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Artificial
Intelligence
Application to the Sports Industry
February 2019
PwC
Introduction 3
1. Introduction to Artificial Intelligence (AI) 4
2. AI Applications in Sport 7
3. Man vs Machine: Technology Insights from other Sports 10
4. Ethical Considerations of AI 14
5. The AI Market 16
Conclusion 18
Appendix A – References 19
Contents
2PwC
Sathesh Sriskandarajah
Senior Manager, Risk Assurance
P: +61 3 8603 0606
E: sathesh.sriskandarajah@pwc.com
Andrew Barlow
Partner, Risk Assurance
P: +61 3 8603 4230
E: andrew.barlow@pwc.com
Foreword
Welcome to 2019 and our extended version of the
10 Minutes on Sport! Over the 2019 calendar year
we will release new versions of the publication
which take a deeper look at four emerging aspects
in sport.
We begin by defining artificial intelligence ("Sense,
Think and Act"), its current applications in sport
where the digitally connected fan is becoming a
sports venue's biggest on-line influencer, key
considerations for the future development and
governance.
I trust you enjoy the read.
PwC
Remember “Moneyball: The Art of
Winning an Unfair Game”?
Moneyball is about the Oakland Athletics baseball team
and its general manager Billy Beane, and their focus on
an analytical, evidence-based, sabermetrics (empirical
analysis of baseball statistics that measures in-game
activity) approach to assembling a competitive baseball
team in 2002, despite Oakland’s small budget.
Before sabermetrics was introduced to baseball, teams
were dependent on the skills of their scouts to find and
evaluate players throughout the country based on speed,
quickness, arm strength, hitting ability and mental
toughness. Controversial at the time, Oakland Athletics’
front office took advantage of analytical gauges of player
performance to field a team that could better compete
against richer competitors in Major League
Baseball (MLB).
Sixteen years on with the rapid advancement of
technology, we have entered and are now expanding the
world of artificial intelligence…what does this mean to
the sporting industry as a whole?
Introduction
3
PwC
Learn
1.1 What is artificial intelligence?
Artificial Intelligence (AI) is an umbrella term covering a variety of what are
called “smart” technologies. What they all have in common is the ability to
learn. AI takes information and responds to it, without waiting for humans to
step in and tell them what to do. It can take mass amounts of data, and not
store it in a regular computer, but analyse it.
At the highest level, we’re talking about self-driving cars and drones, but in a
day-to-day practical way, it boils down to how computers can accumulate
information and then apply it – learning, growing and making decisions on
what they’ve learned.
AI works in four basic ways, providing:
Automated intelligence
Assisted intelligence
Augmented intelligence
Autonomous intelligence
AI can perform automated tasks, help do things better and more quickly, assist
with better decisions and ultimately, automate decision-making processes that
can be done entirely without people.
Essentially, AI technologies mimic humans’ ability to Sense, Think and Act.
4
1. Introduction to Artificial Intelligence
Sense: sensory AI
• Image and video
analysis
• Facial recognition
• Speech analytics
• Text analytics
Think: cognitive Al
• Machine learning
platforms
• Deep learning
platforms
Act: executable Al
• Natural language
generation
Sense, think, and act:
artificially intelligent
solutions
• Al-enhanced analytics
solutions
• Conversational
service solutions
• Intelligent research
solutions
• Intelligent
recommendation
solutions
• Pretrained vertical
solutions
Figure 1 Al Technologies Mimic Humans’
Abilities to Sense, Think, and Act1
Artificial intelligence
Sense
Act Think
Learn
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1.2 AI Technology Framework for the Sports Industry
The following diagram depicts where AI technology can be used within the sporting landscape:
5
• Fan Relationship Management
• News & Content
• Factory Sports
• eSports
• Batting
• Media Rights
Act
Data from
Wearables
& Game
Equipment
Sensory
Data from
Peripheral
Devices
(Sense)
Data from
Other
Systems
Machine &
Deep Learning
(Think)
• Talent Identification
• Talent Selection
• Competition Management
• Club & Team Management
• Venues, Events & Ticketing
• Sponsorship
• Merchandising
• Payments
• Training & Coaching
- Nutrition
- Physical
- Biomechanics (skill / technique)
- Mental
• Injury Management
• Strategic & Tactical Game Planning
• Team Selection
• Analysis & Feedback
• Recovery
• Injury Management
• Umpiring
• Specialist Coaching
Figure 2 PwC AI Technology Framework for the Sport Industry
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Activity data obtained from wearables and game
equipment; data from peripheral devices such as
videos and images from games (previous or in
real-time) or training, speech and text analysis
from stakeholders (fans, employees, customers,
suppliers, etc.) and data from other internal /
external systems will be analysed and coupled
with machine and deep learning based on subject
matter expertise to enable the AI application to
assist coaches, players and management to make
better decisions more efficiently and in some
areas, automate the entire decision-making
process and reduce FTE.
6
What the remainder of this paper will
cover:
• explore some of the specific AI
applications being experimented across
sporting codes, learnings from other
sports and the current AI market
• pose ethical questions the sporting
industry need to consider before
introducing AI technologies into their
codes
Examples of AI Applications
in Sport
Stadiums&Venues
MajorTournaments
Grassroots
AmericanFootball
AustralianFootball
Baseball
Basketball
CombatSports
CarRacing
Cricket
Football(Soccer)
Golf
IceHockey
Rugby
SnowSports
Tennis
Track&Field
Al Applications
Stadium Entry ●
Drone Cameras
(game footage and security) ●
Smart Ticketing ● ●
Chatbots & Smart
Assistants* ● ● ● ● ●
Automated Video Highlights* ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ●
Automated Journalism* ● ● ● ● ● ● ● ●
Wearable IOT Devices*
(nutrition, physical,
biomechanics, recovery
management)
● ● ● ● ● ● ● ● ● ● ● ● ● ● ●
Virtual Umpires* ● ● ● ● ● ●
Al Assistant Coaching
(in-game)* ● ● ● ● ● ● ● ● ● ● ● ● ●
Computer Vision ●
Talent Selection ● ● ● ● ● ● ● ● ● ● ● ● ● ●
Experimentation (based on publicly available data) Future Potential * AI Applications briefly explored in this publication
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Chatbots & Smart Assistants
Sports teams (i.e. NBA and NHL) are using
virtual assistants to respond to fan inquiries
across a wide range of topics including live
game information, team stats, ticketing, parking
and arena logistics. Human customer service
representatives will be able to intervene if the
bot is unable to provide a satisfactory response
to an inquiry.
Major tournaments like Wimbledon have
overlayed Augmented Reality (AR) features
within their Chatbot
technology to help
fans identify
players, key
statistics
and hotspots
in real-time.
Automated journalism
Media outlets are leveraging AI-driven automation to expand their sports
coverage capabilities and increase revenue. AI-driven platforms are currently
being used to translate hard data from baseball into narratives, using natural
language, providing content to fans including coverage over the minor leagues.
Video highlights
The industry faces significant challenges to create and deliver content to align with modern
viewing habits, and take into consideration multiple different devices and screens, viewing at
different times and seeking different content. Serious fans are demanding in-depth commentary
and analysis, others are looking for action packed highlights and some fans are more interested
in ‘behind-the-scenes’ than the sport/event itself.
In 2018, Wimbledon used IBM Watson to assist production teams in creating this type of
content. Instead of teams manually selecting highlights, Watson analyses player
emotion, movement, and crowd noise in order to determine the most interesting and
must-see moments to include.3 Highlight packages were more condensed but entirely unmissable
and were produced faster and at scale.
AI also enables coverage to be fairer, with matches shown based on how exciting they are rather
than who is playing, drawing more fans to watch games that initially may not necessarily have
attracted attention.
