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Entropy 23 00090 v3

The document discusses using machine learning techniques to predict the success of football player transfers to support team building. It presents research using data on players' technical, physical, and psychological attributes to train classifiers like Random Forest, Naive Bayes, and AdaBoost. The models achieved promising results, with accuracies up to 82% for different definitions of a successful transfer. The authors conclude machine learning can help with professional football management and they plan to further develop the algorithm.

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0% found this document useful (0 votes)
72 views12 pages

Entropy 23 00090 v3

The document discusses using machine learning techniques to predict the success of football player transfers to support team building. It presents research using data on players' technical, physical, and psychological attributes to train classifiers like Random Forest, Naive Bayes, and AdaBoost. The models achieved promising results, with accuracies up to 82% for different definitions of a successful transfer. The authors conclude machine learning can help with professional football management and they plan to further develop the algorithm.

Uploaded by

Christy Binu
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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entropy

Article
Who Will Score? A Machine Learning Approach to Supporting
Football Team Building and Transfers
Bartosz Ćwiklinski , Agata Giełczyk * and Michał Choraś

Faculty of Telecommunications, Computer Science and Electrical Engineering, UTP University of Science and
Technology, 85-796 Bydgoszcz, Poland; bartosz.cwiklinski@utp.edu.pl (B.Ć.); chorasm@utp.edu.pl (M.C.)
* Correspondence: agata.gielczyk@utp.edu.pl

Abstract: Background: the machine learning (ML) techniques have been implemented in numerous
applications, including health-care, security, entertainment, and sports. In this article, we present how
the ML can be used for building a professional football team and planning player transfers. Methods:
in this research, we defined numerous parameters for player assessment, and three definitions of a
successful transfer. We used the Random Forest, Naive Bayes, and AdaBoost algorithms in order
to predict the player transfer success. We used realistic, publicly available data in order to train
and test the classifiers. Results: in the article, we present numerous experiments; they differ in the
weights of parameters, the successful transfer definitions, and other factors. We report promising
results (accuracy = 0.82, precision = 0.84, recall = 0.82, and F1-score = 0.83). Conclusion: the presented
research proves that machine learning can be helpful in professional football team building. The
proposed algorithm will be developed in the future and it may be implemented as a professional tool
for football talent scouts.

Keywords: machine learning; big data; football support; sports analytics




Citation: Ćwiklinski, B.; Giełczyk, A.;


1. Introduction
Choraś, M. Who Will Score? A Sports have been one of the most popular kind of entertainment for ages. Practising
Machine Learning Approach to and watching sport is exciting, healthy, unpredictable, and makes us feel alive. However,
Supporting Football Team Building sports have recently become very lucrative business. Sports leagues and teams turned
and Transfers. Entropy 2021, 23, 90. into industries, earning billions of dollars from various sources: sponsorships, ticket
https://doi.org/10.3390/e23010090 revenues, transfers, stadium rentals, broadcasting deals, merchandise, and many more.
The revenue of sports leagues is constantly growing, according to the online reports (e.g.,
Received: 14 December 2020 by Athletic Panda https://apsportseditors.org/others/most-profitable-sports-leagues/).
Accepted: 7 January 2021 In 2019, the biggest one was generated in the US American football league, National
Published: 10 January 2021
Football League (NFL)-$13 Billion. Other sports can also be very profitable: in 2019, Major
League Baseball (MLB) earned $10 Billion, National Basketball Association (NBA) $7.4
Publisher’s Note: MDPI stays neu-
Billion, Indian Premier League (Cricket) $6.3 Billion, and, finally, the English Premier
tral with regard to jurisdictional clai-
League made $5.3 Billion.
ms in published maps and institutio-
Because sports teams have become enterprises with millions of budget funds, they
nal affiliations.
have to generate profits. Thus, they need to be managed carefully and reasonably. Player
transfers is one of the tasks that managing a sports team encompasses. Hence, in the article,
we provide a system that can support the football team building and transfers. It uses the
Copyright: © 2021 by the authors. Li- machine learning techniques and it has been tested on the real-life data, which is publicly
censee MDPI, Basel, Switzerland. available online.
This article is an open access article The popularity of machine learning and artificial intelligence (AI) has recently in-
distributed under the terms and con- creased rapidly. Currently, they are widely implemented in many domains of our everyday
ditions of the Creative Commons At- life, including sports. AI provides the opportunity to simulate human-like thinking in
tribution (CC BY) license (https:// computer systems. However, it also enables analysing large amounts of data, which may
creativecommons.org/licenses/by/ prove to be hardly executable for humans.
4.0/).

