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INTRODUCTORY LECTURE
Summary Sažetak
The rapid development of computer technologies influenced Nagli razvoj kompjuterskih tehnologija uticao je potrebu da
the necessity to introduce changes in sport domain. Artificial se uvedu promene i u sferi sporta. Ve{tačka inteligencija
intelligence represents a branch within computational scien- predstavlja računarsku disciplinu čiji je zadatak da stvori
ce which has the task to create computers that can reason in računare koji mogu da rezonuju na način sličan ljudskom
a way similar to human behavior. rezonovanju.
The aim of this work is to explain how artificial intelligence Ideja ovoga rada je da se objasni kako ve�������������������
{������������������
tačka inteligenci-
can support sport in an increasingly complicated and deman- ja pomaže (mogućnosti i olak������������������������������
{�����������������������������
ice) sportu u sve komplikova-
ding sports environment. Due to a large number of efficient nijem i zahtevnijem sportskom okruženju. Usled velikog
and reliable solutions, several areas in the domain of artifici- broja efikasnih i pouzdanih re{enja pojavile su se vi{e
al intelligence have become relevant to the process of sport oblasti ve���������������������������������������������������
{��������������������������������������������������
tačke inteligencije koje su postale bitne u proce-
development. su razvoja sporta.
Some of them will be dealt with in this work: expert systems, Neke od njih će biti predmet razmatranja u ovom radu:
game theory, neurological networks and software agent/based ekspertni sistemi, igre, neuronske mreže i softverski agenti.
modeling.
Key Words: sport, artificial intelligence, expert systems, Ključne riječi: sport, ve��������������������������������������
{�������������������������������������
tačka inteligencija, ekspertni siste-
games theory, neurological networks, software agents. mi, igre, neuronske mreže, softverski agenti.
Artificial Intelligence (AI) is a branch of computer science Ve{tačka inteligencija (Vi) predstavlja računarsku disciplinu
with the objective to create computers with the ability of čiji je zadatak da stvori računare koji mogu da rezonuju na
reasoning in a similar way to human beings. The AI deals način sličan ljudskom rezonovanju. Ona izučava razvoj
with the development of programs which show intelligence programa koji pokazuju inteligenciju nalik na ljudsku. U
similar to the human’s. Basically, AI means processing of osnovi, Vi podrazumeva procesiranje znanja, a ne podata-
knowledge, not of data. ka.
The objective of AI in sports is to explain how its application Cilj Vi u sportu je da se objasni kako njena primena poma-
may help in more and more complicated and demanding že u sve komplikovanijem i zahtevnijem sportskom okru-
sports environment. In other words, the idea of this paper was ženju. Drugim rečima, ideja pisanja bila je da se prikažu
to show the possibilities and conveniences which are provided mogućnosti i olak{ice koje daje primena Vi u sportu. Danas
by the application of the AI in sports. In our days, it is expec- se očekuje brza reakcija na nastale promene i probleme
ted to have a quick reaction to changes and problems in sports, na polju sporta, kako na istraživačkom planu tako i u pra-
both on the research and practice level. AI-based systems allow, ksi. Sistemi zasnovani na Vi omogućavaju, bar u nekim
at least in some segments, a quicker and more accurate obta-
delovima, tačnije i brže dobijanje potrebnih informacija,
ining of necessary information, and, which makes them diffe-
a ono {to ih čini posebnim, je to {to u nekim slučajevima
rent, to completely substitute routine tasks of a coach in some
cases. Although computers are far from being able to imitate
i potpuno zamenjuju rutinske zadatke trenera. Iako su
human thinking, they stand out by logical processes – which kompjuteri daleko od opona{anja ljudskog razmi{ljanja,
Garry Kasparov (world chess champion) could see for himself oni se ističu logičkim postupcima – u {ta se Gari Kasparov
in 2003 during the chess match against the computer Deep (svetski prvak u {ahu) uverio 2003. tokom {ahovskog meča
Junior (Figure 1). s kompjuterom „Dip Džunior“ (Deep Junior) (Slika 1).