7
2. AI Applications in Sport
2.1 Media and the Fan Experience
A digitally connected fan is becoming a sports venue’s biggest online influencer. Stadium owners and teams that provide more personalised digital experiences
through stadium apps, digital offers direct to mobile phones, and game information on digital boards can increase fan engagement and generate new revenue
opportunities.2
Some AI applications currently being explored to increase the fan experience include:
Fans’ expectations are changing with a behavioural shift towards using newer digital channels and features, consuming more personalized digital content on
mobile devices, and creating and sharing digital information. Franchise and venue owners will have to work increasingly harder in the future to monetise and keep
up with the changing expectations of today.
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Training & Coaching
How an athlete trains, analysis of their game performance and
how a coach prepares their team to tackle an opposition is
rapidly changing with the advancement of technology.
AI applications containing data on a large number of training
and game performances, coupled with knowledge from
several expert sports scientists and coaches will act as a
definitive central source for the dissemination of current
knowledge on a particular technique or game tactic for
professional sports coaches.
As the body of knowledge on the particular technique and
tactic grows and develops, the knowledge base of the AI
application will be updated. This knowledge
will be used in the training
and education of sports
scientists, coaches and
athletes leading to the
refinement of elite
performance.
Wearables - Taking grassroots to
the next level
In recent years, the use of technology for sport or physical
activity was popular with 39% of the Australian ‘adult’ playing
population and is increasing.
Apps for tracking activity and wearable technology are the most
common types of technology used by participants with
popularity highest amongst younger adults, particularly younger
women.4
However, the future of wearables is intended to go beyond
tracking. Through machine learning, applications will be able to
use the performance data and provide recommendations based
on a user’s goals such as maximising training/activity efficiency
(i.e. biomechanics), nutrition and provide custom training
programs. Furthermore, identifying the possibility of future
injuries and health concerns are all in the pipeline of AI
applications.
These uses have already been
introduced at the elite levels and
are now filtering down to
grassroots as the technology
becomes cheaper
and more accessible.
2.2 Before the Game – Bigger | Stronger | Faster | Better
8
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2.3 In-Game – Tell me what to do?
9
Virtual Umpires
We have already seen the use of the Decision Review System (DRS) and Video
Assistant Referee (VAR) which utilises slow motion replays, hawk-eye and other
technologies in sports such as cricket, tennis and soccer. The current process
involves the team or player requesting the review or where there is umpire
uncertainty. As a result, another party may get involved to help the main umpire
make a decision. The whole process not only takes up time but takes away some
of the excitement and momentum of the game.
However, with the advancement of camera technology coupled with AI software,
the role of the umpire is moving more towards on-field player behaviour
management than actually making critical decisions in moments that matter.
Technology is already out there which uses computer vision to detect the speed
and placement of tennis shots, including whether the ball was in or out of bounds
instantly – no need for line umpires! Imagine a future where an umpire’s glasses
and earpieces are powered with AI to inform them “instantly” on what the correct
decision should be, eliminating time spent on reviewing decisions.
But do the fans actually want the perfect decision being made perfectly all the
time? The human element of making mistakes under pressure is a point of fan
engagement (positive or negative) and causes excitement or frustration within
games. Just imagine the last quarter of the AFL Grand Final being stopped a
hundred times because of fouls. You would think the fans would prefer to see the
contest unfold without too many stoppages? Will the game become more
sterile…?
Isn’t it annoying that the last wicket of almost every
cricket match is being reviewed unnecessarily,
delaying a team from instantly celebrating?
Depending on the sporting code, there needs
to be a balance between technology and the
human element. Only time will tell where it works
best or whether we want it all...
AI Assistant Coaches
Using AI to develop and improve game strategies will be a
point of difference for sporting teams in the future. Using deep
learning, videos of games can be fed to train computers to
understand the game and its strategies, with improved
accuracy in analysing common mistakes and improving tactics
at a faster rate than humans.
Just imagine a powerful AI application “informing” the coach in
real-time during a game on the best matchups, measuring and
predicting player contribution throughout the game and
dynamically altering game plans based on what is happening
on-field. This is very different from analysing many data sets
and the coach(es) making a decision - here the machine is
making the decision and the coach(es) communicate and
enforce the decision. In the future you may not even need a
coach to communicate the AI decision as the machine will be
able to communicate it directly to the players using realistic
“human” communication and added emotion.
This technology may not be too far away in the distant future
and is currently being experimented in the NFL. Using deep
learning, sporting codes can uncover strategic insights that
may not have been previously achievable and
will differentiate teams willing to invest.
PwC
Garry Kasparov is a Russian chess grandmaster, former world chess champion and is considered to be the greatest chess player of all time. He was ranked world
No.1 for almost 19 years with a peak Elo rating (method for calculating the relative skill level of a chess player) of 2,851 in 1999 which has since been surpassed
by current world champion Magnus Carlsen (Elo rating: 2,882) in 2014.
The evolution of Chess technology demonstrates the speed of AI adoption.
10
3. Man vs Machine: Technology Insights from other Sports
3.1 Lessons from a Chess Grandmaster
1980 - 1989 1990 - 1997 2017 - current
2017
AlphaZero is released
and has been unbeatable
(Elo rating: 3,600)
1996
Deep Blue wins one
game against Kasparov
but is defeated overall
(first computer to win a
game against a reigning
world champion under
regular time controls)
1997
Deep Blue is upgraded and defeats
Kasparov in a six-game match
(first computer to win a match against
a reigning world champion under
regular time controls).
The $100,000 Fredkin Award went to
the inventors of Deep Blue
1980
Edward Fredkin created the
Fredkin Prize for Computer
Chess. The award came with
$100,000 for the first program
to beat a reigning world chess
champion.
1985
Kasparov played 15 of the
top chess computers and
won every game (32-0)
First computer to gain an Elo
rating greater than 2,400
(2,530)
1988
First grandmaster to lose
to a computer in a major
tournament
First chess computer to
gain a Grandmaster rating
1989
Deep Thought the best
computer at the time is
defeated by Kasparov
1983
First microcomputer to
beat a chess master in
tournament play
1981
First computer to beat
a chess master in
tournament play and
gain a Master rating
(Elo rating: 2,258)
1970
The first all computer
championship was held
in New York
1950
First chess
program is written
1967
First chess computer to
play in a tournament
1977
The first
microcomputer chess
playing machine
created
1950 - 1979
PwC
It took 47 years for the
computer to win a match
and 67 years for the
computer to be unbeatable.
Kasparov labels machines into different
types:
• “Type A is a computer that completes tasks by
relying on brute force and trying to examine
every single possibility to find the best move”.5
Humans program the rules and some
evaluation factors to improve the algorithms’
performance and the computer executes the
code with such incredible speed that it
produces superior results.
• “Type B machines are more ‘human-like’, and
are able to selectively examine only the most
promising options based on applied human
knowledge”.5
AlphaZero doesn’t quite fall into Type B. Unlike all
previous chess machines, AlphaZero was not
trained by analysing human chess games. “It had
zero knowledge of human play. Now we know,
machines can generate their own data. AlphaZero
has found things we didn’t know about the game,”
Kasparov said.5
‘Go’ is an abstract strategy board game for two
players, in which the aim is to surround more
territory than the opponent. The game was
invented in China more than 2,500 years ago and
is believed to be the oldest board game
continuously played to the present day. After
playing millions of games with itself, DeepMind’s
AlphaGo crushed the top Go computer program
and world champion Lee Sedol. Although
Sedol was thrashed, the moves made by the
machine taught him new methods and strategies
that were unexplored before.