Entropy 2021, 23, 90. https://doi.org/10.3390/e23010090 https://www.mdpi.com/journal/entropy


Entropy 2021, 23, 90 2 of 12

Sport is a perfect example of a field producing thousands bytes of data. A single


football match (45 min. each half) can generate an enormous amount of data: goals,
attempts, attempts on goal, corners, yellow and red cards, time on field of each player,
substitutes, ball possession, and many others. However, is every piece of information
valuable? Or, on the other hand, are there any other types of data that can be useful in
terms of player evaluation, transfer, and, finally, the whole sport team building?
The major contribution of this paper is to present possible implementation of the
machine learning techniques in order to predict a successful transfer of a professional
football player. The presented solution uses realistic data and different definitions of
transfer success. It is also remarkable that the algorithm pays attention to all aspects of a
player: his technical, physical, and psychological state.
The remainder of the paper is structured, as follows: Section 2 presents the state of
the art and some existing scouting tools. In Section 3, the proposed solution is described
in detail. Section 4 contains and discusses the obtained results. Sections 5 and 6 provide
threats to validity and conclusions, respectively.

2. Related Work and Existing Solutions


At the very beginning, the term ’sports analytics’ needs to be defined. According to [1],
this term can be understood as ’statistics in sports’, and it encompasses data collection
and management, predictive modeling, and computational methods that are used to find
valuable information for sport-related decision making. From the scientific perspective, it
can be covered by the collection and analysis of past and current sports data (obtained from
boxscores, videos, demographics, medical, and scouting reports). It can also be extremely
important and informative for team staff, coaches, clubs owners, and every single player.
Traditionally, the results of matches were predicted using some mathematical and
statistical models, and they were often verified by a domain expert, as mentioned in [2].
Currently, it is possible to predict the sport outcomes by means of machine learning and/or
artificial intelligence. The authors of [3] presented the review of the current state-of-the-art
in this area. They pointed out the main problem in comparing different methods and their
results, which results from the fact that almost every paper uses a different dataset. They
also emphasised the fact that surprises in sport happen on a daily basis and they are usually
difficult to predict.
The possible approach for predicting the outcomes was presented in [4], where the
NBA results are forecast. The authors used different classifiers: the Naive Bayes, Articial
Neural Network, and decision trees. They used various sets of features that are related
to basketball games, and, thus, they were able to discover the key features that provide
better performance (accuracy and efficiency) of the prediction model. On the other hand,
the football outcome predicting framework was presented in [5].
In [6], the validation step was investigated. The authors claimed that there are two
possible validation methods for predicting the results of basketball matches, namely train &
test and cross-validation. The presented results proved that the cross-validation provided
better accuracy for the following classifiers: logistic regression, Naive Bayes, a decision
tree, kNN (k-nearest neigbors), Random Forest, and LogiBoost.
Not only the basketball results are predicted using machine learning. In [7], the bad-
minton scores are predicted, [8] concerns football football match scores, while [9] predicts
the hockey results.
Even though the tweets’ content is mostly analysed in order to uncover the fake pieces
of information (as presented in [10]), the authors of [11] based the results’ prediction on the
tweets’ sentiment analysis.
Some of the researchers used machine learning in order to assess the risk or predict an
injury, as an inline player’s injury can be a critical factor resulting in a victory or defeat.
In [12], the injury risk was estimated for professional rugby league players. In the research,
ANN (Artificial Neural Network) and RF (Random Forest) were used. The used dataset
was dedicated to this research. It contained the data that were collected from 46 professional
Entropy 2021, 23, 90 3 of 12