AI trend is reflected in several aspects. Some experts find Trend Vi se ogleda u nekoliko aspekata. Neki stručnjaci
that the technology will go so far that it will allow a Human smatraju da će tehnologija otići toliko daleko da će omo-
Nervous System to be connected to a computer. It has been gućiti da ljudski nervni sistem bude povezan sa kompjuterom.
already evidenced that human beings could control a com- Već je pokazano da ljudi mogu upravljati kompjuterima
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Stefanović, \.: SPORT I VE[TAČKA INTELIGENCIJA Zbornik radova 2010, 22-33
INTRODUCTORY LECTURE
UVODNO PREDAVANJE
puter with nothing but their thoughts, using electrodes atta- samo pomoću misli, koristeći elektrode pričvr{ćene za kožu
ched to the scalp, or wires connected to their nerves. Such lobanje, ili žice koje su povezane s njihovim nervima. Takva
technology could help in designing perfect artificial limbs, tehnologija mogla bi pomoći u pravljenju savr{enih ve{tačkoh
or hands, and enable making more complex movements. udova, ili {aka, omogućavajući sve složenije pokrete.
Improvements of our bodies are the area of interest for the Usavr{avanje na{eg tela je prostor u kome je Vi na{la inte-
AI. As a result, prosthetic body parts nowadays serve solely resovanje. Tako protektički delovi tela danas služe isključivo
for reconstructive purposes; they restore body function of u rekonstruktivne svrhe; svojim korisnicima vraćaju telesnu
their users, which was lost due to illness or injury. funkciju koja je izgubljena usled bolesti ili povrede.
Some believe that the Evolution of Cyborgs (half machines- Neki smatraju da evolucija kiborga (bića koja su pola ma{ine,
half humans, as in the movie “Terminator”) is not only a pola ljudi, npr. u filmu “Terminator“) nije samo neizbežna,
inevitable, but also necessary. They perceive a future in već i neophodna. Oni vide budućnost u kojoj će ljudi mo-
which people will have to either integrate with machines or rati, ili da se spoje s ma{inama, ili da prihvate dominaciju
to accept the domination of robots. Others imagine future robota. Drugi zami{ljaju buduće ljude koji će unaprediti
humans who would improve their abilities using external svoje sposobnosti putem spoljnih naprava umesto implan-
devices instead of implants. Maybe we will become surro- tata. Možda ćemo postati okruženi sve većim brojem
unded by more and more gadgets, such as palm computers spravica, kao {to su kompjuteri veličine {ake i inteligentni
or smart phones, in enormous wireless network which would telefoni, ogromne bežične mreže putem kojih ćemo nepre-
enable us to be constantly connected to the Internet and to stano biti u univerzalnom kontaktu sa Internetom i jedni s
each other. drugima.
In 2020, a home will have its own machine for virtual rea- Dom iz 2020. imaće vlastitu ma{inu za virtuelnu stvarnost
lity – virtual Robo-Pal (Figure 2). This machine will allow – virtuelni robopal (Slika 2). Pomoću nje, članovi porodice
family members to play dangerous sports such as mountain moći će da upražnjavaju opasne sportove kao �������������
{������������
to su plani-
climbing, or bungee-jumping, but also to visit exotic places narenje, ili skakanje na bandžiju, kao i da posećuju egzotič-
during their virtual vacation, all that with one click. A virtu- na mesta tokom virtuelnog godi{njeg odmora, a sve to na
al station joints together the mind-control technology and pritisak dugmeta. Virtuelna stanica spaja tehnologiju upra-
artificial sensor feedback. vljanja mislima i ve{tačku senzornu povratnu spregu.
Rising trend of miniaturization will eventually result in minia- Trend minijaturizacije na kraju će proizvesti siću{ne računare
ture computers that can be sewn into clothes. Scientists are koji će moći da se u{ivaju u odeću. Naučnici čak razvijaju
even now developing computers which can be washed, made računare koji se mogu prati, a koji su napravljeni od tkanina
of fabrics which conduct current. These fabrics contain a koje provode struju. Te tkanine sadrže mikročip, a napajaće
microchip, and they are supplied by solar energy, or by devi- se solarnom energijom, ili uređajima koji stvaraju elektricitet
ces producing electricity from body movements. Figure 3 shows od pokreta tela. Na Slici 3 je prikazana kompjuterizovana
computerized clothes – the “smart” jacket, which contains a odeća – „pametna“ jakna, koji sadrži mikročip, tastaturu od
microchip, keyboard made of fabrics, on one of the sleeves. materijala na jednom rukavu. Pretpostavka je da će moći da
It is supposed that sportsmen will be able to use it too. je koriste i sportisti.