Sedol went on saying, “AI will help us to release
human creativity. Humans won’t be redundant or
replaced, they’ll promoted.”5
AI applications like AlphaZero and AlphaGo are
tools that can elevate human intelligence. Unlike
board games where movement of games pieces
are strict, sport involves human movement and
positioning which is complex and dynamic.
Key takeaways:
• Can certain sporting codes or specific tactics /
components within sporting games utilise the
learnings from AlphaZero and AlphaGo?
• Can self-play be employed to uncover things
that players and coaches never knew about
their sport?
• What is the investment and when will a
sporting team obtain an ROI?
These are all questions that team owners and
coaches need to think about….now.
11
The Elo rating of chess players has been
creeping up over the years.
The computer, Deep Blue’s rating was above
2,700 but these numbers have surpassed by
DeepMind’s AlphaZero, which has an
estimated Elo rating of 3,600. AlphaZero is a
game playing AI application created by Google
sibling DeepMind.
AlphaZero was trained by a reinforcement
learning technique called self-play. Starting
from random play, and given no domain
knowledge except the game rules, AlphaZero
achieved within 24 hours a superhuman level
of play in the games of chess.
Out of 100 games, AlphaZero won (28) and
drew (72) against the world’s best chess
playing computer program – Stockfish 8.
AlphaZero was playing at a higher Elo rating
than Stockfish 8 after just 4 hours of training.
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Formula One is the most technologically advanced
sporting contest humans have invented. The top
teams measure each suspension deflection, each
microliter of fuel used, the temperature of all main
components, every instantaneous acceleration in
any direction, and the data from each car is piped
across the world to the team's headquarters every
time one of the team's cars is on the track. Every
possible variable is captured, and the dozens of
team members sitting in front of computer screens
at the circuit are joined by hundreds more, all
monitoring and analysing in real time exactly what
is happening, so that everything can be optimized
as soon as possible.
Additionally, while every race is in progress,
massive computer simulations are being run for
every possible scenario so the strategists can
make bigger decisions on important matters such
as, the ideal time to ‘pit’ to gain some clear space
on track, or to undercut the driver in front who is
proving difficult to pass. Those simulations involve
not just what the team cars are doing, but
everyone else too.
All the leading F1 teams already undertake
detailed statistical analysis of the big data
available to them, but the data and knowledge it
yields are closely guarded as the team’s IP.
Those teams with access to more funds, are able
to employ the best engineers, statisticians and
tacticians, and use more advanced technology
than other teams to gain a performance
advantage.
So while the public's perception might be the best
driver wins the race, it has been commonly
acknowledged within the management of race
teams for many years that the driver counts for
very little. The reason race teams want the best
drivers is that they are marginally better than very
good drivers, but neither will win unless they have
the right car underneath them. McLaren's hard-
headed team principal of the 1970s was American
lawyer Teddy Mayer, who famously said at that
time: "Drivers are just interchangeable light bulbs –
you plug them in and they do the job."
An academic research paper (entitled Formula for
success: Multilevel modelling of Formula One
Driver and Constructor performance, 1950–2014)
published by a team from the Sheffield Methods
Institute at the University of Sheffield in the UK
offers some remarkable insights into the world of
Formula One through advanced mathematical
modelling.
The Sheffield team set out to answer three
inter-related questions:
What percentage of car-driver performance
is contributed by the driver and what
percentage is contributed by the car / team?
How do the percentages in #1 vary for
different types of circuits and weather?
Who are best individual drivers of all time, in
order of the difference they made to
performance?
12
3.2 Formula One – The Great Debate: Driver vs Car
“Drivers are just
interchangeable light bulbs
– you plug them in and they
do the job."
1
2
3
Extracts from “Top 51 drivers of all time, regardless of what they were driving”6
Driver Performance
Contribution to race outcome
30% ~10%
in 1980 in 2018
Car / Team Performance
Contribution to race outcome
70% ~90%
in 1980 in 2018
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“Formula One is still too much
about who has the fastest car
rather than who has the most
natural talent”
13
Greatest Formula 1 drivers of all time based on Championships/Wins:
As at 2014 – based on the academic research conducted at the University of Sheffield (UK)
How do the drivers rank when we remove the effects of their team:
This is due to some teams having better…
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Michael Schumacher
JM Fangio
Alain Prost
4th | Lewis Hamilton
8th | Fernando Alonso
12th | Lewis Hamilton gets the 5th best results but the car
plays a big part in this – he is only the 12th best driver.
3rd | Michael Schumacher has the best results, but this is at
least in part because of his car – he is not the best driver.
76th | Alberto Ascari’s results are the 9th best
but he is only the 76th best driver!
6th | Fernando Alonso is the best driver currently racing, even though
Hamilton’s results are better – his car has, in general, been worse.
1st | JM Fangio
2nd | Alain Prost
Team Tracks Car Design Engine Tires Maintenance
The paper noted that the driver effect has
declined over time since at least 1980, going
from about 30% driver in early 1980s to about
10% driver today. Dr. Andrew Bell who headed
the team, says that on average over the period
1979 to 2014, 86% of the performance stems
from the car/team and 14% from the driver.
As do many of the public, Daniel Ricciardo
believes Formula One is still too much about
who has the fastest car rather than who has the
most natural talent. In December 2017 he said,
"If we make it a bit more equal by bringing the
driver in a bit more and taking the equipment
out, then that would be better. A 50/50 would
be something more realistic in the near future,
and hopefully that's the case. Even from Lewis
[Hamilton] to the guy that's coming last, maybe
the lap time says 3.0s, but the driver is
maximum 1.0s. We are all a lot closer than that,
and it would be great if we could all stay within
1.0s with the equipment because then the
racing would be pretty fun."8
Some fans love the drivers and some fans love
the car / technology that sits behind it. With AI
in the mix, the next iteration is driverless
Formula One racing… Would the fans come
and watch this race in its current format or is
this a totally new sport with a new fan base? Is
this an extension of eSports…?
Figure 3 Multilevel modelling of Formula One driver and constructor performance 1950-20147
PwC
Effective coaching is a skill that requires
experience and is developed overtime. It is an
imperfect science and at times, relies on intuition.
Intuition is the ability to understand instinctively,
without the need for conscious reasoning. Why is
this important?
The brain is divided into two hemispheres and
within each hemisphere, particular regions control
certain functions:
There is a theory that people are left-brained or
right-brained meaning one side is more dominant
than the other.
Will this shift see a disconnection with our human
element (right side) or will it raise and release
human creativity more than ever before? Or will
there be different effects on different groups within
our society…?
On the surface it looks like the sporting industry is
moving towards a Formula One model. It may not
be applicable in all sports right now, but if a
specific sporting team employed the best
engineers to build powerful AI applications to
direct strategic and tactical real-time in-game
decisions to support coaches and players, what
does this actually mean to the sport and its
participants as a whole? Will players and coaches
get better or worse; or is their job, role and value
just different? Will the sport become sterile or
boring because it’s played in the most efficient and
effective way, or will new exciting game play be
introduced to combat this effective game play? Is
it the AI application coming up with the way to
combat the new game play or is it the coach and
players? Do the fans know or even care who
comes up with it as long as the game is exciting?
Boards of sporting codes and teams need to have
the appropriate governance arrangements in place
to manage the introduction and use of AI into their
industry, including strict compliance to any
guidance set by the governing bodies to ensure
and maintain fair competition amongst teams.
14
4. Ethical Considerations of AI
4.1 Are we losing the human element?
With the increased access to information through
big data in everything we do, and now AI, it seems
that the use of the left side of our brains is
increasing and will continue to increase.