rugby league players throughout the 2015 NRL season, including some data collected by
GPS (Global Positioning System). Similar approaches were presented in [13,14]. In these
articles, the authors proposed their systems for predicting the possibility of the injury of
the football players.
The authors in [15] were exclusively focused on football. They summed up the usage
of machine learning in this area and highlighted that possessing even bigger and bigger
amounts of data could bring about a revolution in football analytics. As potential fields for
implementing ML, they indicated tactic improvements, discovering the factors that lead to
goal scoring, the identification of the opposing team’s strengths and weaknesses before the
match, and determining the areas that a team needs to improve in.
The article [16] presents the machine learning approach for creating a ranking of
professional football players. The main aim of the research is to provide a data-driven
framework that offers a role-aware evaluation of football players’ performance. The ranking
estimation is also presented in the article [17], in which a generic algorithm was used in
the voting part of the system.
Because, across countries and continents, football has drawn increasingly more atten-
tion, more bookmakers are offering football bets. The scientific approaches to beating the
bookmakers were presented in [18,19].
It is also possible to combine machine learning with computer vision in the sport
domain, as presented in [20]. The article presents the basketball players’ movement
recognition and its classification as a shoot, a pass, a catch, or a dribble.
Machine learning can also be implemented in order to predict the future performance
of athletes. This kind of analysis can be especially beneficial for the coaches of young,
promising players, or the scouts looking for new sport stars. The possible implementations
of machine learning in performance prediction were presented in [21]-in tennis, [22]-
handball, and in [23]-archery.
However, the machine learning-based solutions could be useful not only for the
professional athletes, but also for amateurs. The wearable devices have recently become
increasingly popular. In [24], a possible implementation of the machine learning techniques
in the wearable devices was presented. Thanks to this kind of solution, a person can
constantly monitor their health. On the other hand, in [25], a ML-based framework
for training plan generation in coaching was proposed. In the sport jargon, a person
working on transfers and statistics is called a scout. There are plenty of professional tools
supporting scouts in their duties. However, they technically do not provide any transfer
suggestions (they can only present some statistics on the potential player), or they treat
the transfer management as a black box. The first one is Scoutactic (https://scoutastic.
com/en/). Among its functionalities, the following are enumerated: team management-
dynamic resource planning, task assignment, ticket status, area match search, and scouting-
activity analytics; match report analysis-extracting, displaying and filtering the relevant
content from match reports; and, data generation-automated generation of the relevant
performance data and development indicators while using the AI analysis of videos
(training, test matches, and TV broadcasts). However, it does not support team building
and transfers.
Wyscout is the other platform dedicated to scouts (https://wyscout.com/). It is the
world’s leading provider of football performance data. It provides advanced statistics that
can help coaches to analyse and prepare matches, give scouts powerful tools to identify
the most promising profiles, and enable player agents to better understand their players’
strengths and weaknesses. Even though this platform provides multiple and detailed data,
it does not support transfers.
Last but not least, a tool for scouts is Scisports (https://www.scisports.com/). It
has three main functionalities: recruitment, performance analysis, and data delivery. Al-
though it provides the recruitment, it does not support team building again. It only gives
some extensive filters and criteria (like age ranges, nationalities, and contract end-dates).
Entropy 2021, 23, 90 4 of 12

3. Materials and Methods


Yogi Berra, the baseball legend, said ’Baseball is 90% mental. The other half is physical’.
He suggested that the technical and physical aspect of a player (his agility, technique,
height, etc.) can be less important, when it comes to the potential success. Thus, in this
work, we decided to analyse the full overview of a football player: not only technique
and his physical parameters, but also his psychological state. In order to obtain this goal,
we propose using the parameters that are listed in Tables 1–3, which contain the physical,
technical, and psychological elements, respectively.

Table 1. Players’ physical parameters used in the football team building and transfer support-
ing method.

Parameter Name Impact Weight A Weight B Weight C


Matches played positive 2.0 2.0 3.0
Matches played from the beginning positive 1.0 1.25 2.0
Aerials won positive 1.5 1.5 2.0
One to one on the ground won positive 2.0 2.0 2.0

Table 2. Players’ technical parameters used in the football team building and transfer support-
ing method.