Which subfields are within the AI? A large number of effici- Koje oblasti čine prostor Vi? Veliki broj efikasnih i pouzdanih
ent and reliable solutions were invented and improved. This re{enja se pojavio i unapredio. Ovo daje obja{njenje za{to
explains why AI is divided into a number of subfields, from je Vi podeljena na vi{e grana, od prepoznavanja oblika, do
shape recognition to artificial life, including evaluative cal- ve{tačkog života, uključujući evolutivno izračunavanje i
culation and planning. The syncretism of AI and sports can planiranje. Sinkretizam Vi i sporta moguće je da se objasni
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Stefanović, \.: SPORTS AND ARTIFICIAL INTELLIGENCE Proceedings 2010, 22-33
be explained through a short introduction to fields such as: kroz kraće upoznavanje sa oblastima kao {to su: ekspertni
expert systems in sports, electronic games, neural networks sistemi u sportu, elektronske igre, neuronske mrže i softverski
INTRODUCTORY LECTURE
The demand for Expert Systems (ES) has been growing as the Potreba za ekspertnim sistemima (Es) se povećavala kako se
rhythm of people’s life became faster; on the other hand, ubrzavao tempo života ljudi, a sa druge strane skratilo se
the “loss” of time in waiting for experts in specific fields to „gubljenje“ vremena u čekanju da dođu ekpserti određenih
come and try to solve or help in solving certain problems. profila i poku�������������������������������������������
{������������������������������������������
aju da re���������������������������������
{��������������������������������
e ili pomognu oko određenih pro-
ES is a computer program which emulates problem solving blema. Es je računarski program kojim se emulira re{avanje
in the way an expert does it. In order to be named an ES, a problema na način na koji to čini ekspert. Da bi neki program
program has to contain expert knowledge in the specific fi- mogao da se nazove Es mora da sadrži ekspertsko znanje iz
eld and to provide automated reasoning. ES is developed neke oblasti i da omogućava automatizovano rezonovanje.
using relevant software tools (shell). The development of ES Es se razvija kori{ćenjem odgovarajućih softverskih alata
involves an expert, knowledge engineer and a user (Figure (shell). U razvoju Es učestvuju ekspert, inženjer znanja i
4). korisnik (Slika 4).
An Expert (lat. expertus) is a professional, adept, master in a Ekspert (lat. expertus) je stručnjak, poznavalac, majstor u
given subject. Who is an expert in sports? Usually a distingu- čemu. Ko je ekspert sportu? To je najče{će istaknuti profesor
ished professor – scientist/researcher among internationally – naučni radnik iz redova međunarodno priznatih domaćih
recognized national and foreign university lecturers. His/her i inostranih univerzitetskih nastavnika. Njegova uloga je da:
role is to: “lend” (give, transmit) knowledge and assist in the „pozajmljuje“ (daje, prenosi) znanje i pomaže pri proveri
verification (testing) of ES’s knowledge. Problems may occur (testiranju) znanja Es. Problemi su ako je ekspert: nedostupan,
if the expert is: inaccessible, uncommunicative; if he tends nekomunikativan, sklon tome da ističe očigledno i ne može
to emphasize the obvious and cannot remember everything. da se seti svega.
Knowledge engineer is a person who interviews the expert Inženjer znanja (engl. knowledge engineer) je čovek koji vodi
and collects (“retrieves) knowledge from him/her. Then the intervju sa ekspertom i od njega prikuplja („izvlači“) znanje.
person is supposed to select appropriate techniques for Zatim vr{i izbor odgovarajućih tehnika za predstavljanje znanja,
presenting the knowledge and appropriate techniques for vr{i izbor odgovarajućih tehnika za zaključivanje, vr{i izbor
deduction; to select the development tools, formalize, razvojnog alata, formalizuje, formuli{e i sređuje ekspertovo
formulate and systemize the expert’s knowledge and finally znanje i na kraju testira Es. Ono {to predstavlja inženjer znanja
to test the ES. A Sports Technologist is to sports is what a u Vi, to je tehnolog sporta u sportu. Profil takvog čoveka je
knowledge engineer is to the AI. značajan za sport, jer je bitno da postoji neko ko je obrazovan
A User utilizes the finished ES, participates in making reque- i da može da prenosi znanja iz nauke/teorije u praksu sporta.
sts, and can also participate in testing and writing the ES Korisnik koristi gotov Es, učestvuje u formiranju zahteva, a
documentation. In sports, users are usually a coach and a može da učestvuje u testiranju i pisanju dokumentacije za
sportsman. Es. U sportu su korisnici Es najče{će trener i sportista.