Logical
Methodical
Analytical
Creativity
Intuition
Instinct
The left side
controls mostly
thoughts that
are…
And the right is
geared more
towards…
PwCPwC 15
Areas of consideration for
Boards when introducing AI:
Regulatory Compliance
i.e. Technology cap vs Salary cap
Privacy and Data Leakage
(Fans, Athletes, Game Data, etc.)
Cyber Security
Resilience - Business Continuity,
Disaster Recovery and Crisis
Management
Third party dependencies
Strategic and Operational
Risk Management
“Emerging” impacts for
Boards to think about:
• Integrity of Sport – Using athlete data
to determine if games have been
“thrown”
• In-game betting if athlete and game
data is exposed
• In-game activities if security is
compromised (i.e. AI Assistant
Coaches, Virtual Umpires, etc.)
• Talent selection during the drafting
process if talent identification
applications are compromised
• Stadium and venue security if drone
surveillance is compromised
• Impact on fans if chatbots and smart
assistants are compromised
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AI is here to stay. Leaders of large technology
firms, including Baidu CEO Robin Li and Google
CEO Sundar Pichai, have already announced a
move from “mobile first” to “AI first” in their
innovation efforts.1
AI technologies mimic various human brain
functions, creating solutions to intellectual tasks
and opening up the possibility of replacing
and/or augmenting any thinking-based job.
Forrester’s 2017 predictions for data and
analytics pointed to AI as the spark to the
insights revolution.
16
5. The AI Market
5.1 Future of AI - Horizons
Trajectory: Time to reach next phase:
<1 year
5 to 10 years >10 years
1 to 3 years 3 to 5 yearsSignificant success
Moderate success
Minimal success
Key:
Businessvalue-add,adjustedforuncertainty
NegativeLowMediumHigh
Creation Survival Growth Equilibrium Decline
Ecosystem phase
Swarm
intelligence
Speech
recognition
Natural
language
generation
Virtual agents
Machine learning platforms
AI-optimized hardware
Decision management
Deep learning
platforms
Semantic technology
Biometrics
Image and
video analysis
Robotic process
automation
Text analytics
and NLP
This came true:
Survey respondents who said their
organisation was investing in AI rose…
40%
in 2016
51%
in 20171
But success isn’t easy:
55% of organisations have not
yet achieved any tangible
business outcomes from AI.
43% of organisations say it’s too
soon to tell.Figure 4 TechRadarTM: Artificial Intelligence Technologies, Q1 20179
PwC
AI is not a plug-and-play
proposition.
Why is this the case? AI is not a plug-and-play
proposition. Unless organisations plan, deploy,
and govern it correctly, new AI tech will
provide meagre benefits at best or, at worst,
result in unexpected and undesired outcomes.
If CIOs and chief data officers (CDOs) are
serious about becoming insights driven, 2019
is the year they must realize that simplistic lift-
and-shift approaches will only scratch the
surface of possibilities that the new tech
offers.10
Which AI technology is your sporting code
experimenting with or currently using? The
following graphic offers a summary of the
current state of the AI technology categories
that create business insights.
17
Invest
• AI-enhanced business
intelligence (BI) platforms
• Automation-focused machine
learning
• Deep learning frameworks
• Natural language
understanding (NLU)
• Service provider AI platforms
Experiment
• Commercialized machine
learning algorithms
• Computer vision
• Machine Olfaction
• Natural language generation
(NLG)
• Speech analytics
Maintain
• Cognitive search
• Machine learning data catalogs
(MLDCs)
• Machine learning platforms
• Text analytics
Divest
High
business
value
Low maturity High maturity
Low
business
value
PwC
• Older Technologies
Figure 5 Tech TideTM: Artificial Intelligence for Business Insights, Q3 201811
PwC
AI is impacting nearly every professional sport
and is now also filtering through to grassroots
participants.
It is clear that coaches and players are looking for deeper insights to take their
game to the next level, umpires/referees require assistance to make the right
decisions in moments that matter, and the fans are demanding more
personalised experiences and greater connectivity. AI provides an avenue to
address all these demands.
AI technologies are evolving fast and growing increasingly critical for a
sporting organisation’s ability to win games; improve coaches and players;
manage their operations; and grow, serve, and retain their fans. The
imperative exists for sporting teams not to just adopt a singular AI technology
but rather to have access to an arsenal of AI technologies that will improve
their ability to generate and act on critical insights whether it’s fan
engagement, talent identification, pre-game preparation or in-game real-time
facilitation. However, unless sporting organisations plan, deploy, and govern it
correctly, new AI technology will provide meagre benefits at best or, at worst,
result in unexpected and undesired outcomes.
Earlier we quoted Teddy Mayer on Formula One, "Drivers are just
interchangeable light bulbs – you plug them in and they do the job." In the
future, when we debate about the best players of all time, will we say they
were good but they “knew” what to do and when because they were instructed
by the best machine at the time? It’s already difficult to compare sporting
teams and players from different eras, but this will become increasingly more
difficult with AI in the mix… only time will tell.
Conclusion
18
PwC
1. Forrester: TechRadar™: Automation Technologies, Robotics, And AI In
The Workforce, Q2 2017 As Physical And Software Robots Rise, You
Need A Long-Term Strategic Plan For Your Workforce; J.P. Gownder, 23
June 2017
2. Avaya: Connected Sports Fans 2016 – Trends on the Evolution of Sports
Fans Digital Experience with Live Events; June 2016
3. How Wimbledon is using AI to enhance the fan experience; Nikki Gilliand,
10 July 2018
4. AusPlay - Participation data for the sport sector, Summary of key national
findings - October 2015 to September 2016 data; 21 December 2016
5. Don’t try and beat AI, merge with it says chess champ Garry Kasparov;
Katyanna Quach, 10 May 2018
6. The Top 50 F1 drivers of all time, regardless of what they were driving;
Mike Hanlon, 12 May 2016
7. Scientists name greatest Formula One driver of all time in new study;
David Freeman, 19 April 2016
8. Daniel Ricciardo says F1 is still 75 percent car, 25 percent driver; Nate
Saunders, 14 December 2017
9. Forrester: TechRadar™: Artificial Intelligence Technologies, Q1 2017 AI
Technologies Will Augment Your Enterprise Applications, Amplify Your
Intelligence, And Unburden Your Employees; Rowan Curran and Brandon
Purcell, 18 January 2017
10. Forrester: Predictions 2018: The Honeymoon For AI Is Over Success At
Artificial Intelligence Means Hard Work — Treat It Like A Plug-In Panacea
And Fail; Boris Evelson, Michele Goetz and Brian Hopkins, 9 November
2017
11. The Forrester Tech Tide™: Artificial Intelligence For Business Insights,
Q3 2018 Road Map: The Customer Analytics Playbook; Brandon Purcell,
28 September 2018
12. A.C. Lapham & R.M. Bartlett (1995) The use of artificial intelligence in the
analysis of sports performance: A review of applications in human gait
analysis and future directions for sports biomechanics, Journal of Sports
Sciences, 13:3, 229-237, DOI: 10.1080/02640419508732232
13. Moneyball: The Art of Winning an Unfair Game; Michael Lewis, 2003
14. Artificial Intelligence in Sports – Current and future applications; Kumba
Sennaar, 12 December 2018
15. Formula for success: Multilevel modelling of Formula One Driver and
Constructor performance, 1950–2014 Journal of Quantitative Analysis in
Sports, Volume 12, Issue 2, Pages 99–112; Andrew Bell, James Smith,
Clive Sabel and Kelvyn Jones, 2016
16. AlphaZero AI beats champion chess program after teaching itself in four
hours; Samuel Gibbs, 7 December 2017
17. Garry Kasparov: There is no shame losing to a machine; Garry Kasparov,
25 September 2017
18. AlphaGo Zero: Learning from scratch; Demis Hassabis and David Silver,
18 October 2017
19. Forrester: Securing The Internet Of Sports, The Time Is Now To Address
Sports-Related Cyberattacks; Merrit Maxim, 10 July 2018
19
Appendix A – References
www.pwc.com.au
© 2018 PricewaterhouseCoopers. All rights reserved.
