• 제목/요약/키워드: Baseball Strategy

검색결과 15건 처리시간 0.022초

A Win/Lose prediction model of Korean professional baseball using machine learning technique

  • Seo, Yeong-Jin;Moon, Hyung-Woo;Woo, Yong-Tae
    • 한국컴퓨터정보학회논문지
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    • 제24권2호
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    • pp.17-24
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    • 2019
  • In this paper, we propose a new model for predicting effective Win/Loss in professional baseball game in Korea using machine learning technique. we used basic baseball data and Sabermetrics data, which are highly correlated with score to predict and we used the deep learning technique to learn based on supervised learning. The Drop-Out algorithm and the ReLu activation function In the trained neural network, the expected odds was calculated using the predictions of the team's expected scores and expected loss. The team with the higher expected rate of victory was predicted as the winning team. In order to verify the effectiveness of the proposed model, we compared the actual percentage of win, pythagorean expectation, and win percentage of the proposed model.

The Effectiveness of CRM Approach in Improving the Profitability of Korea Professional Baseball Industry Measured by Entropy of ID3 Decision Tree Algorithm

  • Oh, Se-Kyung;Gwak, Chung-Lee;Lee, Mi-Young
    • Journal of Information Technology Applications and Management
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    • 제18권3호
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    • pp.91-110
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    • 2011
  • Korea professional baseball industry has grown to take the lion's share of the domestic sports industry, but still does not make break even. The purpose of this study is to examine the financial impact of adopting the Customer Relation Management (CRM) approach on the profitability of Korea professional baseball industry. We use a measuring tool called entropy used in ID3 decision tree algorithm. In the paper, we specify five the most important factors that affect spectator satisfaction based on the previous literature, perform survey analysis, calculate entropy values, and find the results. We predicted the change in revenues when we adopt CRM by checking the spectators' willingness to pay more when the conditions of each factor are improved. We find that we can reap significant fruits of the effect of CRM introduction through enhancing 'game content factor' and 'game promotion factor' among the five factors. We also find that we can increase the revenues of domestic professional baseball teams to 2.4 times or 2.1 times the current level if we manage intensively those two factors respectively. It is very surprising to see that the improvement in total revenues makes both ends meet for domestic professional baseball teams. This clearly demonstrates the effectiveness of CRM approach in improving the profitability of organizations.

인터넷마케팅에서 CRM을 통한 지불의사 상승효과에 관한 연구 : 프로야구 산업을 중심으로 (The Implementation of Customer Relationship Management (CRM) to Increase Willingness to Pay by Internet Marketing : The Case of Domestic Professional Baseball Industry in Korea)

  • 곽청이;함유근;이미영
    • Journal of Information Technology Applications and Management
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    • 제21권1호
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    • pp.17-34
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    • 2014
  • As the numbers of Internet users have grown dramatically in recent years due to increased use of mobile devices, businesses using internet are also expanding rapidly. Internet marketing has the advantage of expanding business without any constraint of time and space using the global network which connects tens of thousands of world's computers and mobile devices. In a way of utilizing internet marketing, the present study examines the applicability of Customer Relationship Management (CRM) to the domestic professional baseball industry in Korea. The study focuses on the issue of whether the intangible value of customer satisfaction can create higher profits. We combine both inductive and conductive methods for this study. First, we carry out a random survey of baseball spectators and find that customers are willing to pay more when their satisfaction level is improved. Next, we recognize satisfaction factors that are considered as important by customers through literature survey. Then we use Decision Tree to find which satisfaction factors are most important to each clustered customer group. Finally we estimate how much they would pay more when the most important satisfaction factor improves by each customer group. Therefore, this study demonstrates that CRM implementation to one-to-one internet marketing can improve the profitability of baseball industry. The major contribution of the present study is to show that the introduction of CRM can be used as a profit-generating strategy in various industries for future internet marketing.

A Study on Prediction of Baseball Game Based on Linear Regression

  • LEE, Kwang-Keun;HWANG, Seung-Ho
    • 한국인공지능학회지
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    • 제7권2호
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    • pp.13-17
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    • 2019
  • Currently, the sports market continues to grow every year, and among them, professional baseball's entry income is larger than the rest of the professional league. In sports, strategies are used differently in different situations, and the analysis is based on data to decide which direction to implement. There is a part that a person misses in an analysis, and there is a possibility of a false analysis by subjective judgment. So, if this data analysis is done through artificial intelligence, the objective analysis is possible, and the strategy can be more rationalized, which helps to win the game. The most popular baseball to be applied to artificial intelligence to analyze athletes' strengths and weaknesses and then efficiently establish strategies to ease the competition. The data applied to the experiment were provided on the KBO official website, and the algorithms for forecasting applied linear regression. The results showed that the accuracy was 87%, and the standard error was ±5. Although the results of the experiment were not enough data, it would be possible to effectively use baseball strategies and predict the results of the game if the amount of data and regular data can be applied in the future.

