
 
can  be  collected  in  the  context  of  team  handball. 
Then, it will be shown, how the specific problem of 
automated tactics recognition can be mapped onto a 
well-known  use  of  deep  learning  approaches. 
However, as being a position paper, specific results 
will not be presented, nor there will be a prove that 
the approach actually leads to a sufficient recognition 
rate. That will be part of subsequent publications. 
2  BASICS 
Basically, a team is a set of players with individual 
IDs (sometimes also called player numbers). Active 
players are differentiated from (temporarily) inactive 
players who are not allowed to interfere with active 
players  or  the  game.  The  set  of  active  players  is 
usually called a line-up. When being part of a line-up, 
a player has usually an associated position or role in 
the line-up. However, this role of a player can change 
arbitrarily in some sports (e.g. this is the case for team 
handball). 
2.1  Location and Moves of an Active 
Player 
A team move, or a group move consists of the moves 
of  multiple  involved  active  players.  A  move  of  a 
single active player can be defined as the change of 
his or her position on the field over time. For team 
handball we have a given field geometry of 40 x 20 
m which we discretize in squares of 25 x 25 cm which 
is  a  sufficient  geometrical  resolution  for  human 
moves in this case, because it can be excluded that 
two players will be in the  very same square at the 
same time. 
Based  on  this  discretization  of  the  field,  the 
location of an active player can be expressed as a pair 
of integer coordinates, identifying the square in which 
the player’s centre of gravity is currently located. 
Since a move is a change of the location over time, 
we need  to define  a discretization of time as  well. 
Theoretically, the maximum speed of humans can be 
used  to  calculate  the  maximum  frequency  of 
locations. Assuming a maximum human speed of 15 
m/s and the geometric resolution of 0,25 m, we need 
a maximum frequency of 60 Hz to be able to resolve 
with the given level of detail. However, this is just the 
maximum frequency which will allow to detect every 
square that was “involved” in a player’s move. If we 
have  a  lower  frequency,  for  whatever  reason,  we 
might not be able to identify all squares a player has 
been in while moving from one square to another. In 
that case the lower frequency is depicted on the 60 Hz 
frequency resolution by linear interpolation between 
the measured locations. 
2.2  Approaches to Track Players 
The concept described in this paper does not depend 
on a specific method to detect and track the location 
of players on the  field. However, three approaches 
have been investigated in the context of a proof of 
concept. All three approaches are suited to generate 
the data needed for the automated detection of team 
tactics. 
2.2.1  Indoor-Positioning-based Approaches 
Roughly, Indoor Positioning Systems (IPS) are based 
on the same concept as Global Positioning Systems 
(GPS) (Curran et al., 2011). While in case of GPS a 
receiver receives signals from multiple senders and 
calculates the differences in time the signals needed 
from the different senders to reach the receiver, IPS 
systems  usually  reverse  that  approach.  A  single 
sender sends  a signal to  multiple receivers and  the 
receiver side calculates the time differences. Thus, the 
system can derive the position of the sender relative 
to the receivers. A current transmission technology 
for the signal exchange is ultra-wide band (UWB), as 
for  instance  used  by  the  solutions  of  Kinexon  
(Kinexon,  2017),  Catapult  Sports  (Catapult  Sports, 
2018), and other system vendors 
All of the IPSs have the needed location accuracy 
for team handball but they differ significantly in their 
measuring rate ranging from 10 Hz (Catapult Sports, 
2018) up to 200 Hz (von der Gruen, 2013). All the 
systems  come  with  an  annual  cost  of  more  than 
100.000 EUR per year which is usually not affordable 
by  most  sports  except  for  some  (like  soccer  in 
Germany or football in the USA). Furthermore, the 
active sensors need to be attached to the players and 
they still have a size, which does not allow them to be 
used in sports where players do not wear protectors 
(as for instance team handball). Finally, if the position 
of the ball needs to be tracked as well, the ball needs 
to  be equipped with a  sender.  Hence, ball  vendors 
would need to agree on a sender technology standard 
for a certain type of balls. 
2.2.2  Video-based Approaches 
Solely  video-based  approaches  have  usually  two 
advantages:  The  players  do  not  need  to  wear  any 
sensors  and  they  are  usually  significantly  cheaper 
than  IPS  based  solutions  (PlayGineering  Systems, 
2018). However, they have problems to keep track of 
the  identity  of  players  if  it  comes  to  “crowds”.  To 
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