PwC refers to the Australia member firm, and may sometimes refer to the PwC network. Each member firm is a separate legal entity.
Please see www.pwc.com/structure for further details.
This content is for general information purposes only, and should not be used as a substitute for consultation with professional advisors.
Liability limited by a scheme approved under Professional Standards Legislation.
At PwC Australia our purpose is to build trust in society and solve important problems. We’re a network of firms in 158 countries with more than 236,000 people who are committed to
delivering quality in assurance, advisory and tax services. Find out more and tell us what matters to you by visiting us at www.pwc.com.au.
WLT127066816

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Artificial intelligence - Application to the Sports Industry

  • 1. Artificial Intelligence Application to the Sports Industry February 2019
  • 2. PwC Introduction 3 1. Introduction to Artificial Intelligence (AI) 4 2. AI Applications in Sport 7 3. Man vs Machine: Technology Insights from other Sports 10 4. Ethical Considerations of AI 14 5. The AI Market 16 Conclusion 18 Appendix A – References 19 Contents 2PwC Sathesh Sriskandarajah Senior Manager, Risk Assurance P: +61 3 8603 0606 E: sathesh.sriskandarajah@pwc.com Andrew Barlow Partner, Risk Assurance P: +61 3 8603 4230 E: andrew.barlow@pwc.com Foreword Welcome to 2019 and our extended version of the 10 Minutes on Sport! Over the 2019 calendar year we will release new versions of the publication which take a deeper look at four emerging aspects in sport. We begin by defining artificial intelligence ("Sense, Think and Act"), its current applications in sport where the digitally connected fan is becoming a sports venue's biggest on-line influencer, key considerations for the future development and governance. I trust you enjoy the read.
  • 3. PwC Remember “Moneyball: The Art of Winning an Unfair Game”? Moneyball is about the Oakland Athletics baseball team and its general manager Billy Beane, and their focus on an analytical, evidence-based, sabermetrics (empirical analysis of baseball statistics that measures in-game activity) approach to assembling a competitive baseball team in 2002, despite Oakland’s small budget. Before sabermetrics was introduced to baseball, teams were dependent on the skills of their scouts to find and evaluate players throughout the country based on speed, quickness, arm strength, hitting ability and mental toughness. Controversial at the time, Oakland Athletics’ front office took advantage of analytical gauges of player performance to field a team that could better compete against richer competitors in Major League Baseball (MLB). Sixteen years on with the rapid advancement of technology, we have entered and are now expanding the world of artificial intelligence…what does this mean to the sporting industry as a whole? Introduction 3
  • 4. PwC Learn 1.1 What is artificial intelligence? Artificial Intelligence (AI) is an umbrella term covering a variety of what are called “smart” technologies. What they all have in common is the ability to learn. AI takes information and responds to it, without waiting for humans to step in and tell them what to do. It can take mass amounts of data, and not store it in a regular computer, but analyse it. At the highest level, we’re talking about self-driving cars and drones, but in a day-to-day practical way, it boils down to how computers can accumulate information and then apply it – learning, growing and making decisions on what they’ve learned. AI works in four basic ways, providing: Automated intelligence Assisted intelligence Augmented intelligence Autonomous intelligence AI can perform automated tasks, help do things better and more quickly, assist with better decisions and ultimately, automate decision-making processes that can be done entirely without people. Essentially, AI technologies mimic humans’ ability to Sense, Think and Act. 4 1. Introduction to Artificial Intelligence Sense: sensory AI • Image and video analysis • Facial recognition • Speech analytics • Text analytics Think: cognitive Al • Machine learning platforms • Deep learning platforms Act: executable Al • Natural language generation Sense, think, and act: artificially intelligent solutions • Al-enhanced analytics solutions • Conversational service solutions • Intelligent research solutions • Intelligent recommendation solutions • Pretrained vertical solutions Figure 1 Al Technologies Mimic Humans’ Abilities to Sense, Think, and Act1 Artificial intelligence Sense Act Think Learn
  • 5. PwC 1.2 AI Technology Framework for the Sports Industry The following diagram depicts where AI technology can be used within the sporting landscape: 5 • Fan Relationship Management • News & Content • Factory Sports • eSports • Batting • Media Rights Act Data from Wearables & Game Equipment Sensory Data from Peripheral Devices (Sense) Data from Other Systems Machine & Deep Learning (Think) • Talent Identification • Talent Selection • Competition Management • Club & Team Management • Venues, Events & Ticketing • Sponsorship • Merchandising • Payments • Training & Coaching - Nutrition - Physical - Biomechanics (skill / technique) - Mental • Injury Management • Strategic & Tactical Game Planning • Team Selection • Analysis & Feedback • Recovery • Injury Management • Umpiring • Specialist Coaching Figure 2 PwC AI Technology Framework for the Sport Industry
  • 6. PwC Activity data obtained from wearables and game equipment; data from peripheral devices such as videos and images from games (previous or in real-time) or training, speech and text analysis from stakeholders (fans, employees, customers, suppliers, etc.) and data from other internal / external systems will be analysed and coupled with machine and deep learning based on subject matter expertise to enable the AI application to assist coaches, players and management to make better decisions more efficiently and in some areas, automate the entire decision-making process and reduce FTE. 6 What the remainder of this paper will cover: • explore some of the specific AI applications being experimented across sporting codes, learnings from other sports and the current AI market • pose ethical questions the sporting industry need to consider before introducing AI technologies into their codes Examples of AI Applications in Sport Stadiums&Venues MajorTournaments Grassroots AmericanFootball AustralianFootball Baseball Basketball CombatSports CarRacing Cricket Football(Soccer) Golf IceHockey Rugby SnowSports Tennis Track&Field Al Applications Stadium Entry ● Drone Cameras (game footage and security) ● Smart Ticketing ● ● Chatbots & Smart Assistants* ● ● ● ● ● Automated Video Highlights* ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● Automated Journalism* ● ● ● ● ● ● ● ● Wearable IOT Devices* (nutrition, physical, biomechanics, recovery management) ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● Virtual Umpires* ● ● ● ● ● ● Al Assistant Coaching (in-game)* ● ● ● ● ● ● ● ● ● ● ● ● ● Computer Vision ● Talent Selection ● ● ● ● ● ● ● ● ● ● ● ● ● ● Experimentation (based on publicly available data) Future Potential * AI Applications briefly explored in this publication
  • 7. PwC Chatbots & Smart Assistants Sports teams (i.e. NBA and NHL) are using virtual assistants to respond to fan inquiries across a wide range of topics including live game information, team stats, ticketing, parking and arena logistics. Human customer service representatives will be able to intervene if the bot is unable to provide a satisfactory response to an inquiry. Major tournaments like Wimbledon have overlayed Augmented Reality (AR) features within their Chatbot technology to help fans identify players, key statistics and hotspots in real-time. Automated journalism Media outlets are leveraging AI-driven automation to expand their sports coverage capabilities and increase revenue. AI-driven platforms are currently being used to translate hard data from baseball into narratives, using natural language, providing content to fans including coverage over the minor leagues. Video highlights The industry faces significant challenges to create and deliver content to align with modern viewing habits, and take into consideration multiple different devices and screens, viewing at different times and seeking different content. Serious fans are demanding in-depth commentary and analysis, others are looking for action packed highlights and some fans are more interested in ‘behind-the-scenes’ than the sport/event itself. In 2018, Wimbledon used IBM Watson to assist production teams in creating this type of content. Instead of teams manually selecting highlights, Watson analyses player emotion, movement, and crowd noise in order to determine the most interesting and must-see moments to include.3 Highlight packages were more condensed but entirely unmissable and were produced faster and at scale. AI also enables coverage to be fairer, with matches shown based on how exciting they are rather than who is playing, drawing more fans to watch games that initially may not necessarily have attracted attention. 7 2. AI Applications in Sport 2.1 Media and the Fan Experience A digitally connected fan is becoming a sports venue’s biggest online influencer. Stadium owners and teams that provide more personalised digital experiences through stadium apps, digital offers direct to mobile phones, and game information on digital boards can increase fan engagement and generate new revenue opportunities.2 Some AI applications currently being explored to increase the fan experience include: Fans’ expectations are changing with a behavioural shift towards using newer digital channels and features, consuming more personalized digital content on mobile devices, and creating and sharing digital information. Franchise and venue owners will have to work increasingly harder in the future to monetise and keep up with the changing expectations of today.