ES can be applied to various tasks in sports: Es mogu da se primene na različite zadatke u sportu:
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Stefanović, \.: SPORT I VE[TAČKA INTELIGENCIJA Zbornik radova 2010, 22-33
INTRODUCTORY LECTURE
UVODNO PREDAVANJE
• Creating reminders and generating alerts. In so-called da upozori na promene stanja sportiste. Npr. trener je na
real-time situations, ES connected to a monitor may warn početku priprema fudbalske ekipe zadao da se svi igrači
about changes in the player’s condition. For example, in kreću po terenu u aerobnoj zoni intenziteta opterećenja
the beginning of preparations of a football team, the sa definisanim TE-TA zadacima. Ukoliko se neko od
coach gave to the players a task to move around the fie- fudbalera ne nalazi u zadatom opsegu pulsnog optereće-
ld in the aerobic zone of load intensity with specified nja, trener ga opomene da poveća ili smanji brzinu
TE-TA tasks. If one of football players is not within the kretanja.
required range of pulse load, the coach will remind him • Asistencija u postavljanju dijagnoza. Kada je slučaj spor-
to increase or decrease his motion speed. tiste kompleksan, redak ili osoba koja postavlja dijagno-
• Assistance in establishing diagnoses. When the case of a zu, jednostavno, nema dovoljno iskustva, Es može pomoći
sportsman is complex, rare or the person establishing a da se dođe do najverovatnije dijagnoze na osnovu po-
diagnosis simply does not have enough experience, ES dataka.
may help in getting to the most probable diagnosis based • Analiza i planiranje treninga. Es može, ili da traži proti-
on the information. vrečnosti, gre�������������������������������������������
{������������������������������������������
ke i propuste u postojećem planu i progra-
• Analysis and planning of training. ES can either search for mu treninga, ili može da koristi analizu specifičnog stanja
contradictions, errors and failures in the existing training sportiste za određivanje tretmana koja je bazirana na
plan and program, or it may use the analysis of the spe- prihvaćenim trenažnim uputstvima.
cific sportsman’s condition for determining a treatment, • Agenti za pronalaženje informacija. Softverski agenti
based on the adopted training instructions. mogu biti poslati da traže i da dostavljaju, donose infor-
• Agents for finding information. Software agents may be macije, npr. sa Interneta. Agenti sadrže znanje o korisni-
sent to search and deliver information, e.g. on the Inter- kovim preferencijama i potrebama, i mogu takođe da
net. Agents have knowledge on user’s preferences and imaju i znanje iz sporta, kako bi bili u mogućnosti da
needs, and they may also have some knowledge on sports, procene važnost i korisnost onoga {to su na{li.
in order to be able to evaluate the relevance and useful- • Prepoznavanje i interpretacija slika. Mnoge slike u obliku
ness of their findings. krivulja (npr. pulsnog opterećenja) mogu da budu auto-
• Recognition and interpretation of images. Many images matski interpretirane, od standardnih do kompleksnijih
in the form of curves (e.g. Pulse load) can be automati- slika.
cally interpreted, including standard and more complex
images. Podaci o sportisti su ulazi, a izlazi su dijagnoza – preporu-
čeni trenažni metodi, sredstva i opterećenja na treningu.
Details about a sportsman are inputs, and outputs represent Es nisu kreirani sa namerom da potpuno zamene stručna
the diagnosis – recommended training methods, means and lica, trenere, već kao velika ispomoć. Tako funkcioni{e npr.
loads during a training. ES were not created with a view to Omega vejv (OW) sportsko tehnolo{ki sistem (Omega Wa-
replacing completely professionals, coaches, but rather as ve Sport Technology System). Ovaj sistem vr{i dijagnozu
big support. This is the way in which Omega Wave Sport jednog sportiste/tima u vezi telesnog i psihičkog optereće-
Technology System (OW) works. This system carries out the nja radi optimalizacije trenažnog procesa. OW analizira
analysis of a sportsman / team in respect of body and men- električnu aktivnost u srcu i sporim moždanim talasima, da
tal loads for the purpose of the optimization of the training bi stvorio „unutra{nju sliku“ kako telo sportiste funckioni{e.
