Expert System For Ice Hockey Game Prediction Data
Expert System For Ice Hockey Game Prediction Data
Expert System For Ice Hockey Game Prediction Data
Wei Gu
Donlinks School of Economics and Management
University of Science and Technology Beijing
Beijing 100083, China
guwei@ustb.edu.cn
Thomas L. Saaty
Joseph M. Katz Graduate School of Business
University of Pittsburgh
Pittsburgh 15206, PA, USA
saaty@katz.pitt.edu
Rozann Whitaker
Creative Decisions Foundation
Pittsburgh 15213, PA, USA
rozann@creativedecisions.net
This paper describes an expert system to predict National Hockey League (NHL) game out-
come. A new method based on both data and judgments is used to estimate the hockey
game performance. There are many facts and judgments that could in°uence an outcome.
We employed the support vector machine to determine the importance of these factors before
we incorporate them into the prediction system. Our system combines data and judgments
and used them to predict the win–lose outcome of all the 89 post-season games before they
took place. The accuracy of our prediction with the combined factors was 77.5%. This is to
date the best accuracy reported of hockey games prediction.
1. Introduction
Does investigating the past aid foretelling the future? Bohr1 has ¯ttingly put it
\Prediction is very di±cult especially with regard to the future". Indeed, predicting
the outcome of sports competition is very di±cult, but it has been given close and
extensive attention for a long time. Research on sports competition has evolved into
a serious ¯eld of investigation whose major goal is to achieve high accuracy. The
outcome of a sports game is unknown until the last \second" of play. There are many
763
764 W. Gu, T. L. Saaty & R. Whitaker
primary factors that in°uence the outcome: luck, psychological factors, refereeing,
the strength of a team, etc. Most factors are uncertain as to how much they in°uence
the outcome of the game, which makes the outcome harder to predict. It is commonly
believed that group sports such as basketball, football, and hockey are much harder
to predict than individual sports (e.g., badminton, ping pong and tennis). The
uncertainty of the outcome of competitive games increases the attractiveness and
excitement of sports competition.
Di®erent from basketball (NBA) and football (NFL), on which considerable re-
search has been done over the years, research on hockey has been sparse.2 Weissbock
et al. found no previous work in the machine learning (ML) community has pre-
dicted the winner in a hockey game. There are more uncertain factors in hockey
than in other games, which make ice hockey harder to analyze and to forecast. This
is because (i) more players play for a short while and rest for a short while, (ii)
higher speed, (iii) collisions and combat being allowed and (iv) the desultory nature
of play. Except for the work by Saaty and Zhang3 on basketball, the literature
on sports has relied solely on past data to predict the outcome of future games.
No judgments about intangible factors were quanti¯ed in a meaningful way for use
in prediction.
In this research, we developed an expert system to predict the outcome of the
National Hockey League (NHL) game. The system is developed based on 1,230 games
(2,460 records) results, standings, statistics and match details, with equal emphasis
on judgments and experiences of the experts. We aim to create a comprehensive and
highly accurate system to forecast hockey game performance.
The uniqueness of this paper is fourfold:
(a) We are the ¯rst to predict hockey game outcome using a method integrating
both the data and judgments.
(b) The factors adopted for prediction are validated for their usefulness in producing
an accurate outcome based on historical data analysis.
(c) The data from the data analysis are used to form expert judgments alongside
with intangible, knowledge and experience.
(d) The accuracy of our prediction with the combined factors was 77.5%
which to the best of our knowledge is the best accuracy of hockey game
predictions.
The rest of the paper is organized as follows: Sec. 2 reviews related research,
including sports prediction accuracy. In Sec. 3, we identify the key factors in°uencing
the outcome of ice hockey games. Section 4 details our expert system of predictions,
which incorporates both data and judgments. We describe in Sec. 5 our predictive
results, and compare them with other methods commonly used in other sports (e.g.,
basketball and soccer). Finally, in Sec. 6, we discuss the e®ectiveness of this approach
and conclude this research.
Expert System for Ice Hockey Game Prediction 765
2. Literature Review
2.1. Methods for sports game prediction
Only a handful of researchers have endeavored to predict hockey games. Voyer &
Wright,4 used regression analysis to estimate the relationships among the variables.