최적화 기법을 활용한 프로야구 일정 계획 (Korean Professional Baseball League Scheduling)

  • 공경수;이영호
    • 한국경영과학회:학술대회논문집
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    • 한국경영과학회 2008년도 추계학술대회 및 정기총회
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    • pp.299-303
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    • 2008
  • In this paper, we discuss the schedule problems for Korean Professional Baseball League (KPBL) and propose approaches to solve these problems by applying Integer Programming. A schedule in a sport league must satisfy lots of constraints on timing such as organizational, attractiveness, and fairness requirements. Organizational requirements cover a set of rules which have to guarantee that all the games can be scheduled according to the regulations imposed by Korean Baseball Organization (KBO). Attractiveness requirements focus on what stadium visitors, television spectators, and the clubs expect, that is, a varied, eventful, and exciting season. Fairness requirements have to guarantee that no team is handicapped or favored in comparison with the others. In addition to finding a feasible schedule that meets all the constraints, the problem addressed in this paper has the additional complexity of having the objective of minimizing the travel costs and every team has the balancing number of the games in home. We formalize the KPBL problem into an optimization problem and adopt the concept of evolution strategy to solve it. Using the method proposed, it is efficient to find better results than approaches developed before.

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An Estimation Model for Defence Ability Using Big Data Analysis in Korea Baseball

  • Ju-Han Heo;Yong-Tae Woo
    • 한국컴퓨터정보학회논문지
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    • 제28권8호
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    • pp.119-126
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    • 2023
  • 본 연구에서는 한국프로야구에서 수비수의 수비 능력을 객관적으로 평가하기 위한 새로운 모델을 제시하였다. 제안 모델에서는 2016년부터 2019년까지 한국프로야구 경기 데이터를 이용하여 구단, 수비 포지션별로 대표 수비수를 선정하여 수비 능력을 평가하였다. 수비력을 평가하기 위하여 포지션별로 수비 범위를 계산하고 계산된 수비지역을 분할하는 방법은 제안하였다. 포지션별 수비 범위는 같은 포지션의 수비수들이 타구를 아웃시킨 지점을 기준으로 컨벡스 헐(Convex Hull) 알고리즘을 이용하여 계산하였다. 포지션별 수비 범위를 이용하여 내야수, 외야수 모두에 대한 아웃전환점수, 승리기여점수를 기본 점수로 계산하였다. 또한, 내야수는 병살 점수, 외야수는 추가진루 점수를 따로 계산하여 합산하였다.

피타고라스 지수의 추정과 기록을 통한 한국프로야구 구단의 승률향상 방안 (Winning Rate Improvement of the Korea Professional Baseball teams on Pythagorean method and Record)

  • 배정섭;신선윤
    • 한국체육학회지인문사회과학편
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    • 제55권6호
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    • pp.361-373
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    • 2016
  • 프로야구에서 팀 승률은 관중유지에 직결되기 때문에 가장 중요한 지표라 할 수 있다. James(1980)가 제안한 피타고라스 지수에 의거한 승률 도출은 실제 승률과 거의 일치하기 때문에 팀 전략을 수립하는 데 도움을 줄 수 있는 방법으로 알려져 있다. 이에 본 연구에서는 2005년부터 2014년까지 10년 간 실제승률과 피타고라스 지수에 의거한 승률을 토대로 어떠한 세부기록이 이격도를 양산해내는지를 알아보고자 했고, 이를 토대로 한국프로야구 구단의 성과 향상 방안을 도출 하는 데 본 연구의 목적이 있다. 연구결과, 10년간 기대승률 대비 실제 승률은 +.062에서 -.054로 확인되었고, 이러한 결과가 도출되는 과정에서 피볼넷, 피삼진, 볼넷, 타율, 희생플라이 등의 기록이 프로야구단의 성과에 영향을 미치는 것으로 나타났다. 이에 구단은 타자로 하여금 선구안을 향상시키는 훈련을 통해 볼넷을 많이 얻어내고 삼진을 적게 당하는 전략을 구사해야 할 것이고, 투수의 경우 다른 요인보다 제구력 향상에 신경을 기울여 볼넷을 줄여나가야 할 것으로 나타났다.