process. OW analyzes the electrical activity in the heart and Pri tome, OW to čini brzo, nestresno i ne-invazivno. Po
slow brain waves in order to create an “internal image” of prvi put ikada, sportisti, treneri, fiziolozi i naučnici mogu
how the sportsman body functions. Thereat, OW does this da nadgledaju (monitor) cikluse stresa i oporavka svojih
very fast, in a non-stressful and non-invasive way. For the sportista na dnevnoj bazi. Sa OW, danas je moguće prati-
first time ever, sportsmen, coaches, physiologists and scien- ti, kod svakog sportiste, njegovu adaptaciju na zahteve
tists can monitor cycles of stress and recovery of their players treninga, takmičenja, putovanja i ostale stresove. Putem
on daily basis. With OW, it is nowadays possible to follow,
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Stefanović, \.: SPORTS AND ARTIFICIAL INTELLIGENCE Proceedings 2010, 22-33
for each sportsman, his adaptation to requirements of trai- dobrog upravljanja stresnih i oporavljajućih ciklusa, moguće
ning, matches, travels and other stressful situations. A proper je trenirati adaptivni odgovor sportiste, tako da se on/ona
INTRODUCTORY LECTURE
Electronic Games Elektronske igre (Ei) predstavljaju igre kod kojih se koristi
elektronika u cilju formiranja interaktivnog sistema sa kojim
Electronic games (EG) are games which employ electronics se igra. Danas je najprisutnija forma elektronskih igara u
to create an interactive system with which a player can play. obliku video igre (Vig) – Ei koje se baziraju na interakciji sa
The most common form of electronic game today is the igračem putem korisničkog interfejsa i formiranju odgovo-
video game (Vig) – EG based on the interaction with a player ra na video uređajima. Prema postojećim klasifikacijama
using a user interface to generate feedback on video devices. postoji preko dvadesetak različitih vrsta Vig od kojih su
According to the existing classifications there are over twen- najpoznatije: arkadne igre, avanturističke, borilačke, simu-
ty different types of Vig, where the most popular are: arca- lacije, edukativne igre i za nas relevantne sportske igre.
de games, adventure games, fighting games, simulation Sportske video igre (SVig) su video igre koje simuliraju tradi-
games, educational games and, the most relevant for us, cionalne sportove. Najveći broj sportova danas poseduje i
sports games. svoju elektronsku varijantu, bilo da se radi o timskim spor-
Sports Video Games (SVig) are video games that simulate the tovima, atletici, ili ekstremnim sportovima. SVig predstavlja-
playing of traditional sports. Most sports have today their ju psihofizičke i taktičke izazove za igrača i stavljaju na
electronic variant, including team sports, athletics and extre- proveru njegovu preciznost i tačnost. One su uglavnom
me sports. SVig involve physical and tactical challenges for bazirane prema složenim modelima kretnih aktivnosti aktu-
a player, and test his/her precision and accuracy. The games elne grane/discipline sporta, uključujući brzinu, snagu,
are mostly based on models of motion activities and actual ubrzanje, preciznost pa čak i izdržljivost. Igre su sme{tene
sports branch/discipline, including speed, strength, accele- u virtualni svet sličan onom iz stvarnog života: igraju se u
ration, accuracy and even endurance. The games are placed okruženju stadiona, sportskih dvorana, ili na otvorenom
in the virtual world similar to the real one: they take place prostoru. Modeli SVig su veoma verno razvijeni tako da se
in a stadium, arena or outdoors. SVig models are very rea- sa uspehom mogu koristiti za inicijalno obrazovanje, ili
listically developed so that they can be successfully used for obnavljanje znanja vezanog za pravila same igre. Igre mogu
the initial education or for recapitulation of the knowledge da obuhvataju jedan-na-jedan interakciju sa virtuelnim
related to the rules of that specific gameplay. Games can protivnikom, strategiju izbora i pripreme u slučaju igara
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Stefanović, \.: SPORT I VE[TAČKA INTELIGENCIJA Zbornik radova 2010, 22-33
include one-on-one interaction with a virtual rival, strategy vezanih za timske sportove, ili simulacije stvarnih situacija
of selection and preparation in case of games related to u sportu i oko sporta.