Regression analysis helps one understand how the expected value of the dependent
variable changes when the independent variable varies while holding other inde-
pendent variables constant. They considered players' performance in shooting,
scoring goals, getting the puck, etc. However, they did not consider the interactions
and feedback of factors.
Weissbock et al.2,5 and Weissbock and Inkpen6 from University of Ottawa have
studied the NHL teams. They applied ML to predict hockey game performance
by jointly considering previous games, pre-game textual reports and opinions of
pre-game reports. They contribute to the application of ML to game prediction.
However, their best accuracy is only at 62%, an upper bound limited by the nature of
ML in this application.
Pischedda (2014) extended Ottawa's data to continuous and categorical classes,
and use his model for real life betting. The model heavily depends on commentators'
opinions. Alternatively, Depken et al.7 and Kolev et al.8 predicted the NHL regular
season game using shootouts; while Morgan et al.9 used the decision tree to predict
with 64.3% accuracy.
Neural networks is another technique widely used to predict the outcome of sports
games,10 such as soccer,11 NFL,12,25 and basketball (NBA).13,14 The reported pre-
dictive accuracy of the neural network approach is in the range of 74–78%. Finally,
Zimmermann et al.15 compared various ML techniques, and concluded Bayesian
theory outperforms other procedures (e.g., decision tree, neural networks).
In summary, the conventional regression model is ill-suited for subjective judg-
ments. On the other hand, ML is the most popular method. Yet, it relies heavily on
subjective opinions and textual contents, which often results in low prediction ac-
curacy. In this research, we integrate expert judgment and information derived from
historical data to construct the expert system for ice hockey game predictions. We
comprehensive consider both the tangible and intangible factors a®ecting the game
outcomes and take experts knowledge and experience into account. The prediction
accuracy of the proposed expert system is not limited by the upper bound inherent in
the ML method.
To help with hiring decision, Perlini and Halverson,17 examined criteria such as
size/strength, skating/speed/power of stride, shot/scoring, etc. They found emo-
tional intelligence, intrapersonal competency, and general mood have an equally
signi¯cant in°uence on the outcome of a game. On the other hand, Buttrey et al.
(2011) found that goals in NHL teams depend on the strength of opponents, the
home-ice advantage, and players' skills and dexterity. Macdonald,19 proposed new
statistics such as face-o®s and hits as predictors of goal scoring; they also found that
many predictor variables are highly correlated.
Then again, Saaty and Zhang3 propose an integrated method using both proba-
bilities (Bayes theory) and judgments, to deal with prediction; and apply it to NBA
basketball games prediction. Unlike basketball and football, where players are po-
sitioned in pair, in hockey each player in the team o®ends and defends simulta-
neously while collaborating with each other. Also, in the post season of the hockey
game, the game performances are sequentially dependent. Therefore, it is important
to identify an e®ective way to address interdependence when predicting collaborative
sports games.
To address the need of hockey game prediction, we developed an expert system
based on both the historical team performances and expert judgments. Through the
inclusions of the subjective and objective information in the analytic network process
(ANP) framework, we allow for the inclusion of interdependence and feedback in the
model to tackle the intricacy of competitive NHL hockey games.
Fig. 1. The framework of expert system of the ice hockey game prediction.
factors that were found to be signi¯cant in predicting the game results are shown in
Table 3 as TRUE. The \þ" sign means the indicator is the more the better (the save
percentage), The \"sign means the indicator is the less the better (the shots
against).
Table 2. Sample of raw data team records for the 24 performance metrics.
