological periods gave results not much different.

Run expectancy and win expectancy in the Korea Baseball Organization (KBO) League (한국 프로야구 경기에서 기대득점과 기대승리확률의 계산)

  • Moon, Hyung Woo;Woo, Yong Tae;Shin, Yang Woo
    • The Korean Journal of Applied Statistics
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    • v.29 no.2
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    • pp.321-330
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    • 2016
  • Run expectancy (RE) is the mean number of runs scored from a specific base runner/outs situation of an inning to the end of the inning. Win expectancy (WE) is the probability that a particular team will win the game at a specific game state such as half-inning, score difference, outs, and/or runners on base. In this paper, we derive RE and WE for the Korea Baseball Organization (KBO) League based on six-year data from 2007 to 2012 using a Markov chain model.

Game-Scheduling by Mathematical Programming and Expert System (수리계획법과 전문가 시스템을 이용한 경기 일정 작성)

  • Jo, Hyeon-Bo;Park, Sun-Dal
    • Journal of Korean Institute of Industrial Engineers
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    • v.14 no.2
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    • pp.53-61
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    • 1988
  • Games such as baseball, soccer are scheduled by a given game type such as tournament, league or their mixed form. The objective of this paper is to find an efficient game-scheduling method with respect to traveling distance, break-time and other conditions. In this paper we first present two models which minimize traveling distance. The first model that a match is played once each other is solved by a heuristic method. In the second model that a match is played more than once, teams are paired by a modified 0 - 1 programming, and the pairs are rearranged in order to generate a number of workable schedules. Then Expert Systems is applied to solve breake-time and other conditions. In order to represent expertise's knowledge effectively, we present a new design of knowledge-base and data-base, inference engine including many rules and meta-rules which controls the global system. In knowledge-base, binary relation among various attributes is used to ease not only knowledge acquisition but also system execution.

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The Study of Selecting Pitcher using Data Mining on Professional Baseball Game Simulator (데이터마이닝을 이용한 프로야구 경기 시뮬레이터에서의 투수 선정 방법에 대한 연구)

  • 정지문;박혜원;최성
    • Proceedings of the KAIS Fall Conference
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    • 2000.10a
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    • pp.370-374
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    • 2000
  • 야구 경기에서는 한 경기에 여러 투수가 등판하게 되는데, 상황에 따라 성격이 다른 투수가 공을 던지게 된다. 이러한 등판 투수의 선정은 감독 고유의 권한이며 감독이 오랜 경험을 통해 승리하기 위해 최적의 투수를 선정하게 된다. 본 논문은 그러한 감독의 경험을 학습하기 위하여 프로야구 경기에서 발생하는 기록 데이터를 데이터마이닝을 이용하여 분석한 후, 앞으로 열릴 경기에 등판할 투수를 미리 예측할 수 있는 방안에 대하여 연구하였다.

Sport and Culture: Application of Traditional and Contemporary Content

  • CHANG, Deok Seon;KIM, Hae Yu;LEE, Hyuk Jin
    • Journal of Sport and Applied Science
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    • v.5 no.2
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    • pp.1-7
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    • 2021
  • Purpose: This study started with an interest in sports culture-related content and aims to comprehend the application of traditional and contemporary cultural content to sport business. Research design, data, and methodology: The current study reviews related-documents, research papers, media reports, and a secondary data. The collected data were multiple reviewed via content analysis. Results: Findings are as follow. First, the study found that sports is born in religious rituals which are associated with human needs for survival and prosperity. Second, sports is sort of official format that inherent desire of human could be satisfied, representing play and game. Third, the current study discovered that sports could be cultural products such as literature and film. This is because sport has often been used as major themes in contemporary art production. Finally, this study included important cultural content categories, but could not cover all categories due to the limitations of the study. Conclusions: this study reviewed multiple literature to decode historical and anthropological meanings of sport. The finding presents the cultural traits and meaning of contemporary sport. Further implications were discussed.

Estimation of OBP coefficient in Korean professional baseball (한국프로야구에서 출루율 계수의 추정)

  • Lee, Jang Taek
    • Journal of the Korean Data and Information Science Society
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    • v.25 no.2
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    • pp.357-363
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    • 2014
  • OPS is a sabermetric baseball statistic calculated as the sum of a player's on base percentage (OBP) and slugging percentage (SLG). One of the frequently cited problem with OPS is that OPS gives equal weight to its two components, OBP and SLG. In fact, OBP contributes significantly more to scoring runs than SLG does. This paper provides some exploration into the correct weighting of OBP to SLG when adding the two together. By correlating different coefficients of OBP to runs scored per game, the weighted OPS that weighting OBP 56% in two place more than SLG produced the highest correlation. We found that the weight of OBP increases as RPG increases. Also we suggest the linear regression equation of the best OBP coefficient against RPG.

The Analysis on Sport Emotion Type by Sport Game Characteristics: with Social Big-Data (스포츠 경기의 특성에 따른 스포츠 감정 유형 분석 : 소셜 빅데이터를 중심으로)

  • Kim, Young-Mee;Yang, Jae-Sik
    • Journal of Digital Convergence
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    • v.19 no.7
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    • pp.371-377
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    • 2021
  • This study tried to analyze the types of sport emotion by sport game characteristics. For that, 7 soccer games and 6 baseball games of Korean team in 2018 Asian Games were selected, and the articles and their replies about those on social network services were collected as study materials. Python was used for the collecting and expert group meeting was held for the emotion analysis. As the results of the analysis on sport emotion types by win or lose, the level of opponents and the performance of Korean team as game characteristics, the following conclusions were drawn. First, it was hard to say that win or lose and opponent's level make certain sport emotion type. Second, The performance could made contended, enthusiastic and joyful emotions when judged good, but frustrated, angry, humiliated emotions when bad. Third, social·cultural background or certain event of the games also could effect on the sport emotion types. Follow-up studies with the other game characteristics and more game cases were needed to find out more clear causal relationship.

Relationship Based Customer Satisfaction by the Development of Information Technology in Sports Industry (정보기술 발전에 의한 관계 기반 고객 만족도 개발을 위한 연구)

  • Yum, Jihwan
    • Journal of Information Technology Applications and Management
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    • v.20 no.4
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    • pp.207-219
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    • 2013
  • The study examined relational marketing in terms of transaction specific satisfaction and cumulative satisfaction in the professional sport industry. The study evaluated the motivation of spectators visiting professional baseball games in 2012 and the satisfaction factors of relationship marketing. In this study, the satisfactions were considered in terms of single satisfaction associated with transaction and gradual satisfaction associated with customer loyalty. The relationship marketing was established considering each factor of marketing strategies, facility, game performance and entertainment. The study categorized the factors for customers to visit games as facility, game performance and entertainment with marketing strategies. The study found out that the customer satisfaction was related with both transaction specific satisfaction and cumulative satisfaction where cumulative one is longer term related. Moreover, cumulative satisfaction will be more related with the long term team financial performance.