Computer architecture for simulation of sporting events based on real-world data
First Claim
1. A computer-implemented method for improving simulation of a sporting event by using real-world data to seed the simulation, the method comprising:
- receiving player positional data of a player on a physical field of the sporting event, the player positional data comprising an identification of the player, an orientation of the player on the physical field, a position of the player with respect to the physical field, and a time the player positional data was captured;
receiving ball positional data of a physical ball on the physical field, the ball positional data comprising a location of the physical ball with respect to the physical field and a time the ball positional data was captured;
positioning a simulated player corresponding to the player on a simulated field of the simulation based on the received player positional data, wherein the simulated field corresponds to the physical field;
positioning a simulated ball corresponding to the physical ball on the simulated field based on the received ball positional data;
running the simulation;
receiving a user input;
modifying the simulation based on the user input by deviating the simulated player from the player positional data of the player on the physical field of the sporting event based on the received user input when the received user input moves the simulated player outside of a ghost ring; and
deviating a second player from a corresponding second player positional data when the second player is within a deviation ring, a radius of the ghost ring different from a radius of the deviation ring.
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Accused Products
Abstract
Methods for improving simulation of a sporting event by using real-world data are provided. In one aspect, a method includes receiving player positional data and ball positional data. The player positional data includes an identification of a player, orientation of the player on a field, position of the player on the field, and a time the player positional data was captured. The ball positional data includes a location of the ball on the field, and a time the ball positional data was captured. A simulated player and a simulated ball are positioned on a simulated field corresponding to the field, based on the received data. The simulation is run and accordingly modified based on user input. Systems and machine-readable media are also provided.
34 Citations
17 Claims
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1. A computer-implemented method for improving simulation of a sporting event by using real-world data to seed the simulation, the method comprising:
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receiving player positional data of a player on a physical field of the sporting event, the player positional data comprising an identification of the player, an orientation of the player on the physical field, a position of the player with respect to the physical field, and a time the player positional data was captured; receiving ball positional data of a physical ball on the physical field, the ball positional data comprising a location of the physical ball with respect to the physical field and a time the ball positional data was captured; positioning a simulated player corresponding to the player on a simulated field of the simulation based on the received player positional data, wherein the simulated field corresponds to the physical field; positioning a simulated ball corresponding to the physical ball on the simulated field based on the received ball positional data; running the simulation; receiving a user input; modifying the simulation based on the user input by deviating the simulated player from the player positional data of the player on the physical field of the sporting event based on the received user input when the received user input moves the simulated player outside of a ghost ring; and deviating a second player from a corresponding second player positional data when the second player is within a deviation ring, a radius of the ghost ring different from a radius of the deviation ring. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9)
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10. A system for improving simulation of a sporting event by using real-world data to seed the simulation, the system comprising:
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a memory comprising instructions; a processor configured to execute the instructions to; receive player positional data of a player on a physical field of the sporting event, the player positional data comprising an identification of the player, a plurality of orientations of the player on the physical field, a plurality of positions of the player with respect to the physical field, and a plurality of times the player positional data was captured at first periodic time intervals during the sporting event; receive ball positional data of a physical ball on the physical field, the ball positional data comprising a plurality of locations of the physical ball with respect to the physical field and a plurality of times the ball positional data was captured at second periodic intervals during the sporting event; position a simulated player corresponding to the player on a simulated field of the simulation based on the received player positional data, wherein the simulated field corresponds to the physical field; position a simulated ball corresponding to the physical ball on the simulated field based on the received ball positional data; run the simulation by recreating the sporting event with the simulated player and the simulated ball based on the player positional data and the ball positional data; receive a user input; modify the simulation based on the user input by deviating the simulated player from the player positional data of the player on the physical field of the sporting event based on the received user input when the received user input moves the simulated player outside of a ghost ring; and deviate a second player from a corresponding second player positional data when the second player is within a deviation ring, a radius of the ghost ring different from a radius of the deviation ring. - View Dependent Claims (11, 12, 13, 14, 15, 16)
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17. A non-transitory machine-readable storage medium comprising machine-readable instructions for causing a processor to execute a method for improving simulation of a sporting event by using real-world data to seed the simulation, comprising:
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receiving player positional data of a player on a physical field of the sporting event, the player positional data comprising an identification of the player, a plurality of orientations of the player on the physical field, a plurality of positions of the player with respect to the physical field, and a plurality of times the player positional data was captured at first periodic time intervals during the sporting event; receiving ball positional data of a physical ball on the physical field, the ball positional data comprising a plurality of locations of the physical ball with respect to the physical field and a plurality of times the ball positional data was captured at second periodic intervals during the sporting event; receiving an event log of the sporting event, the event log comprising descriptions and timestamps of huddles, huddle breaks, snaps, handoffs, penalties, and game calls during the sporting event; positioning a simulated player corresponding to the player on a simulated field of the simulation based on the received player positional data, wherein the simulated field corresponds to the physical field; positioning a simulated ball corresponding to the physical ball on the simulated field based on the received ball positional data; running the simulation by recreating the sporting event with the simulated player and the simulated ball based on the player positional data, the ball positional data and the event log; receiving a user input; modifying the simulation based on the user input by deviating the simulated player from the player positional data of the player on the physical field of the sporting event based on the received user input when the received user input moves the simulated player outside of a ghost ring; and deviating a second player from a corresponding second player positional data when the second player is within a deviation ring, a radius of the ghost ring different from a radius of the deviation ring.
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Specification