  • 8. PwC Training & Coaching How an athlete trains, analysis of their game performance and how a coach prepares their team to tackle an opposition is rapidly changing with the advancement of technology. AI applications containing data on a large number of training and game performances, coupled with knowledge from several expert sports scientists and coaches will act as a definitive central source for the dissemination of current knowledge on a particular technique or game tactic for professional sports coaches. As the body of knowledge on the particular technique and tactic grows and develops, the knowledge base of the AI application will be updated. This knowledge will be used in the training and education of sports scientists, coaches and athletes leading to the refinement of elite performance. Wearables - Taking grassroots to the next level In recent years, the use of technology for sport or physical activity was popular with 39% of the Australian ‘adult’ playing population and is increasing. Apps for tracking activity and wearable technology are the most common types of technology used by participants with popularity highest amongst younger adults, particularly younger women.4 However, the future of wearables is intended to go beyond tracking. Through machine learning, applications will be able to use the performance data and provide recommendations based on a user’s goals such as maximising training/activity efficiency (i.e. biomechanics), nutrition and provide custom training programs. Furthermore, identifying the possibility of future injuries and health concerns are all in the pipeline of AI applications. These uses have already been introduced at the elite levels and are now filtering down to grassroots as the technology becomes cheaper and more accessible. 2.2 Before the Game – Bigger | Stronger | Faster | Better 8
  • 9. PwC 2.3 In-Game – Tell me what to do? 9 Virtual Umpires We have already seen the use of the Decision Review System (DRS) and Video Assistant Referee (VAR) which utilises slow motion replays, hawk-eye and other technologies in sports such as cricket, tennis and soccer. The current process involves the team or player requesting the review or where there is umpire uncertainty. As a result, another party may get involved to help the main umpire make a decision. The whole process not only takes up time but takes away some of the excitement and momentum of the game. However, with the advancement of camera technology coupled with AI software, the role of the umpire is moving more towards on-field player behaviour management than actually making critical decisions in moments that matter. Technology is already out there which uses computer vision to detect the speed and placement of tennis shots, including whether the ball was in or out of bounds instantly – no need for line umpires! Imagine a future where an umpire’s glasses and earpieces are powered with AI to inform them “instantly” on what the correct decision should be, eliminating time spent on reviewing decisions. But do the fans actually want the perfect decision being made perfectly all the time? The human element of making mistakes under pressure is a point of fan engagement (positive or negative) and causes excitement or frustration within games. Just imagine the last quarter of the AFL Grand Final being stopped a hundred times because of fouls. You would think the fans would prefer to see the contest unfold without too many stoppages? Will the game become more sterile…? Isn’t it annoying that the last wicket of almost every cricket match is being reviewed unnecessarily, delaying a team from instantly celebrating? Depending on the sporting code, there needs to be a balance between technology and the human element. Only time will tell where it works best or whether we want it all... AI Assistant Coaches Using AI to develop and improve game strategies will be a point of difference for sporting teams in the future. Using deep learning, videos of games can be fed to train computers to understand the game and its strategies, with improved accuracy in analysing common mistakes and improving tactics at a faster rate than humans. Just imagine a powerful AI application “informing” the coach in real-time during a game on the best matchups, measuring and predicting player contribution throughout the game and dynamically altering game plans based on what is happening on-field. This is very different from analysing many data sets and the coach(es) making a decision - here the machine is making the decision and the coach(es) communicate and enforce the decision. In the future you may not even need a coach to communicate the AI decision as the machine will be able to communicate it directly to the players using realistic “human” communication and added emotion. This technology may not be too far away in the distant future and is currently being experimented in the NFL. Using deep learning, sporting codes can uncover strategic insights that may not have been previously achievable and will differentiate teams willing to invest.
  • 10. PwC Garry Kasparov is a Russian chess grandmaster, former world chess champion and is considered to be the greatest chess player of all time. He was ranked world No.1 for almost 19 years with a peak Elo rating (method for calculating the relative skill level of a chess player) of 2,851 in 1999 which has since been surpassed by current world champion Magnus Carlsen (Elo rating: 2,882) in 2014. The evolution of Chess technology demonstrates the speed of AI adoption. 10 3. Man vs Machine: Technology Insights from other Sports 3.1 Lessons from a Chess Grandmaster 1980 - 1989 1990 - 1997 2017 - current 2017 AlphaZero is released and has been unbeatable (Elo rating: 3,600) 1996 Deep Blue wins one game against Kasparov but is defeated overall (first computer to win a game against a reigning world champion under regular time controls) 1997 Deep Blue is upgraded and defeats Kasparov in a six-game match (first computer to win a match against a reigning world champion under regular time controls). The $100,000 Fredkin Award went to the inventors of Deep Blue 1980 Edward Fredkin created the Fredkin Prize for Computer Chess. The award came with $100,000 for the first program to beat a reigning world chess champion. 1985 Kasparov played 15 of the top chess computers and won every game (32-0) First computer to gain an Elo rating greater than 2,400 (2,530) 1988 First grandmaster to lose to a computer in a major tournament First chess computer to gain a Grandmaster rating 1989 Deep Thought the best computer at the time is defeated by Kasparov 1983 First microcomputer to beat a chess master in tournament play 1981 First computer to beat a chess master in tournament play and gain a Master rating (Elo rating: 2,258) 1970 The first all computer championship was held in New York 1950 First chess program is written 1967 First chess computer to play in a tournament 1977 The first microcomputer chess playing machine created 1950 - 1979
  • 11. PwC It took 47 years for the computer to win a match and 67 years for the computer to be unbeatable. Kasparov labels machines into different types: • “Type A is a computer that completes tasks by relying on brute force and trying to examine every single possibility to find the best move”.5 Humans program the rules and some evaluation factors to improve the algorithms’ performance and the computer executes the code with such incredible speed that it produces superior results. • “Type B machines are more ‘human-like’, and are able to selectively examine only the most promising options based on applied human knowledge”.5 AlphaZero doesn’t quite fall into Type B. Unlike all previous chess machines, AlphaZero was not trained by analysing human chess games. “It had zero knowledge of human play. Now we know, machines can generate their own data. AlphaZero has found things we didn’t know about the game,” Kasparov said.5 ‘Go’ is an abstract strategy board game for two players, in which the aim is to surround more territory than the opponent. The game was invented in China more than 2,500 years ago and is believed to be the oldest board game continuously played to the present day. After playing millions of games with itself, DeepMind’s AlphaGo crushed the top Go computer program and world champion Lee Sedol. Although Sedol was thrashed, the moves made by the machine taught him new methods and strategies that were unexplored before. Sedol went on saying, “AI will help us to release human creativity. Humans won’t be redundant or replaced, they’ll promoted.”5 AI applications like AlphaZero and AlphaGo are tools that can elevate human intelligence. Unlike board games where movement of games pieces are strict, sport involves human movement and positioning which is complex and dynamic. Key takeaways: • Can certain sporting codes or specific tactics / components within sporting games utilise the learnings from AlphaZero and AlphaGo? • Can self-play be employed to uncover things that players and coaches never knew about their sport? • What is the investment and when will a sporting team obtain an ROI? These are all questions that team owners and coaches need to think about….now. 11 The Elo rating of chess players has been creeping up over the years. The computer, Deep Blue’s rating was above 2,700 but these numbers have surpassed by DeepMind’s AlphaZero, which has an estimated Elo rating of 3,600. AlphaZero is a game playing AI application created by Google sibling DeepMind. AlphaZero was trained by a reinforcement learning technique called self-play. Starting from random play, and given no domain knowledge except the game rules, AlphaZero achieved within 24 hours a superhuman level of play in the games of chess. Out of 100 games, AlphaZero won (28) and drew (72) against the world’s best chess playing computer program – Stockfish 8. AlphaZero was playing at a higher Elo rating than Stockfish 8 after just 4 hours of training. PwC