Road/ R R R R H H H H
Home
Date 2014/10/8 2014/10/8 2014/10/8 2014/10/8 2014/10/8 2014/10/8 2014/10/8 2014/10/8
Dec W W W L W L L L
Sv% 92 88.9 100 93.9 95 86.7 87.5 87.9
CF% 52.6 50.4 46 43.1 56.9 54 49.6 47.4
MSF 6 15 15 9 10 19 10 7
MSA 7 10 19 10 9 15 15 6
FF% 54.9 56 45.9 40.3 59.7 54.1 44 2
FF 39 47 45 29 43 53 37 4
FA 32 37 53 43 29 45 47 L
SF% 56.9 54.2 46.9 37.7 62.3 53.1 45.8 43.1
SF 33 32 30 20 33 34 27 25
SA 25 27 34 33 20 30 32 33
FO% 38.6 58.7 59.2 41 59 40.8 41.3 61.4
FO W 27 37 42 25 36 29 26 43
FO L 43 26 29 36 25 42 37 27
BSF 11 11 13 15 15 15 20 13
BSA 13 20 15 15 15 13 11 11
Sht% 12.1 12.5 13.3 5 6.1 0 11.1 8
HIT 16 21 22 26 23 30 35 32
HIT- 32 35 30 23 26 22 21 16
PN 6 2 6 4 6 5 2 5
PN- 5 2 5 6 4 6 2 6
PenD 1 0 1 2 2 1 0 1
Expert System for Ice Hockey Game Prediction 769
Goal
Win
1 Offence
2 Defense
FO% - Faceoff
Power play
win
opportunity(+)
percentage(+) 4 Nega ve 5 Others
6 Coach
7 The players’ state and
performing
tac cs
mentality physical
Alterna ves
A B
Notes: Corsi* means on-ice shot attempts (on goal, missed, or blocked).
The factors of Table 3 are grouped into four clusters: (1) O®ense, (2) Defense, (3)
Positive and (4) Negative (see Fig. 2). In addition, (5) situational indicators (Home/
Road game, season type and trend to win/lose) form the ¯fth cluster named Others
in Fig. 2. Finally, (6) Coach as well as (7) Players' mental/physical states, which are
subjectively judged, constitute the last two clusters of Fig. 2.
The seven clusters in all contain 20 indicators (see Table 5). O®ense comprises
factors that are indicative of a team's strength in attack. Defense includes factors
that signify a team's ability in guarding against the opponent. Table 5 shows that the
¯rst four clusters employ the information from data, the Others cluster contains
Fact, while the rest clusters use judgments.
terminates when one team scores (known as sudden death). If there is no score, the
game enters a shootout in which a player from one team gets one shot at the goal
which is defended by the goalie of the other team. Then a player from the other team
gets a shot at the goal defended by the goalie of the ¯rst team. This continues for
three rounds until one team scores more goals than the other in a shootout round and
wins the game. If tied, they continue until one of them scores a goal and the other
does not. The team with the most goals during a three-round shootout wins the
game. If the game is still tied after the three shootout rounds, the shootout continues
but becomes sudden-death with the ¯rst team to score thereby winning the game.
There are no shootouts during the Playo®s. Instead, multiple sudden-death, 20 min
¯ve-on-¯ve periods are played until one team scores.
The NHL is a professional ice hockey league composed of 30 member clubs: 23
in the United States and 7 in Canada. Teams play a total of 82 games each regular
season from October to April for a total of 1,230 games. There are 2 conferences with
three divisions with ¯ve teams belonging to each division. Within each division, the
teams confront each other six times a year with a total of 24 games for each team
within the division; within the conference each team confronts 10 teams outside its
division but in its conference only four times. In the remaining 18 games, it plays at
least once each of the 15 teams in the other conference and three of them twice
bringing the total to 82. At the end of a regular season, the top eight teams from each
conference qualify for the next round competition. The eventual winner wins four best-
of-seven series in an elimination tournament and becomes the Stanley Cup Champion.
The Analytic Hierarchy Process (AHP)20 developed by Saaty20 is a new scienti¯c
decision method based on hierarchical structures and making judgments. Saaty21
elaborated it into the ANP,21,22 based on network structures with dependence and
feedback. In the ANP, networks of clusters of elements are used instead of the
hierarchic levels of elements of the AHP. An ANP model can o®er a solution to
complex multi-criteria problems that have little objective supporting data.23 Thus, it
is thus appropriate to analyze a complex problem such as predicting team sports
game outcomes.
To predict the winner of a match before the game, an expert (or experts) answers
questions about the relative importance of the indicators and about the relative
performance of the teams based on historical data. Using judgments, we can calcu-
late the in°uence priority of the elements in an alternative cluster on the elements in
a criterion cluster with respect to each control criterion and predict who will win in
each match. Thus, the ANP can be used as a prediction model in the expert system
for ice hockey games.
We combine judgments and data in an ANP model to predict the outcome of each
of the 89 playo® games in the NHL 2014–2015 season. We use the same ANP
structure for every game but customize it with data for the two teams playing. The
process is explained in the following section.
The fundamental scale used for judgments in the ANP is shown in Table 6.