Parameter Name Impact Weight A Weight B Weight C


Goals from the penalty box positive 30.0 50.0 10.0
Goals out of the penalty box positive 50.0 50.0 20.0
Goals with right leg positive 20.0 25.0 0.0
Goals with left leg positive 20.0 25.0 0.0
Goals with head positive 20.0 25.0 0.0
Goals from the penalty kick positive 20.0 25.0 5.0
Participation in team goals positive 100.0 120.0 20.0
Shoots per match positive 20.0 30.0 2.0
Penalty kick obtained positive 10.0 10.0 3.0
Successful dribbles per game positive 1.0 1.25 5.0
Accurate passes per game positive 1.0 1.25 5.0
Successful crosses and corners positive 1.0 1.25 5.0
Assists positive 30.0 50.0 20.0
Key passes per game positive 20.0 25.0 5.0
Big chance created positive 10.0 30.0 5.0
Successful long passes positive 1.0 1.25 5.0
Successful passes in own half positive 1.0 1.25 5.0
Successful passes in opposition half positive 1.0 1.25 5.0
Tackles per game positive 25.0 25.0 10.0
Interceptions per game positive 100.0 100.0 10.0
Was fouled per game positive 50.0 50.0 3.0
Big chance missed negative 10.0 10.0 2.0
Challenges lost per game negative 20.0 20.0 2.0
Mistake leads to a shot negative 30.0 30.0 5.0
Mistake leads to a goal negative 30.0 30.0 5.0
Fouls per game negative 30.0 30.0 5.0
Provoked penalties negative 5.0 5.0 5.0
Offsides negative 20.0 20.0 2.0
Possession lost negative 5.0 5.0 1.0
Entropy 2021, 23, 90 5 of 12

Table 3. Players’ psychological parameters used in the football team building and transfer supporting method.

Parameter Name Impact Weight A Weight B Weight C


Age (if it is within the desired range) positive 0.3 0.3 0.1
Nationality (if in compliance with team members) positive 0.8 50.0 10.0
League characteristics (if in compliance) positive 0.7 50.0 10.0
Ball touches per game positive 1.0 1.25 3.0
Yellow cards negative 5.0 5.0 2.0
Red cards directly negative 5.0 5.0 3.0
Red cards indirectly (second yellow) negative 5.0 10.0 5.0

The metrics that are included in the physical aspect are the statistics showing the
number of games played and the duels won against the opponent. We have chosen them
in order to reflect the performance and motor skills of the player.
The statistics that make up the technical aspect have been selected to reflect the
contribution of the player to the game of the whole team. The key elements of soccer, such
as scoring a goal, dribbling, or passing, can be presented in two ways: numerically (as an
effect) or as a percentage (as an effectiveness). Soccer is a team sport, so choosing only
one of these variants could create false results, e.g., if the team does not create shooting
situations, even the best striker will not score a large number of goals, adequately, with a
large number of situations a player with poor efficiency will score goals.
The common saying ’statistics don’t play’ says that taking only basic statistics into
account does not always reflect the skills of the player and his contribution to the team.
In order to best reflect the football profile, we have decided to also include metrics, such as
big chance created or mistake leads to a goal.
The psychological aspect consists of the statistics of the cards received, contact with
the ball, and the parameters that indicate the likely acclimatization of the player in the
new club. Penalties received for fouls are indicative of the level of aggression of the
player. The number of contacts with the ball may indicate the player’s participation in the
team’s game.

3.1. Dataset-Data Acquisition and Pre-Processing


Because the sport statistics are considered to be very informative for fans, journalists,
and the people placing bets, they are widely accessible online. The WhoScored website
(https://www.whoscored.com/) provides many match statistics, while Transfermarkt
(https://www.transfermarkt.com/) focuses on transfers. The other website providing nu-
merous pieces of information is Sofascore (https://www.sofascore.com/), which publishes
detailed statistics for more than 20 different sport disciplines.
We had to download a big portion of data in order to create the dataset that would be
suitable for machine learning. Thus, we decided to create a Java applet that downloads
and pre-processes the raw data available on the Sofascore website. The collections of our
database includes statistics of nearly 4700 players from 156 clubs belonging to the eight
most popular leagues (based on UEFA ranking). As mentioned, the application has two
main tasks to perform. Firstly, it downloads the selected data (the parameters that are
listed in Tables 1–3). Secondly, it processes the data, e.g., some parameters are available
online as a number, while we found it more useful to have the number per match. Finally,
the application produces the CSV file that can be used for machine learning. The generated
file used for machine learning has the following data columns: average age of the target
team; age of the player; compliance with the type of the target league; nationality match;
value of the technical aspect of the team; value of the mental aspect of the team; value of
the physical aspect of the team; value of the technical aspect of the player; value of the
mental aspect of the player; value of the physical aspect of the player; and, flag indicating
successful transfer.
Entropy 2021, 23, 90 6 of 12

