TY - GEN
T1 - Evaluating Player Performance and Tactical Decision-Making in Racket Sports Using Deep Reinforcement Learning
AU - Tao, Weizhi
AU - Liu, Mingjiang
AU - Sun, Wuzhou
AU - Huang, Hailong
N1 - Publisher Copyright:
© 2025 IEEE.
PY - 2025/9
Y1 - 2025/9
N2 - This paper introduces a novel evaluation network that leverages deep reinforcement learning integrated with advanced modeling and prediction strategies to enhance decisionmaking in racket sports, drawing parallels to challenges encountered in unmanned autonomous systems (UAS). Traditional performance analysis methods predominantly depend on manual observation and static metrics, which inadequately capture the dynamic and strategic complexities of game environments. Our approach combines the principles of Markov Decision Processes with the Transformer architecture to manage long sequential tasks, thereby improving the accuracy of correlating states and actions. By modeling turn-based racket sports, the evaluation network assigns Q-values to actions derived from historical match data, demonstrating the impact of each action on potential scoring or loss of points. We evaluated our approach using various hyper-parameters and network architectures, validating it against multiple baselines and performance metrics. The findings suggest promising avenues for advancing data-driven training methodologies and enhancing autonomous system capabilities in complex, task-oriented domains.
AB - This paper introduces a novel evaluation network that leverages deep reinforcement learning integrated with advanced modeling and prediction strategies to enhance decisionmaking in racket sports, drawing parallels to challenges encountered in unmanned autonomous systems (UAS). Traditional performance analysis methods predominantly depend on manual observation and static metrics, which inadequately capture the dynamic and strategic complexities of game environments. Our approach combines the principles of Markov Decision Processes with the Transformer architecture to manage long sequential tasks, thereby improving the accuracy of correlating states and actions. By modeling turn-based racket sports, the evaluation network assigns Q-values to actions derived from historical match data, demonstrating the impact of each action on potential scoring or loss of points. We evaluated our approach using various hyper-parameters and network architectures, validating it against multiple baselines and performance metrics. The findings suggest promising avenues for advancing data-driven training methodologies and enhancing autonomous system capabilities in complex, task-oriented domains.
UR - https://www.scopus.com/pages/publications/105016251513
U2 - 10.1109/ICCA65672.2025.11129712
DO - 10.1109/ICCA65672.2025.11129712
M3 - Conference article published in proceeding or book
AN - SCOPUS:105016251513
T3 - IEEE International Conference on Control and Automation, ICCA
SP - 292
EP - 297
BT - 2025 IEEE 19th International Conference on Control and Automation, ICCA 2025
PB - IEEE Computer Society
T2 - 19th IEEE International Conference on Control and Automation, ICCA 2025
Y2 - 30 June 2025 through 3 July 2025
ER -