A number from the fundamental scale is chosen to represent the intensity of the
Expert System for Ice Hockey Game Prediction 773
1 Equal importance
3 Moderate importance of one over another
5 Strong or essential importance
7 Very strong or demonstrated importance
9 Extreme importance
2,4,6,8 Intermediate values
Use reciprocals for inverse comparisons
relationship between the factors with respect to the criterion resulting in a judgment
matrix from which the vector of priorities is obtained using the principal eigenvector
of the judgment matrix.
and 0.32 for Tampa Bay. Thus the likelihood is that Chicago will win and that would
be the prediction.
In Fig. 3, the goal is linked to the O®ense cluster, which must be pairwise com-
pared with respect to the goal for importance. In this particular set of comparisons,
the judgments were made by experts in hockey games who arrived at their consensus
judgments by examining data about the importance of these factors and interpreting
it in the form of an AHP/ANP fundamental scale judgment (numbers from 1 to 9).
The data about the factors was transformed into correlation coe±cients derived from
the aggregate performance of all the teams in the regular season. We detail it next.
4.2. Judgment process for both the data and judgment factors
In order to obtain judgments from ice hockey experts about games and teams based
on their knowledge and experience, which is mostly not easy to obtain, we used a
questionnaire format for the experts to ¯ll out. In order to obtain judgments from ice
hockey experts about games and teams based on their knowledge and experience,
which is mostly not easy to obtain, we used a questionnaire format for the experts to
¯ll out. Four experts are chosen to respond to the questionnaires. Two of them have
studied and predicted ice hockey game for more than 10 years in Pittsburgh and the
other two are ice hockey amateurs in Washington, D.C. with a great deal of expertise
about the teams and sports. All the four respondents are very knowledgeable on NHL
teams and ice hockey games. Namely, the experts participated in this research are
knowledgeable and experienced.
The pairwise comparisons of relative importance of factors in all seven clusters are
made before the playo® games start. The prediction of all games in the playo® is
conducted before every game. As shown in Fig. 4, we ask experts to ¯ll out ques-
tionnaires in order to elicit their subjective judgments combined with information
from the correlation coe±cients.
For example, blocked shots for 0.136 was considered moderately more impor-
tant than Corsi for 0.076. A correlation coe±cient of zero means not related. It is
more important for a team to block a lot of shots than to receive a low Corsi score.
Figure 4 exhibits the merged expert judgments with data.
Expert System for Ice Hockey Game Prediction 775
As four experts are asked about the potential performance of each team involved
in the playo® games, we need to integrate the judgments of all experts. In this study,
we take experts as equal to derive group judgment through geometric mean; any
inconsistency has been improved by consulting with the group when it occurs.
In this way, judgments were entered for all elements with respect to the goal. This
resulted in one set of priorities for the criteria. The next step in our ANP model is to
link all the criteria to the alternative teams (Chicago and Tampa Bay) and enter
judgments based on comparing their statistical data (see Table 7). Saving percen-
tages ALL vary in a narrow range (89.9% and 94.5%), so it takes the judgment of an
expert, by looking at the data, to decide that Chicago (at 92.5%) is equally and
moderately better than TB (at 91.1%).
The ice hockey commentators and pundits said Chicago was going to exert more
physical pressure in this game. Information like this from various sources was con-
sidered and used to form the judgment inputs. The experts' judgments relied on data
of past performance. Again we take the match between Chicago (CHI) and Tampa
Bay (TBL) as an example to demonstrate the judgment process. First, there are
some factors that are certain such as Home/Road game, Season type, for which
experts can form judgments deterministically. Second, for other performance indi-
cators, experts can make the judgment according to historical performance data (see
Table 7), which is helpful for the experts to determine through this factor which team
is better. In o®ence, the CHI has moderate advantage over TBL. While in defense,
CHI is much stronger than TBL. Therefore, we have the judgment that TBL is
equally to moderately more preferred (with the value 2 shown in Fig. 5) to CHI with
respect to blocked shots; CHI is moderately more important (with the value 3 shown
in Fig. 6) than TBL with respect to Corsi; and TBL is moderately more important
(with the value of 3) than CHI with respect to Hits. In addition, there are no data to
help the experts to make judgment about other indicators, such as trend to win/lose,
mental state, and physical state, so they must use subjective judgment according to
their best understanding of the game, of the teams, and of the current situation. As
for the status of the teams, TBL can play more quickly, while CHI is slow according
to historical performance. However, the players and teamwork of CHI are all very
powerful particularly with groups 3 and 4, and also in the third period of the match
when they are often able to reverse the outcome of the game. In the regular season
games, the two teams played against each other twice, each winning one game. In the
second game, without star player Patrick Kane CHI lost 0:4. Similarly, the judg-
ments with respect to all the other elements were made. In the experiment, input
judgments of the experts' consistency were all less than 0.1 which means the judg-
ments were very reliable.