In order to create the dataset, we gathered together the pieces of information con-
cerning the transfers that were made in the most powerful professional football leagues.
The dataset contains the transfers from: La Liga—Spain, Serie A—Italy, Bundesliga—
Germany, Ligue 1—France, Premjer-Liga—Russia, Primeira Liga—Portugal, and Premier-
ship and Championship—UK. Those leagues are considered the best worldwide and,
basically, the transfers were made between the clubs representing those leagues.
The dataset contains the parameters obtained from four seasons: 2019/20, 2018/19,
2017/18, and 2016/17. The values were modified by weights-the most recent season is
more important than the other ones. Thus, we introduced the weights: 1.0, 0.8, 0.5, and
0.3, respectively. In a football game, there is one position with specific characteristics
and stats: a goalkeeper. He neither scores nor participates in aerials and passes. Hence,
the goalkeepers can influence the results of the predictions and it was decided to omit
them in the dataset. In the dataset, there were 3482 records, each corresponding to a single
football player transfer. The data acquisition step and all the subsequent elements of the
proposed approach are presented in Figure 1.

Figure 1. The dataflow of the proposed method: data acquisition, pre-processing, machine learning,
and the result.

In Figure 2, the distributions of the parameters in the dataset are presented. In this
figure, four bar charts are visible. They present the quantity of transfers in the dataset
concerning the specific value of a parameter: age, physical aspect, psychological aspect, and
technical aspect. As visible, they can be described as looking like the Gaussian distribution.
In fact, they represent the real situation; most of the players are on the average level of
technique, psyche, and physics, while only some players have extraordinary skills.
Entropy 2021, 23, 90 7 of 12

Figure 2. The distributions of some parameters in the datasets.

3.2. Successful Transfer Definitions


We have to define what a successful transfer really is in order to predict whether
a transfer could be successful. For the purpose of this research, we have defined three
different metrics of success.
Firstly, a successful transfer is the transfer affecting high results in all of the player’s
aspects. Thus, we provide the total player assessment equation expressed with Equation (1),
where: t, p, and f are the technical, psychological, and physical aspects of players; α, β,
and γ are the weights of the corresponding aspects; x is the impact parameter, x = 1, when
the parameter has a positive impact on the player assessment, whereas x = −1 for the
negative impact. Finally a, b, and c are the weights of the respective aspect, i.e., technical,
psychological, and physical. If the player assessment that is calculated at the end of the
season after the transfer is equal to or greater than the predefined threshold, this transfer
can be considered as successful. After some consideration, we selected two types of
thresholds (6.8 points and 7.2 points in 10 points scale).

k n m
P = a· ∑ xtl αl + b · ∑ xpi βi + c · ∑ x f j γj (1)
l =1 i =1 j =1
Entropy 2021, 23, 90 8 of 12

Secondly, the success of the transfer can rely on the overall quality of the target team,
e.g., it is very difficult to score frequently, when the partners from the team are weak
and do not properly support the player. Thus, in the second approach, we compare the
player assessment (Equation (1)) with the average assessment of the team. If the person’s
evaluation is greater than or equal to the average value, the transfer is considered to
be successful.
The last successful transfer definition is based on the average team player’s assessment
again, but it introduces one modification: the average is calculated taking only 18 scores
(starting eleven + 7 substitutions). It is because, generally speaking, other players do not
appear in the line-up.
Because of the fact of using three different football player transfer definitions, the ratio
between the successful and unsuccessful transfers is not constant for all experiments.
For example, it was 2024:1458 for definition 1, 2378:1104 for definition 2, and 2384:1098 for
the last definition.

3.3. Machine Learning


The dataset was randomly divided into the training set (70%) and testing set (30%).
Each experiment was repeated three times while using the three-fold cross validation in
order to prove the lack of dependency on the data.
In the classification stage of the research, we used the industrial standards and state of
the art ML techniques, namely the Random Forest, Naive Bayes, and AdaBoost algorithms.
The Random Forest consists of a number (in this research-10) of individual decision trees
that operate as an ensemble. Each individual tree in the Random Forest outputs a class
prediction and the class with the most votes becomes our model’s prediction. The Naive
Bayes classifier is a probabilistic machine learning model, whereas Adaboost was designed
to use short decision tree models, each with a single decision point. Such short trees are
often referred to as decision stumps. However, in further studies, we plan to deploy deep
learning approach or artificial neural networks (as presented in [26] in order to predict the
success of the football player transfer.