  • 12. PwC Formula One is the most technologically advanced sporting contest humans have invented. The top teams measure each suspension deflection, each microliter of fuel used, the temperature of all main components, every instantaneous acceleration in any direction, and the data from each car is piped across the world to the team's headquarters every time one of the team's cars is on the track. Every possible variable is captured, and the dozens of team members sitting in front of computer screens at the circuit are joined by hundreds more, all monitoring and analysing in real time exactly what is happening, so that everything can be optimized as soon as possible. Additionally, while every race is in progress, massive computer simulations are being run for every possible scenario so the strategists can make bigger decisions on important matters such as, the ideal time to ‘pit’ to gain some clear space on track, or to undercut the driver in front who is proving difficult to pass. Those simulations involve not just what the team cars are doing, but everyone else too. All the leading F1 teams already undertake detailed statistical analysis of the big data available to them, but the data and knowledge it yields are closely guarded as the team’s IP. Those teams with access to more funds, are able to employ the best engineers, statisticians and tacticians, and use more advanced technology than other teams to gain a performance advantage. So while the public's perception might be the best driver wins the race, it has been commonly acknowledged within the management of race teams for many years that the driver counts for very little. The reason race teams want the best drivers is that they are marginally better than very good drivers, but neither will win unless they have the right car underneath them. McLaren's hard- headed team principal of the 1970s was American lawyer Teddy Mayer, who famously said at that time: "Drivers are just interchangeable light bulbs – you plug them in and they do the job." An academic research paper (entitled Formula for success: Multilevel modelling of Formula One Driver and Constructor performance, 1950–2014) published by a team from the Sheffield Methods Institute at the University of Sheffield in the UK offers some remarkable insights into the world of Formula One through advanced mathematical modelling. The Sheffield team set out to answer three inter-related questions: What percentage of car-driver performance is contributed by the driver and what percentage is contributed by the car / team? How do the percentages in #1 vary for different types of circuits and weather? Who are best individual drivers of all time, in order of the difference they made to performance? 12 3.2 Formula One – The Great Debate: Driver vs Car “Drivers are just interchangeable light bulbs – you plug them in and they do the job." 1 2 3 Extracts from “Top 51 drivers of all time, regardless of what they were driving”6 Driver Performance Contribution to race outcome 30% ~10% in 1980 in 2018 Car / Team Performance Contribution to race outcome 70% ~90% in 1980 in 2018
  • 13. PwC “Formula One is still too much about who has the fastest car rather than who has the most natural talent” 13 Greatest Formula 1 drivers of all time based on Championships/Wins: As at 2014 – based on the academic research conducted at the University of Sheffield (UK) How do the drivers rank when we remove the effects of their team: This is due to some teams having better… PwC Michael Schumacher JM Fangio Alain Prost 4th | Lewis Hamilton 8th | Fernando Alonso 12th | Lewis Hamilton gets the 5th best results but the car plays a big part in this – he is only the 12th best driver. 3rd | Michael Schumacher has the best results, but this is at least in part because of his car – he is not the best driver. 76th | Alberto Ascari’s results are the 9th best but he is only the 76th best driver! 6th | Fernando Alonso is the best driver currently racing, even though Hamilton’s results are better – his car has, in general, been worse. 1st | JM Fangio 2nd | Alain Prost Team Tracks Car Design Engine Tires Maintenance The paper noted that the driver effect has declined over time since at least 1980, going from about 30% driver in early 1980s to about 10% driver today. Dr. Andrew Bell who headed the team, says that on average over the period 1979 to 2014, 86% of the performance stems from the car/team and 14% from the driver. As do many of the public, Daniel Ricciardo believes Formula One is still too much about who has the fastest car rather than who has the most natural talent. In December 2017 he said, "If we make it a bit more equal by bringing the driver in a bit more and taking the equipment out, then that would be better. A 50/50 would be something more realistic in the near future, and hopefully that's the case. Even from Lewis [Hamilton] to the guy that's coming last, maybe the lap time says 3.0s, but the driver is maximum 1.0s. We are all a lot closer than that, and it would be great if we could all stay within 1.0s with the equipment because then the racing would be pretty fun."8 Some fans love the drivers and some fans love the car / technology that sits behind it. With AI in the mix, the next iteration is driverless Formula One racing… Would the fans come and watch this race in its current format or is this a totally new sport with a new fan base? Is this an extension of eSports…? Figure 3 Multilevel modelling of Formula One driver and constructor performance 1950-20147
  • 14. PwC Effective coaching is a skill that requires experience and is developed overtime. It is an imperfect science and at times, relies on intuition. Intuition is the ability to understand instinctively, without the need for conscious reasoning. Why is this important? The brain is divided into two hemispheres and within each hemisphere, particular regions control certain functions: There is a theory that people are left-brained or right-brained meaning one side is more dominant than the other. Will this shift see a disconnection with our human element (right side) or will it raise and release human creativity more than ever before? Or will there be different effects on different groups within our society…? On the surface it looks like the sporting industry is moving towards a Formula One model. It may not be applicable in all sports right now, but if a specific sporting team employed the best engineers to build powerful AI applications to direct strategic and tactical real-time in-game decisions to support coaches and players, what does this actually mean to the sport and its participants as a whole? Will players and coaches get better or worse; or is their job, role and value just different? Will the sport become sterile or boring because it’s played in the most efficient and effective way, or will new exciting game play be introduced to combat this effective game play? Is it the AI application coming up with the way to combat the new game play or is it the coach and players? Do the fans know or even care who comes up with it as long as the game is exciting? Boards of sporting codes and teams need to have the appropriate governance arrangements in place to manage the introduction and use of AI into their industry, including strict compliance to any guidance set by the governing bodies to ensure and maintain fair competition amongst teams. 14 4. Ethical Considerations of AI 4.1 Are we losing the human element? With the increased access to information through big data in everything we do, and now AI, it seems that the use of the left side of our brains is increasing and will continue to increase. Logical Methodical Analytical Creativity Intuition Instinct The left side controls mostly thoughts that are… And the right is geared more towards…