C1 C2 CN
e11e12 e1n e21e22 e2n eN1eN2 eNn (j1) (j2) (jnj)
e11
1 2 N Wi1 Wi1 Wi1
C1 e12
W11 W12 W1N
e1n (j1) (j2) (jnj)
1
C2
e21
e22 W21 W22 W2N Wij = Wi2 Wi2 Wi2
W=
e2n
2
eN1
(j ) (j ) (jn )
WN1 WN2 WNN
eN2
CN Wini1 Win2i Wini j
eNn
N
Table 8. Example of pairwise comparing o®ense elements for importance with respect to tactics.
Blocked Corsi () Hits Missed S% (þÞ Blocked Corsi Hits () Missed SV% (þÞ Take
shots against(þÞ shots shots against (þÞ shots away (þÞ
for () for () against (þÞ against (þÞ
Blocked shots for() 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000
Corsi () 0.4545 0.0000 0.0000 0.4545 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000
Hits against(þÞ 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000
Missed shots for() 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000
S% (þÞ 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000
W. Gu, T. L. Saaty & R. Whitaker
Blocked shots against(þÞ 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000
Corsi against(þÞ 0.0000 0.0000 0.0000 0.0000 0.0000 0.4545 0.0000 0.0000 0.4545 0.0000 0.0000
Hits() 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000
Missed shots against(þÞ 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000
SV% (þÞ 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000
Take away(þÞ 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000
FO% (þÞ 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000
Power play opportunity(þÞ 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000
Give away() 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000
Penalty times() 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000
Home/Road 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000
Season type 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000
Trend to win/lose 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000
Tactics 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000
Mentality 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000
Physical 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000
A 0.3712 0.7500 0.6667 0.3712 0.6667 0.3636 0.6667 0.2500 0.3636 0.6667 0.3333
B 0.1742 0.2500 0.3333 0.1742 0.3333 0.1818 0.3333 0.7500 0.1818 0.3333 0.6667
Table 9. (Continued)
FO% (þÞ Power Give Penalty Home/Road Season Trend to Tactics Mentality Physical
play (þÞ away() times() game type win/lose
Blocked shots for() 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0070 0.0254 0.0183
Corsi () 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0307 0.0576 0.0550
Hits against(þÞ 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0297 0.0453 0.0473
Missed shots for() 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0070 0.0181 0.0092
S %(þÞ 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0930 0.0990 0.1062
Blocked shots against(þÞ 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0322 0.0176 0.0173
Corsi against(þÞ 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0494 0.0292 0.0251
Hits() 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0056 0.0028 0.0032
Missed shots against(þÞ 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0111 0.0118 0.0068
SV% - Save percentage(þÞ 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.1048 0.0476 0.0495
Take away(þÞ 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0217 0.0082 0.0127
FO% (þÞ 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0129 0.0172 0.0175
Power play opportunity(þÞ 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0904 0.1201 0.1224
Give away() 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0017 0.0014 0.0018
Penalty times() 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0116 0.0110 0.0108
Home/Road game 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000
Season type 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000
Trend to win/lose 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000
Tactics 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000
Mentality 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000
Physical 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000
A 0.7500 0.5000 0.5000 0.6667 0.2500 0.7500 0.6667 0.3056 0.3097 0.3127
B 0.2500 0.5000 0.5000 0.3333 0.7500 0.2500 0.3333 0.1859 0.1781 0.1843
Expert System for Ice Hockey Game Prediction
779
780 W. Gu, T. L. Saaty & R. Whitaker
priority of an element on the left of the matrix on an element at the top of the matrix.
A supermatrix along with an example of one of its general entry i; j block are shown
in Fig. 7. The component C i alongside the supermatrix includes all the priority
vectors derived for nodes that are \parent" nodes in the C i cluster.