프로야구 활성화를 위한 구단과 관중의 정서적 연대에 관한 연구 (A Study on the Emotional Solidarity of the Club and the Spectators for the Activation of Professional Baseball)

  • 김진국;양성철
    • 한국엔터테인먼트산업학회논문지
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    • 제13권7호
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    • pp.261-272
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    • 2019
  • 본 연구는 프로야구 관중의 구단과 자아이미지 일치성이 구단 충성도에 미치는 영향에서 정서적 유대감의 조절효과를 규명하여 구단과 관중의 정서적 유대감의 효과성을 제고하고, 구단의 브랜드 마케팅 전략 수립에 시사점을 제시하는 데 그 목적이 있다. 이를 위해 프로야구 관람객 500명을 대상으로 설문조사를 수행하였고, 450부의 수집된 자료를 기초로 SPSS 21.0을 이용하여 상관관계분석, 단계적 회귀분석 및 위계적 회귀분석을 실시한 결과는 다음과 같다. 첫째, 프로야구 관중과 구단의 자아이미지 중 현실적 자아이미지 요인이 구단 충성도에 유의미한 영향을 주는 것으로 나타났다. 둘째, 현실적 자아이미지 일치성이 구단 충성도에 미치는 영향에서 현실적 자아이미지 일치성이 조절되는 것으로 확인되었다. 이러한 결과는 정서적 유대감 형성이 이상적 자아이미지 일치성에는 영향력이 없고, 현재 구단이 보여주고 있는 현실적 자아이미지와 관련이 있음을 실증하였기 때문에 이러한 점들을 고려하여 보다 이러한 효과가 부각될 수 있는 마케팅 전략 수립이 필요할 것으로 판단된다.

The impact of major league baseball on the incidence of operative hand and facial trauma at a level 1 trauma center

  • Ricci, Joseph A.;Vargas, Christina R.;Ho, Olivia A.;Lin, Samuel J.;Lee, Bernard T.
    • Archives of Plastic Surgery
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    • 제46권3호
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    • pp.198-203
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    • 2019
  • Background Professional affiliation between medical centers and professional sports teams can be mutually beneficial in the provision of healthcare and marketing strategy. Anecdotal evidence suggests a link between trauma volume and sporting events; however, there is limited data. This study aims to characterize the incidence of operative hand and facial trauma during professional baseball home games. Methods A retrospective review of surgical cases for traumatic hand or facial injuries at a level 1 center between 1999 and 2012 was performed. Demographic information including date of injury, admission status, and operative repair were collected. Patients were grouped based on whether their trauma occurred on the date of a home game. Results Operative hand and facial trauma occurred at a rate of 33.4 injuries per 100 days with home games, compared to 22.2 injuries per 100 days (incidence rate ratios, 1.50; 95% confidence interval, 1.34-1.69). When home games were played, patients were more likely to present as a result of motorcycle accidents (3.1% vs. 1.5%; P=0.04) or bicycle accidents (5.0% vs. 2.6%; P=0.01). Other mechanisms of trauma were not statistically different. There was an increase incidence of injuries during home games in August; weekly variability showed an increased incidence during the weekends. Conclusions There was an increased rate of operative hand and facial injuries on dates with professional home games. The incidence of injuries during home games was higher in the late summer and on the weekends. Further analysis may allow improved resource allocation and strategies for injury prevention and treatment.

개체관계 모형의 설계 특성과 성과에 관한 실험적 연구 (An Experimental Research on the Design Characteristics and Performance of the Entity-Relationship Model)

  • 정일주
    • 정보기술과데이타베이스저널
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    • 제6권2호
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    • pp.45-57
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    • 1999
  • This paper makes an attempt to find a systematic portion of the database design process, especially using the Entity-Relationship(E-R) model. Basically, we consider three aspects as a systematic portion of the database design process. They are, the strategy that a designer selects to design an E-R diagram, designer's cognitive style, and the knowledge and preference of the database designer. An experiment has been carried out in order to verify the systematic relationship between above-mentioned three aspects and the E-R modeling performance. The target system is a professional baseball system. A normative E-R diagram was constructed based upon 48 E-R diagrams produced during the experiment. The ANOVA process has been used to analyze the results. It has been found that there exist significant differences in query-answering capacity and the completeness of the E-R model among design methods. Individual differences in cognitive styles has not been found to be significantly related to the modeling performance.

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