Fusion-Net50-Based Soccer Player Re-Identification and Team Clustering for Speed and Movement Analysis
DOI:
https://doi.org/10.29207/resti.v10i4.7457Keywords:
ByteTrack, football, K-means Clustering, Re-ID-ColorEmbedding ResNet-50, YOLOv8nAbstract
Comprehensive analysis of soccer matches requires substantial human resources as well as specialized equipment with relatively high costs. The development of Computer Vision (CV) technology, particularly the Multi-Object Tracking (MOT) approach, enables contactless and efficient analysis of player performance. However, the main challenges in MOT for soccer, namely player re-identification, tracking ID switches, as well as inter-frame identity consistency, especially under occlusion conditions and low-confidence detections, can cause the analysis data to become invalid. This research aims to improve object identity consistency (Tracking ID) in video-based soccer match analysis by integrating detection, tracking, re-identification, and team identification methods. This research proposes the integration of YOLOv8n- and ByteTrack-based tracking methods with a Re-ID embedding mechanism, low-confidence detection handling, as well as ResNet-50-based Feature–Position Fusion to maintain identity consistency (Track ID) throughout the video sequence. Furthermore, team identification is consistently performed using a Color Embedding approach with a ResNet-50 backbone and the K-Means clustering algorithm. The experimental results show that the integration of all these methods successfully maintains consistent Track ID with a total of 25 Track IDs (Players 21 Track IDs, Goalkeeper 1 Track ID, Referee 2 Track IDs, Ball 1 Track ID). This performance is supported by evaluation metrics indicating strong performance, namely HOTA of 91.9%, MOTA of 89.8%, and MOTP of 81.0%. The effectiveness of the Re-ID module in maintaining object identity consistency is reflected in the IDF1 score of 94.9%. Supported by association metrics (AssA 93.5%, AssRe 94.8%, AssPr 96.3%), these results indicate that trajectories are formed with a relatively low level of association errors, thereby supporting subsequent analyses such as speed estimation and player movement visualization in a more stable manner.
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