As an example for the pairwise comparisons here, tactics is one of the key factors
that can in°uence the o®ence, defense, the negative and positive aspects of teams and
games. Choose the O®ence cluster, with respect to tactics, to take a pairwise com-
parison of the indicators. The comparisons are shown in Table 8. The priority column
is in the unweighted supermatrix where the row is elements in O®ence cluster and the
head of the list is tactics which indicates signi¯cance of the in°uence with respect to
tactics.
In the same way, input judgment of other experts' consistency test results are all
less than 0.1 in which case the comparison matrix is acceptable and the unweighted
supermatrix is formed.
Under the criteria p c , make a comparison of the relative importance of the clusters
C 1 ; . . . ; C N , we will get the weighting matrix A of clusters. The cluster matrix is
shown in Table 9. Then the weighted supermatrix is W ¼ ðW ij Þ where W
ij ¼ a ij W ij ,
i ¼ 1; . . . ; N , j ¼ 1; . . . ; N .
The ¯nal priority of the elements is derived from raising the weighted super-
matrix to powers until it stabilizes at the limiting supermatrix. In this case until
each column is the same and identical. Solving the supermatrix is a very cumber-
some and di±cult process. The solutions in this paper were calculated by the Super
Decisions (SD) Software. Table 8 gives a pairwise comparison judgment matrix
along with its calculated priority vector. The limit matrix of our model is shown in
Table 9.
Table 10. The result of the example of the game between CHI and TBL.
the overall result. Under the \Normalized by cluster" column, we ¯nd CHI will win
over Tampa Bay with a 63% advantage. Thus, we predict that CHI will win. After
the actual match which score was Chicago 2, and Tampa Bay 1 (which is fairly close
to 0.66 to 0.33 of our prediction). After the actual match, we collected information
about the game, shown in Table 12, and we compared it with prediction which we
had made prior to the game.
Table 12. The information of practical match of the CHI and NBL.
Date Visitor Home R/H Prediction Dec Sv%/sv%-a CF/CA MSF/MSA BSF/BSA SF/SA Sh% FO% HIT/HIT- PenD 782
2015/6/3 CHI T.B R W >1 >1 >1 <1 >1 9.5 >50% <1 >0
GF GA outcome Dec Sv% sv%-a CF CA MSF MSA BSF BSA SF SA Sh% FO% HIT HIT- PN PN- PenD
2 1 W 95.7 90.5 52 45 16 11 15 11 21 23 9.5 47.4 21 29 2 3 1
Date Visitor Home R/H GF GA Prediction Dec Sv% sv%-a CF CA MSF MSA BSF BSA SF SA Shoot% FO% HIT HIT- PN PN- PenD
W. Gu, T. L. Saaty & R. Whitaker
Date Visitor Home R/H GF GA Prediction Dec Sv% sv%-a CF CA MSF MSA BSF BSA SF SA Shoot% FO% HIT HIT- PN PN- PenD
Date Visitor Home R/H GF GA Prediction Dec Sv% sv%-a CF CA MSF MSA BSF BSA SF SA Shoot% FO% HIT HIT- PN PN- PenD
Date Visitor Home R/H GF GA Prediction Dec Sv% sv%-a CF CA MSF MSA BSF BSA SF SA Shoot% FO% HIT HIT- PN PN- PenD
6. Conclusion
In this paper, we collected data of 1230 NHL regular season games in 2014–2015 from
diverse sources on players, teams and game performances. We ¯lter and reduce the
54 metrics to 17 factors that were important for estimating game performance
through rank-sum tests. These factors then become the tangible criteria in the
proposed expert system. Next, we con¯rm that the chosen indicators are indeed
signi¯cant by applying SVM to validate the regular season games for which the
outcomes were known. Integrated with tangible performance metrics derived in
Sec. 3, we incorporate intangible criteria (i.e., coach tactics, mental and physical
Expert System for Ice Hockey Game Prediction 787
states) into the expert system. In this way, the ANP model incorporates both data
and judgments.