  • 15. PwCPwC 15 Areas of consideration for Boards when introducing AI: Regulatory Compliance i.e. Technology cap vs Salary cap Privacy and Data Leakage (Fans, Athletes, Game Data, etc.) Cyber Security Resilience - Business Continuity, Disaster Recovery and Crisis Management Third party dependencies Strategic and Operational Risk Management “Emerging” impacts for Boards to think about: • Integrity of Sport – Using athlete data to determine if games have been “thrown” • In-game betting if athlete and game data is exposed • In-game activities if security is compromised (i.e. AI Assistant Coaches, Virtual Umpires, etc.) • Talent selection during the drafting process if talent identification applications are compromised • Stadium and venue security if drone surveillance is compromised • Impact on fans if chatbots and smart assistants are compromised
  • 16. PwC AI is here to stay. Leaders of large technology firms, including Baidu CEO Robin Li and Google CEO Sundar Pichai, have already announced a move from “mobile first” to “AI first” in their innovation efforts.1 AI technologies mimic various human brain functions, creating solutions to intellectual tasks and opening up the possibility of replacing and/or augmenting any thinking-based job. Forrester’s 2017 predictions for data and analytics pointed to AI as the spark to the insights revolution. 16 5. The AI Market 5.1 Future of AI - Horizons Trajectory: Time to reach next phase: <1 year 5 to 10 years >10 years 1 to 3 years 3 to 5 yearsSignificant success Moderate success Minimal success Key: Businessvalue-add,adjustedforuncertainty NegativeLowMediumHigh Creation Survival Growth Equilibrium Decline Ecosystem phase Swarm intelligence Speech recognition Natural language generation Virtual agents Machine learning platforms AI-optimized hardware Decision management Deep learning platforms Semantic technology Biometrics Image and video analysis Robotic process automation Text analytics and NLP This came true: Survey respondents who said their organisation was investing in AI rose… 40% in 2016 51% in 20171 But success isn’t easy: 55% of organisations have not yet achieved any tangible business outcomes from AI. 43% of organisations say it’s too soon to tell.Figure 4 TechRadarTM: Artificial Intelligence Technologies, Q1 20179
  • 17. PwC AI is not a plug-and-play proposition. Why is this the case? AI is not a plug-and-play proposition. Unless organisations plan, deploy, and govern it correctly, new AI tech will provide meagre benefits at best or, at worst, result in unexpected and undesired outcomes. If CIOs and chief data officers (CDOs) are serious about becoming insights driven, 2019 is the year they must realize that simplistic lift- and-shift approaches will only scratch the surface of possibilities that the new tech offers.10 Which AI technology is your sporting code experimenting with or currently using? The following graphic offers a summary of the current state of the AI technology categories that create business insights. 17 Invest • AI-enhanced business intelligence (BI) platforms • Automation-focused machine learning • Deep learning frameworks • Natural language understanding (NLU) • Service provider AI platforms Experiment • Commercialized machine learning algorithms • Computer vision • Machine Olfaction • Natural language generation (NLG) • Speech analytics Maintain • Cognitive search • Machine learning data catalogs (MLDCs) • Machine learning platforms • Text analytics Divest High business value Low maturity High maturity Low business value PwC • Older Technologies Figure 5 Tech TideTM: Artificial Intelligence for Business Insights, Q3 201811
  • 18. PwC AI is impacting nearly every professional sport and is now also filtering through to grassroots participants. It is clear that coaches and players are looking for deeper insights to take their game to the next level, umpires/referees require assistance to make the right decisions in moments that matter, and the fans are demanding more personalised experiences and greater connectivity. AI provides an avenue to address all these demands. AI technologies are evolving fast and growing increasingly critical for a sporting organisation’s ability to win games; improve coaches and players; manage their operations; and grow, serve, and retain their fans. The imperative exists for sporting teams not to just adopt a singular AI technology but rather to have access to an arsenal of AI technologies that will improve their ability to generate and act on critical insights whether it’s fan engagement, talent identification, pre-game preparation or in-game real-time facilitation. However, unless sporting organisations plan, deploy, and govern it correctly, new AI technology will provide meagre benefits at best or, at worst, result in unexpected and undesired outcomes. Earlier we quoted Teddy Mayer on Formula One, "Drivers are just interchangeable light bulbs – you plug them in and they do the job." In the future, when we debate about the best players of all time, will we say they were good but they “knew” what to do and when because they were instructed by the best machine at the time? It’s already difficult to compare sporting teams and players from different eras, but this will become increasingly more difficult with AI in the mix… only time will tell. Conclusion 18
  • 19. PwC 1. Forrester: TechRadar™: Automation Technologies, Robotics, And AI In The Workforce, Q2 2017 As Physical And Software Robots Rise, You Need A Long-Term Strategic Plan For Your Workforce; J.P. Gownder, 23 June 2017 2. Avaya: Connected Sports Fans 2016 – Trends on the Evolution of Sports Fans Digital Experience with Live Events; June 2016 3. How Wimbledon is using AI to enhance the fan experience; Nikki Gilliand, 10 July 2018 4. AusPlay - Participation data for the sport sector, Summary of key national findings - October 2015 to September 2016 data; 21 December 2016 5. Don’t try and beat AI, merge with it says chess champ Garry Kasparov; Katyanna Quach, 10 May 2018 6. The Top 50 F1 drivers of all time, regardless of what they were driving; Mike Hanlon, 12 May 2016 7. Scientists name greatest Formula One driver of all time in new study; David Freeman, 19 April 2016 8. Daniel Ricciardo says F1 is still 75 percent car, 25 percent driver; Nate Saunders, 14 December 2017 9. Forrester: TechRadar™: Artificial Intelligence Technologies, Q1 2017 AI Technologies Will Augment Your Enterprise Applications, Amplify Your Intelligence, And Unburden Your Employees; Rowan Curran and Brandon Purcell, 18 January 2017 10. Forrester: Predictions 2018: The Honeymoon For AI Is Over Success At Artificial Intelligence Means Hard Work — Treat It Like A Plug-In Panacea And Fail; Boris Evelson, Michele Goetz and Brian Hopkins, 9 November 2017 11. The Forrester Tech Tide™: Artificial Intelligence For Business Insights, Q3 2018 Road Map: The Customer Analytics Playbook; Brandon Purcell, 28 September 2018 12. A.C. Lapham & R.M. Bartlett (1995) The use of artificial intelligence in the analysis of sports performance: A review of applications in human gait analysis and future directions for sports biomechanics, Journal of Sports Sciences, 13:3, 229-237, DOI: 10.1080/02640419508732232 13. Moneyball: The Art of Winning an Unfair Game; Michael Lewis, 2003 14. Artificial Intelligence in Sports – Current and future applications; Kumba Sennaar, 12 December 2018 15. Formula for success: Multilevel modelling of Formula One Driver and Constructor performance, 1950–2014 Journal of Quantitative Analysis in Sports, Volume 12, Issue 2, Pages 99–112; Andrew Bell, James Smith, Clive Sabel and Kelvyn Jones, 2016 16. AlphaZero AI beats champion chess program after teaching itself in four hours; Samuel Gibbs, 7 December 2017 17. Garry Kasparov: There is no shame losing to a machine; Garry Kasparov, 25 September 2017 18. AlphaGo Zero: Learning from scratch; Demis Hassabis and David Silver, 18 October 2017 19. Forrester: Securing The Internet Of Sports, The Time Is Now To Address Sports-Related Cyberattacks; Merrit Maxim, 10 July 2018 19 Appendix A – References
  • 20. www.pwc.com.au © 2018 PricewaterhouseCoopers. All rights reserved. PwC refers to the Australia member firm, and may sometimes refer to the PwC network. Each member firm is a separate legal entity. Please see www.pwc.com/structure for further details. This content is for general information purposes only, and should not be used as a substitute for consultation with professional advisors. Liability limited by a scheme approved under Professional Standards Legislation. At PwC Australia our purpose is to build trust in society and solve important problems. We’re a network of firms in 158 countries with more than 236,000 people who are committed to delivering quality in assurance, advisory and tax services. Find out more and tell us what matters to you by visiting us at www.pwc.com.au. WLT127066816