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Analysis of Professional Basketball League via Motion in Mind

                                   a
                                                                                 b
                                                                 b
                       Naying Gao *, Mohd Nor Akmal Khalid , Hiroyuki Iida
                a School of Information Science, Japan Advanced Institute of Science and Technology, 923-1211 Ishikawa, Japan
            b Research Center for Entertainment Science, Japan Advanced Institute of Science and Technology, 923-1211 Ishikawa, Japan
                                               *Email: gaonaying1@jaist.ac.jp

        Abstract

        When players play a game using strategies as players or indulge in some games as an audience, some motions such as speed,
        uncertainty, and unpredictability of the game during the game information process according to the different  physical
        motions in our minds can be experienced. Such a point can be demonstrated by Basketball's popularity, where players and
        spectators  are  excited  about  every  attempt  and  every  shot.  Attempts  and  shots  create  the  information  progress  of  the
        basketball game, which can be measured and visualized by adopting physics’ analogy. Through the data from the overall
        game side, these decades to discuss how game rules changed affects game itself and dynamical data from one specific game
        process to explore how different motions in mind affects different level teams. This study explores how basketball rules
        changed in recent  decades and discuss specific Basketball teams' corresponding trends,  and we  knew that  game rules
        changed continuously to make GR value and AD value located in the most comfortable zone to cater to the audience and
        players, also we explored the comparison of motions in mind of different level teams.

        Keywords: NBA, basketball, motion in mind, game refinement theory


        1. Background

           The National Basketball Association (NBA) is the most representative basketball league, and the NBA is the
        most classical and popular basketball competition. Basketball rules continually improved to help basketball be
        more  popular  and  acceptable  for  both  audiences  and  players(https://cdn.nba.net/nba-drupal-prod/nba-rules-
        changes-history.pdf). As such, it is difficult to ascertain which games and the underlying reasons for the NBA
        games to be popular and highly engaging to audiences.
        GR theory is a measure of games' entertainment, attractiveness, and sophistication (Iida et al. 2004). Such a
        theory evolved based on physics' analogy by establishing velocity (v) and mass (m) as success rate and difficulty
        in games, respectively, via zero-sum assumption (Iida and Khalid, 2020). According to the GR theory, it is
        assumed that every game's progress was encoded and transported in the minds. Although the behavior of the
        physics of information in the brain is unknown, the acceleration of information progress is likely subject to
        Newton's Classical Mechanics such as physics’ forces and so on. (Milton, Graeme W., and John R. Willis.
        (2007).
           From a player’s perspective, the game outcome is a function of time    (i.e., number of possible moves or
        successful score) and the game process as solving game outcome uncertainty   ′(  ), then (1) is obtained. With
        the adoption of physics analogy, various physic-related measures can be determined (Iida and Khalid, 2020),
        such as velocity, momentum, potential energy, and force as given by (2) – (5). Here, G and T denotes the
        successful goals and total shoots, respectively. In the current context, GR (game refinement value) represents
        the square root of acceleration and AD (addiction value) represent the cube root of jerk which is the second and
        third derivatives of (1), respectively.










        E- Proceedings of The 5th International Multi-Conference on Artificial Intelligence Technology (MCAIT 2021)   [213]
        Artificial Intelligence in the 4th Industrial Revolution
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