4. Results and Discussion


4.1. Market Value Analysis
Eden Hazard played seven successful seasons scoring 110 goals in 352 games for
Chelsea. He won two Premier League titles, two Europa Leagues, the FA Cup, and League
Cup. In summer 2019, he signed a e150 M contract for Real Madrid. This transfer was one
of the most expensive transfers involving an English club in history (https://www.telegraph.
co.uk/football/2019/06/07/eden-hazard-leaves-chelsea-real-madrid-move-worth-130m/).
However, the transfer cannot be considered successful so far. Hazard suffered two injuries,
which made him miss numerous matches and, in fact, the whole season for Real Madrid.
The market value of Eden Hazard has decreased significantly since 2019. In June 2019, it
was e150 M, while, in April 2020, it was only e80 M.
In Figure 3, the market value of some selected football players is presented. It could
be noticed that the market value significantly decreased between December 2019 and April
2020. This downturn was caused by the COVID-19 pandemic and it can be easily visible in
numerous players’ statistics.
Thus, the Eden Hazard’s case and the COVID-19-related downturn prove that the
footballer’s market value and the transfer value are not always reliable and, thus, in our
analysis, we decided to skip all of the data concerning money.
Entropy 2021, 23, 90 9 of 12

Figure 3. The market value (in eM) of some selected football players in 2019 and 2020: Kylian
Mbappe, Harry Kane, Neymar, Mohamed Salah, and Raheem Sterling.

4.2. Obtained Results


We decided to present the results that were obtained from various experiments. They
differ between each other in different successful transfer definitions, which were described
in detail in Section 3.2: R6.8-definition 1, threshold = 6.8, R7.2-definition 1, threshold
= 7.2, A1.0-definition 2, A0.8-definition 2, the target team average multiplied by factor
0.8, S1.0-definition 3, and finally, S0.8-definition 2, the target team average multiplied by
factor 0.8. The results are expressed using four measures: accuracy, precision, recall, and
F1-score. The definitions of the measures are expressed with Equations (2)–(5), where
TP-true positives, FP-false positives, TN-true negatives, and FN-false negatives. Table 4
presents the results.
TP + TN
Acc = (2)
TP + TN + FP + FN
TP
precision = (3)
TP + FP
TP
recall = (4)
TP + FN
precision · recall
F1 − score = 2 · (5)
precision + recall
After executing the first part of the experiments, we decided to choose the most
promising definition of a successful transfer and weights variant, namely the variant A
and the definition A0.8 (the values in bold from the Table 4). Subsequently, the parameters
a, b, and c from Equation (1) were modified. They define the importance of the technical,
physical, and psychological aspects of each player. Table 5 presents the obtained results
from this experiment. Some experiments were also performed with the Naive Bayes and
AdaBoost as a classifier in order to present the comparison of the Random Forest with the
other ML methods. Table 6 presents the results of this comparison.
Entropy 2021, 23, 90 10 of 12

Table 4. The results obtained from experiments for different successful transfer definitions.

Variant Measure R6.8 R7.2 A1.0 A0.8 S1.0 S0.8


accuracy 0.6676 0.5974 0.6909 0.8108 0.6903 0.8153
precision 0.6463 0.5857 0.6897 0.8467 0.7217 0.8170
A
recall 0.6677 0.5977 0.6910 0.8107 0.6903 0.8153
F1-score 0.6562 0.5916 0.6902 0.8283 0.7048 0.8162
accuracy 0.6632 0.6089 0.6632 0.7907 0.6641 0.8022
precision 0.6823 0.5600 0.7257 0.7800 0.7067 0.8007
B
recall 0.6633 0.6087 0.6633 0.7907 0.6640 0.8023
F1-score 0.6697 0.5833 0.6922 0.7852 0.6837 0.8015
accuracy 0.6612 0.6041 0.7231 0.8258 0.7174 0.8360
precision 0.6750 0.6072 0.5237 0.5757 0.5363 0.5593
C
recall 0.6613 0.6043 0.7230 0.8260 0.7173 0.8360
F1-score 0.6672 0.6058 0.5094 0.5665 0.6138 0.6702

Table 5. The results obtained from experiments for different weights of aspects (a—technical, b—
psychological, and c—physical).