INTRODUCTORY LECTURE
team sports, or simulation of real situations in sports and Kompanija Nintendo je 2006. izdala Vi sport kolekciju – Vsk
UVODNO PREDAVANJE
related to sports. (Wii Sports colection) SVig za Vi (Wii) konzolu. Na ovoj
In 2006, the company Nintendo released Wii Sports Col- platformi igrač mora fizički da pokreće svoj daljinski upravljač
lection – WSC for the Wii console. On this platform a player kako bi simulirao pokret svog avatara (virtuelnog alter ega
has to move physically its remote control in order to simu- samog igrača). Ovim je svet video igara polako iz svere si-
late the movement of his avatar (virtual alter ego of the mulacije evoluirao ka emulaciji sveta sportske igre. Vsk
player). In this way, the world of video games slowly evolved poseduje mogućnost igranja pet različitih sportova: boksa,
from the area of simulation towards emulation of sports kuglanja, golfa, tenisa i bejzbola. U toku igre, igrač (sportista)
games. WSC has the possibility of playing five different sports: prati progres razvoja svojih ve��������������������������������
{�������������������������������
tina i koristi treninge na raz-
boxing, bowling, golf, tennis and baseball. In the course of ličitim nivoima razvoja.
the game, a player (sportsman) follows the progress of the Iza uspeha sa Vsk Nintendo je 2008. izdao i Vi fit (Wii Fit)
development of his/her skills and makes benefit of trainings koji pruža mogućnost vežbanja aerobika i rekreativnih vež-
on different levels of the development. bi. Poseduje namenski razvijenu balans platformu (Wii Ba-
After the success of WSC, Nintendo also released Wii Fit in lance Bord) preko koje je obezbeđena jo{ neposrednija
2008, which gives aerobic and recreation exercises. It has a interakcija igrača – sada već rekreativnog sportiste i platfor-
specially developed balance platform (Wii Balance Board) me.
which allows a more indirect interaction between a player
Slika 5: Kibernetički model upravljanja pripremom sportista bez sportskog trenera
Figure 5: Cybernetic model of managing the preparation of sportsmen without a coach
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Stefanović, \.: SPORTS AND ARTIFICIAL INTELLIGENCE Proceedings 2010, 22-33
• passive and active membrane transport of ion (Na+, K+, • moždane električne aktivnosti (elektroencefalogram, EEG)
Cl–), i
INTRODUCTORY LECTURE
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Stefanović, \.: SPORT I VE[TAČKA INTELIGENCIJA Zbornik radova 2010, 22-33
which the parameters of an object are perceived includes three III faza – boja i reljef objekta. S tim u vezi, važi napomena
phases: the first phase – the change of location of an object; da objekti koji se brže kreću bivaju pre uočeni od sporijih.
INTRODUCTORY LECTURE
the second phase – the shape of an object; and the third phase
UVODNO PREDAVANJE
Da bi prevario napadača, majstor pravi pokrete koji su
– the colour and relief of an object. In connection with that, we prilično spori, permanentno održavajući svoju siluetu ne-
should note the common fact that the objects that are moving izmenjenu u očima napadača, svojim stalnim kretanjem
faster are more quickly observed than the slower ones. In order
dostižući povoljniju distancu (svakako kraću pri ovom
to trick the assailant, a master makes rather slow moves, always
scenariju). Ovaj koncept je ponekad nesvesno iskori{ćen
keeping his silhouette unchanged in the eyes of the assailant,
and by constant movement reaching a more favourable distan- od strane vrhunskih driblera/odbrambenih igrača u kolek-
ce (surely a shorter one in this scenario). Such concept is some- tivnim sportovima i zaslužuje znatno detaljniju analizu i
times used unawares by top dribblers/defense players in collec- {iru primenu. Jedan od tih primera je dribling Dejana
tive sports and thus deserves a much deeper analysis as well as Bodiroge – uvek je postojao kontroverzni komentar da on
a wider application. One illustrative example is the dribbling of „nije dovoljno brz, ali da nekako uvek prođe“, {to ga je
Dejan Bodiroga – it was always met with controversial comments, naravno dovelo u rang najboljeg duel igrača svoga vreme-
pointing out that he “was not fast enough, but somehow he na.