We use the proposed ANP model to predict each of the 89 post-season NHL games
in 2014–2015 season. The results are quite accurate. Speci¯cally, we correctly predict
77.5% of the matches before they took place. We hope to test the methodology
further in the coming seasons. Compared with previous methods used in sports
prediction, the model we proposed has the following advantages:
(1) We are the ¯rst to predict hockey games using a combination of both tangible
data and judgments on intangibles. Prior to this study, there were predictions-
based solely on tangible data, or predictions by commentators that relied solely
on intangibles to speculate which team is more likely to win. Our research is the
¯rst to o®er an e®ective and e±cient model that successfully combines both
tangible and intangible information. This study has the potential to make full
use of the knowledge and experience of experts, while also incorporating ML and
surpassing its forecasting accuracy. In addition, the expert system framework
which makes use of factor analysis, SVM, and the ANP, can be employed in
other settings, where intangible and tangible indicators are earnestly needed to
produce better estimates.
(2) The factors used in our prediction have been validated for their usefulness in
producing accurate outcomes. Using rank-sum tests, we showed that the criteria
used in the ANP model signi¯cantly in°uence the game results. Furthermore, we
use SVM to con¯rm that the factors adopted can derive high accurate prediction.
Finally, through correlation coe±cients between the set of tangible factors and
win/loss outcome, we know the relative importance of each factor. Compared
with other ML methods which depend on the text analysis of collected sports
comments, the proposed expert system based on both data and judgment seems
more reliable, as forecasting accuracy has been greatly improved.
(3) The objective judgments in the model were evidence-based, in which the experts
use the information from the numerical analysis to support their judgments
(e.g., correlation). When the experts evaluate the two teams based on factors
such as shooting percentage, shots, hits, giveaways, and takeaways, they are
making more structured and fact-based assessment, which often results in higher
accuracy. Along with subjective judgments such as commentators' views,
interpretations of the players physical/mental status, and their general knowl-
edge of the game. The expert system o®ers a more transparent and justi¯able
assessment framework and insights for sports performance prediction.
There are also limitations in this research that need to be improved in future work.
(1) To ensure minimum change in the teams and players between the regular season
and the playo® season, we limited our NHL data to just one season (2014–2015).
In subsequent study, more historical data will be taken into consideration.
788 W. Gu, T. L. Saaty & R. Whitaker
(2) When looking for factors that in°uence game outcomes, we studied all games of
all teams in NHL. Thus, the key factors identi¯ed are common factors for all
teams. However, for a speci¯c game, if we focus on the two competing teams'
historical data, we may be able to identify distinctive factors uniquely suitable
for such match and better able to predict the game outcome.
(3) The intangible judgments heavily relied on the experts' backgrounds, knowledge
and experience. In the future, we can explore whether subjective judgments
could be further improved with additional evidence-based historical data. In
future research into sports game prediction, big data24 may provide richer
references for experts to make the judgments. We can also collect the judgments
from experts then use group decision-making approaches to combine their
judgments. By using group questionnaires and synthesizing the judgments
from more experts with access to evidence-based data, we may be able to achieve
ever-higher accuracy.
Acknowledgment
This research is supported by the National Natural Science Foundation of
China (71572011), the fundamental Research Funds for the Central Universities
(FRF-BR-15-011B).
References
1. N. Bohr, Atomic Physics and the Description of Nature (Cambridge University Press,
England, 1934).
2. J. Weissbock, H. Viktor and D. Inkpen, Use of performance metrics to forecast success in
the national hockey league, Paper presented at the Workshop on Sports Data Mining
at ECML/PKDD 2013 (2013).
3. T. L. Saaty and L. Zhang, (2016). The need for both Bayes' theorem and judgment in
prediction (in process).
4. D. Voyer and E. F. Wright, Predictors of performance in the national hockey league,
Journal of Sport Behavior 21(4) (1998) 456.
5. J. Weissbock, Forecasting Success in the National Hockey League Using In-Game Sta-
tistics and Textual Data (University of Ottawa, Canada, 2014).
6. J. Weissbock and D. Inkpen, Combining textual pre-game reports and statistical data for
predicting success in the national hockey league, Lecture Notes in Computer Science
(2014) 251–262.
7. C. A. Depken, R. Sonora and D. P. Wilson, Performance under pressure: Preliminary
evidence from the national hockey league. International Journal of Sport Finance, 7(3)
(2012) 213–231.
8. G. I. Kolev, G. Pina and F. Todeschini, Decision making and underperformance in
competitive environments: Evidence from the national hockey league, Kyklos 68(1)
(2015) 65–80.