Parameters Accuracy Precision Recall F1-Score


a = 1.0, b = 1.0,
0.8108 0.8467 0.8107 0.8283
c = 1.0
a = 0.8, b = 1.2,
0.8246 0.8357 0.8247 0.8300
c = 1.0
a = 1.2, b = 0.8,
0.8080 0.8210 0.8077 0.8141
c = 1.0
a = 0.9, b = 1.2,
0.8121 0.8193 0.8120 0.8154
c = 0.9

Table 6. Results that were obtained from experiments for different classifiers.

Classifier Accuracy Precision Recall F1-Score


Random
0.8246 0.8357 0.8247 0.8300
Forest
Naive
0.5627 0.8240 0.5627 0.6261
Bayes
AdaBoost 0.8274 0.7970 0.8273 0.8119

5. Threats to Validity
Arsene Wenger, the veteran Arsenal boss, admitted that football, as well as any other
sport, is mainly unpredictable https://www.irishexaminer.com/sport/soccer/arid-20
321805.html. It may lead to the assumption that the proposed approach can just be a
suggestion. The transfer supporting may contain a flaw and the predictions that are made
by the proposed method have to be treated more as suggestions, since there are always
unpredictable factors (e.g., family life/problems, serious injuries).
Another threat to validity is the situation that can be currently observed. The 2020
season was interrupted and the training cycle was destroyed in most leagues all over
the world due to the global COVID-19 pandemic. It may cause some misleading data in
statistics and, consequently, it may lead to failed predictions in the future.
Last but not least, the differences between leagues may be another threat to validity.
It is very difficult to compare the leagues from different countries. The proposed method
was tested against the data regarding the players and transfers from the best leagues.
Entropy 2021, 23, 90 11 of 12

Additionally, our data from the top leagues only concerned the male players/leagues.
It is the future plan to evaluate whether the same approach will work well on the data
regarding female football players.
As for construct validity, the used dataset is believed to be representative for the top
football leagues, and it is well constructed based on the open and available data. As for
external validity, we are aware that the proposed method is based on top leagues and that
it can be biased and provide less promising results for weaker players and teams.

6. Conclusions
In this paper, we present the possible approach to the professional team building by
means of the machine learning based tool. The proposed solution provides promising
results and it can support a scout or a team manager in the process of transfer planning.
Nevertheless, as mentioned in the Section 5, there are some threats to validity that can
affect the obtained results and the whole approach. Additionally, as mentioned in [27],
sport is unpredictable. Hence, the indications coming from ML should be treated solely as
the pieces of advice.
In this research, unlike some other approaches that have been recently published
(e.g., [28]), we only used the realistic data. We obtained the dataset from the online sources
and hope that it can represent the real situation in football.
The obtained results also depend on the successful transfer definition and the weights
of the selected parameters. In this paper, we provide three various definitions and three
different weights for each parameter. It is also remarkable that we do not only take the
technical and physical parameters of a professional football player into account, but also
his psychological state.
In the near future, we are going to further improve the presented solution. The possi-
ble extension would include adding more classifiers (as a neural network) and building
ensembles. Apart from that, we are going to verify the solution on other data, possibly
coming from a greater number of (less popular) leagues. Last but not least, a possible
extension is an attempt to move the proposed approach to other ball-sports, e.g., volleyball
or basketball, which would definitely need the parameters’ lists to be redefined.

Author Contributions: Conceptualization, B.Ć. and M.C.; methodology, B.Ć., M.C. and A.G.; soft-
ware, B.Ć.; validation, A.G.; formal analysis, B.Ć., M.C., and A.G.; investigation, B.Ć.; resources, B.Ć.
and A.G.; data curation, B.Ć.; writing, original draft preparation, B.Ć. and A.G.; writing, review
and editing, B.Ć., M.C., and A.G.; visualization, A.G.; supervision, M.C.; project administration,
M.C.; funding acquisition, M.C. All authors have read and agreed to the published version of
the manuscript.
Funding: This research received no external funding.
Conflicts of Interest: The authors declare no conflict of interest.

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