Slika 6: Primena propriocepcijskih sposobnosti kod samurajske tehnike
Figure 6: The application of proprioceptive abilities in the samurai techniques
always manages to get through”, which naturally put him in the Kako se izvodi pokret sa stanovi{ta prostorne efikasnosti
rank of one of the best opposition players of the time. motoričkog neurona? Generisanje motoričkog signala kreće
How does the body move from the standpoint of spacial efficacy se iz pravca korteksa niz kičmeni stub u zavisnosti koja
of a motor neuron? Generation of a motor signal comes from grupa motoričkih neurona je određena za invervaciju odgo-
the direction of the cortex, goes down along the spinal cord, varajućih mi{ićnih vlakana. Po{to je brzina prostiranja
depending on which cluster of motor neurons is responsible for nervnih impulsa ograničena, očigledno je da je vreme pro-
the innervation of corresponding muscle fibres. Since the tran- pagacije nervnog impulsa od kore velikog mozga do aktiva-
smission speed of nerve impulses is limited, it is obvious that the cionog neurona proporcionalna udaljenosti kraja inervaci-
time of propagation of a nerve impulse from the cerebral cortex onog neurona od odgovarajućeg kičmenog pr{ljena. Ovaj
to the activating neuron is in direct proportion to the distance parametar je od izuzetnog značaja za kultivisanje brzih
of motor end plate from the corresponding spinal vertebra. This pokreta. Kroz redovan telesni trening trebalo bi stvarati
parameter is greatly important for the cultivation of fast move-
naviku da se pri svakom složenom pokretu aktiviraju mi{ićne
ments. By regular body training one should become accustomed
strukture uz samu kičmu ka kraju najdaljeg invervacionog
to activating the muscular structure along the spinal cord at the
motor end plate of the furthest innervating neuron when making neurona. Npr. ukoliko u odbojci igrač želi smečovati loptu
any kind of complex movement. For instance, if in volley-ball a iz početnog položaja spu�����������������������������������
{����������������������������������
tenih ruku, on će najpre inervira-
player wants to hit the ball from the initial position with his ti mi{iće za podizanje ramena, potom nadlaktice, zatim
hands down, he will first innervate the muscles for lifting the podlaktice i tek na kraju {ake i prstiju (naravno, adekvatna
shoulders, then the upper arms, followed by the forearms, and reakcija mi{ića nogu se podrazumeva, ali uz po{tovanje istog
only lastly those of the hands and fingers (of course, an adequa- principa – krećući se od oblasti kuka pa nadole).
te reaction of the leg muscles is taken for granted, but again Pored minimizovanja vremena pravilne reakcije, po{tovanjem
applying the same principle – moving from the region of the hip ovog principa ostavlja se mogućnost naknadnog prila-
downwards). gođavanja ukoliko se situacija naglo promeni. U gore
Apart from minimizing the time for appropriate reaction, adhe-
pomenutom primeru ukoliko je lopta npr. okrznula vrh
ring to this principle allows for subsequent adjustements if the
situation changes abruptly. In the above-mentioned example, if mreže, organizam nije jo{ uvek napravio fine pokrete
29
Stefanović, \.: SPORTS AND ARTIFICIAL INTELLIGENCE Proceedings 2010, 22-33
the ball happened to make contact with the top part of the net, prstiju, {aka i možda podlaktice, već samo npr. ramenskog
the organism still had not made fine movements of the fingers, dela, tako da je mogućnost za korekciju pokreta maksi-
INTRODUCTORY LECTURE
the hand and maybe even the forearm, but only that of the
UVODNO PREDAVANJE
malizovana.
shoulders, for example, so the potential for correction of move-
Ovaj princip je opravdan i sa stanovi���������������������
{��������������������
ta energetske efika-
ments is optimal.
snosti, {to u slučaju dugih i iscrpljujućih mečeva predstavlja
This principle is also justified from the viewpoint of energy
presudan faktor. Naime, ovim se izbegavaju brojne „pre-
efficiency, which in the case of prolonged and exhausting
terane“ reakcije spoljnih delova ekstremiteta. Golman u
matches represents a crucial factor. Namely, in this way
fudbalu npr. pomera najpre ramena pripremajući se za
numerous overreactions of external parts of the extremities
are avoided. For example, the goalkeeper in football moves potencijalnu reakciju. U sledećem trenutku njegov čulni
his shoulders first when he’s preparing himself for a poten- sistem opaža da dalji pokret nije neophodan, jer lopta ide
tial reaction. In the next moment, his sensory system perce- preko gola. Pomeranje ostalih mi���������������������������
{��������������������������
ića ruku nije vi����������
{���������
e neopho-
ives that further movement is unnecessary, because the ball dno. Ukoliko bi se invervirala celokupna ruka, ta bi ener-
misses the goal. Activating other arm muscles is no longer gija bila uzaludno potro{ena.
