Sporting Event Simulation Using Real-World Data Seeding

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Solution Overview

Problem

Current computer simulations of real-world sporting events require significant additional processing and resources to achieve accuracy, which can lead to increased time and hardware demands, affecting user access and usability.

Innovation Solution

The system uses real-world data to seed simulations, positioning simulated players and balls on a virtual field based on actual event data, allowing for accurate recreation of events with reduced processing requirements by modifying simulations based on user input and behavioral analysis.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Measurement precision

If real-world data is used to seed simulations with detailed player positioning and behavioral analysis, then simulation accuracy and fidelity are improved, but processing requirements and computational resources increase

Engineering Contradiction:
Improvesimulation accuracyVSAvoidprocessing power
Core Design Contradiction:
Measurement precisionVSUse of energy by moving object

Solution Approach 1:

The system performs preliminary action by using real-world data to pre-seed the simulation with accurate player positions, team formations, and game states before the simulation begins. This pre-positioning based on actual event data eliminates the need for complex real-time calculations to determine player locations and game states, thereby improving simulation accuracy while reducing ongoing processing requirements.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system creates simplified copies of real-world entities by representing players, teams, and game states as data structures that mirror real-world configurations without requiring full physical simulations. By copying essential attributes from real-world data (positions, formations, player identities) into the simulation environment, the system achieves high fidelity while avoiding computationally expensive physics calculations.

Inventive Principle:
Principle #26Copying

2Measurement precision

If complex processing is used to achieve accurate simulations, then simulation fidelity is improved, but user access and usability deteriorate due to increased time and hardware demands

Engineering Contradiction:
Improvesimulation fidelityVSAvoiduser access
Core Design Contradiction:
Measurement precisionVSEase of operation

Solution Approach 1:

The system performs preliminary action by pre-processing real-world data to extract and store essential game state information, player positions, and team formations before simulation execution. This pre-computation allows the simulation to start with accurate initial conditions already established, reducing the time and computational resources needed during actual simulation runtime, thereby improving user access and usability.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system applies parameter changes by adjusting simulation complexity parameters based on user needs and system capabilities. By dynamically modifying parameters such as detail level, update frequency, and computational depth, the system can deliver high-fidelity simulations when resources are abundant while maintaining acceptable performance on less powerful devices, thus improving overall user access.

Inventive Principle:
Principle #35Parameter changes

3Measurement precision

If additional processing resources are allocated to improve simulation accuracy, then simulation precision is improved, but device complexity and hardware requirements increase

Engineering Contradiction:
Improvesimulation precisionVSAvoidhardware requirements
Core Design Contradiction:
Measurement precisionVSDevice complexity

Solution Approach 1:

The system uses copying by creating data representations of real-world game states, player positions, and team formations that can be stored and manipulated as information rather than requiring complex hardware simulations. By copying essential attributes into data structures, the system achieves high simulation precision using standard computing hardware without requiring specialized or complex device architecture.

Inventive Principle:
Principle #26Copying

Solution Approach 2:

The system applies mechanics substitution by replacing complex physical simulation mechanisms with data-driven models. Instead of using computationally intensive physics engines to calculate player movements and game states in real-time, the system substitutes these with pre-processed real-world data that directly provides accurate positions and formations, thereby achieving high precision with minimal hardware requirements.

Inventive Principle:
Principle #28Mechanics substitution (Replace mechanical system)

Data Source

PatentUS11007440B2Computer architecture for simulation of sporting events based on real-world data
Publication Date: 2021.05.18 ELECTRONIC ARTS INC
  • US11007440B2 patent drawing
  • US11007440B2 patent drawing
  • US11007440B2 patent drawing

AI summary

Methods for improving simulation of a sporting event by using real-world data are provided. In one aspect, a method includes positioning a simulated player corresponding to a player on a simulated field based on player positional data. The method also includes positioning a simulated ball corresponding to a physical ball on the simulated field based on ball positional data. The method also includes modifying the simulation based on 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 user input when the user input moves the simulated player outside of a visual ring. The method also includes deviating a second player from a corresponding second player positional data when the second player is within a deviation ring, a radius of the visual ring different from a radius of the deviation ring.