9. S. Morgan, M. D. Williams and C. Barnes, Applying decision tree induction for identi-
¯cation of important attributes in one-versus-one player interactions: A hockey exemplar,
Journal of Sports Science 31(10) (2013) 1031–1037.
Expert System for Ice Hockey Game Prediction 789
10. H. Chen, P. Buntin Rinde, L. She, S. Sutjahjo, C. Sommer and D. Neely, Expert pre-
diction, symbolic learning, and neural networks. An experiment on greyhound racing,
IEEE Expert 9(6) (1994) 21–27.
11. K. Huang and K. Chen, Multilayer perceptron for prediction of 2006 world cup football
game, Advances in Arti¯cial Neural Systems, 2011 (2011) 1–8.
12. K. Y. Huang and W. L. Chang, A neural network method for prediction of 2006 world cup
football game, In the 2010 International Joint Conference on Neural Networks (IJCNN),
IEEE, 1–8 (2010).
13. B. Loe®elholz, E. Bednar and K. Bauer, Predicting NBA games using neural networks,
Journal of Quantitative Analysis in Sports 5(1) (2009) 7.
14. M. van Roon, Predicting the Outcome of NBA Playo®s (Vrije Universiteit, Amsterdam,
2012).
15. A. Zimmermann, S. Moorthy and Z. Shi, Predicting college basketball match outcomes
using machine learning techniques: Some results and lessons learned, (2013), arXiv pre-
print: 1310.3607.
16. D. L. Feltz and C. D. Lirgg, Perceived team and player e±cacy in hockey, Journal of
Applied Psychology 83(4) (1998) 557–564.
17. A. H. Perlini and T. R. Halverson, Emotional intelligence in the national hockey league,
Canadian Journal of Behavioural Science/Revue canadienne des sciences du comporte-
ment 38(2) (2006) 109–119.
18. S. E. Buttrey, A. R. Washburn and W. L. Price, Estimating NHL scoring rates, Journal of
Quantitative Analysis in Sports 7(3) (2011).
19. B. Macdonald, An expected goals model for evaluating NHL teams and players, Paper
Presented at the MIT Sloan Sports Analytics Conf. 2012 (2012).
20. T. L. Saaty, The Analytic Hierarchy Process: Planning, Priority Setting, Resource Al-
location (McGraw-Hill, US, 1980).
21. T. L. Saaty, Decision Making with Dependence and Feedback: The Analytic Network
Process: The Organization and Prioritization of Complexity (RWS Publication, US, 1996).
22. T. L. Saaty, The analytic network process, In Decision Making with the Analytic Network
Process (Springer, US, 2006), pp. 1–26.
23. T. L. Saaty, The analytic hierarchy and analytic network processes for the measurement
of intangible criteria and for decision-making, International Series in Operations Re-
search & Management Science, Vol. 78, (Springer, New York, 2005), pp. 345–405.
24. J. Fan, F. Han and H. Liu, Challenges of big data analysis, National Science Review 1(2)
(2014) 293–314.
25. K. Y. Huang and W. L. Chang, A neural network method for prediction of 2006 world cup
football game in best-of-seven playo® series, Paper presented at the 2010 Int Joint Conf.
on Neural Networks (IJCNN), (2010).
26. G. Pischedda, Predicting NHL match outcomes with ML models, International Journal of
Computer Applications 101(9) (2014) 15–22.
27. J. C. Platt, Sequential Minimal Optimization: A Fast Algorithm for Training Support
Vector Machines (Microsoft Research, 1998).
28. T. L. Saaty, Decision Making for Leaders (Lifetime Learning Pubications, CA, 1982).
29. J. Kahn, Neural Network Prediction of NFL Football Games (World Wide Web electronic
publication, 2003), pp. 9–15.
30. D. Miljkovic, L. Gajic, A. Kovacevic and Z. Konjovic, The use of data mining for bas-
ketball matches outcomes prediction, Paper presented at the IEEE 2010 8th International
Symposium on Intelligent Systems and Informatics (SISY), (2010).
31. J. B. Yang and C. Lu, Predicting NBA championship by learning from history data,
Paper presented at the Proceedings of Arti¯cial Intelligence and Machine Learning for
Engineering Design (2012).