Australian Rules football, or AFL, is an invasion game played between two teams, each with 18 on-field players (and four reserves); a regular season consists of 18 teams each playing 22 matches. The dynamics of the game are similar to world football (association football or soccer), except that AFL players are permitted to use their hands to punch (handball) the ball to the advantage of a team member. The ultimate objective is to score a goal-worth six points-by kicking a ball through two upright posts at either end of the ground. Like other invasion games, scoring is the result of a series of critical events, or performance indicators, executed between the individuals involved in the contest (Nevill et al., 2002). These events are mostly discrete in nature, whether they are the number of kicks by player i or the number of times player j marks (catches) a kick from player i. In modern sports media, player performance indicators are intensively collected and published online across an ever-increasing number of sports, both prior to and during a match. It is common for player i’s indicators from a match to be weighted and linearly combined, resulting in a numerical performance appraisal, or player rating. This methodology has become a standard for many fantasy sporting leagues-that is, to calculate players’ post-match ratings then proportionally adjust their (fantasy) market value according to their rating fluctuations, as determined by a moving average from past matches. A criticism of this methodology is that it is too player-centric, ignoring an important underlying concept that a team is supposed to be more than the sum of the individual players (Gould and Gatrell, 1979/1980). Duch et al., 2010 argue that the real measure of player performance is “hidden ” in the team plays, and not derived from strictly individual events associated with player i. Moreover, in their research on football-passing patterns from EURO 2004, Lee et al., 2005 measured passing between players at a group level rather than at an individual level, demonstrating how a player’s passing patterns determined his location in the team network. Discussions about network analysis commonly refer to the use of relational data or the interactions that relate one agent (player) to another and, so, preclude the properties of the individual agents themselves (Scott, 2000). The objective of this research was to move beyond such individual performance exploits, towards a measurement of each player’s contribution to a dynamic system of team play. This was conceived through the identification of link plays within AFL matches (Sargent and Bedford, 2011), or sequences of play involving two or more players from team a where the ball’s movement effectively increased scoring likelihood. Links were produced from data representing every “interaction ” between the players; most games exceeded 2,500 cases. The interaction between pairs of players from team a within each link made it possible to generate an interaction matrix with which to observe player relations, or the number of times the ball passes from player i to player j on team a (Gould and Gatrell, 1979/80). For this research, symmetric interaction matrices were generated for each match played by the Geelong Football Club in 2011 and negative binomial distributions (nbd) fitted to each player pair in the matrix so that their interaction frequency could be simulated. Pollard et al., 1977 concluded that the nbd is a closer fit to events resulting from groups of players, rather than from individual performances; for example, an improved fit is observed from batting partnerships in cricket, rather than from individual batsman scores. Reep and Benjamin, 1968 successfully modelled effective passes in world football with nbd, while Pollard, 1973 demonstrated how the number of touchdowns scored by a team in an American Football match closely followed the nbd. The nbd was considered to be a suitable fit to the AFL interaction data, able to simulate higher order interactions between pairs of superior players and lower order interactions between less prominent players. After each match simulation, a rating for each player in the network was calculated using eigenvector centrality, a measure of the importance of a particular node (player) in a network (team)-that is, by determining the extent to which player i interacted with other central players. Centrality is a core concept in network analysis and has been applied in countless environments to determine patterns of flow, for example, infections, forwarded emails or money flowing through markets. Borgatti, 2005 provides excellent definitions and applications of centrality in its various forms. The appeal of eigenvector centrality is its ability to measure the long-term influence of a node on the rest of the network, not just its immediate effect on adjacent nodes, as in degree centrality (Borgatti, 2005). Furthermore, a team strength index was calculated after each simulation from player centrality mean and variance, which was predictive of the team’s final score margin. Through multiple iterations of the line-up and Jimmy Bartel’s resulting net simulated effect on margin, the paper ultimately evaluates his contribution to a selected side. It is anticipated that the network simulation model should aid in determining the probability of a team “covering the line ” in betting markets, once the team list has been released for the upcoming round of football. |