necessary. If the whole arm had been innervated, it would U čemu se ogleda su{tina moždane hijerarhijske neuronske
mean energy wasted. mreže i kognitivne implikacije? Danas preovlađujuća nauč-
What is the essence of hierarchical neural networks in the na paradigma jeste da se procesiranje informacija na nivou
brain as well as of cognitive implication? Nowadays, the pre- CNS odigrava posredstvom hijerarhijski organizovanih i
dominant scientific paradigm assumes that information pro- povezanih neuronskih mreža. Npr. vizuelna informacija
cessing at the level of CNS takes place among hierarchically prvo se hijerarhijski procesira na nivou mrežnjače (počev
organized and interconnected neural networks. For instance, od mreže fotoreceptornih čepića i {tapića, pa do mreže
a piece of visual information is firstly processed at the level of ganglijskih ćelija), da bi se hijerarhijsko procesiranje nasta-
retina (beginning with a network of photoreceptive plugs and vilo na nivou primarnih, sekundarnih i tercijarnih senzornih,
sticks, and ending with a network of ganglion cells), and the ili interpretacijskih područja u kori velikog mozga (od kojih
hierarchical processing continues at the level of primary, se- se svako sastoji od hijerarhije nekoliko neuronskih mreža).
condary and tertiary sensory or interpretative regions in the Veze unutar kao i između susednih neuronskih mreža u
cerebral cortex (each of which consists of a hierarchy of seve- ovoj hijerarhiji ostvaruju se posredstvom sinapsi (jedan
ral neural networks). Connections inside one as well as bet- neuron može da ostvari oko 40.000 sinaptičkih veza sa
ween neighbouring neural networks in this hierarchy are rea-
susedima), koje mogu biti eksitatorne ili inhibitorne. Osim
lized by means of synapses (one neuron can realize about
toga, tokom procesa učenja značajnu ulogu u globalnoj
40,000 synaptic connections with its neighbours), which can
be excitatory or inhibitory. Apart from that, in the learning distribuciji (po celoj moždanoj kori) hijerarhijski obrađiva-
process a significant role in the global distribution (all over the nih informacija igraju i moždani talasi.
cortex) of hierarchically processed information is played by Sekvencijalni (fon Nojmanovi) računari danas imaju takt
brain waves. ~ 10-10 s, dok je prosečno vreme generisanja akcionog
Sequential (von Neuman’s) computers now have a tact ~ potencijala neurona ~ 10-3 s. Iako je ovaj odnos brzine
10-10 s, whereas an average time of generating action po- aktivacije pojedinačnih procesirajućih elemenata ~ 107
tential in a neuron is ~ 10-3 s. Although this proportion puta veći kod sekvencijalnih poluprovodničkih računara,
between the speed of activation of particular processing ipak je mozak superioran nad njima kada se radi o nekim
elements is ~ 107 times greater in sequential semi-conduc- komplikovanim zadacima, kao {������������������������
�������������������������
to su obrada i prepozna-
ting computers, the brain is still superior to them when it vanje slike, orijentacija i kretanje u prostoru promenljivih
comes to some complex tasks, such as image processing and karakteristika, razumevanje govora itd. Razlog velikih
recognition, orientation and movement in space having mogućnosti mozga leži u paralelnoj obradi informacija.
changeable features, speech recognition, etc. The reason for Osim toga, po{to je broj neurona u mozgu, kao i broj
such great capabilities of the brain lies in parallel information veza između njih konstantan, znanje je distribuirano po
processing. vezama, a nove informacije se dodaju pode{avanjem jači-
Besides, as the number of neurons in the brain, as well as the ne veza između neurona. Takođe, određeni delovi infor-
number of connections between them is constant, knowledge macija se ne nalaze na tačno određenim pozicijama,
is distributed along the connections, and new information is
nego su distribuirani po regionima u mozgu. Time o{tećenje
added by adjusting the strength of connections between neurons.
neurona, pa čak i grupa neurona, ne utiče u većoj meri
Furthermore, certain parts of information are not placed in
specific positions, but are distributed in different regions of the
na pogor���������������������������������������������
{��������������������������������������������
anje performansi sistema, dok kod većine se-
brain. Thus, possible damage in neurons, and even in a cluster kvencijalnih računara uni{tenje dela procesorske jedinice,
of neurons, does not greatly affect the system’s performance, ili dela memorije vodi, ili ka prestanku rada celog sistema,
while in the majority of sequential computers the destruction ili do nepovratnog gubitka informacija.
of a part of a processor unit or a part of its memory leads either Za razliku od sekvencijalnih računara, kod kojih centralna
to the whole system shutting down or to an irretrievable loss procesorska jedinica kontroli{e sve interne aktivnosti i ima
of information. pristup memoriji, kod mozga je upravljanje lokalno. Pona{anje
Unlike sequential computers, in which a central processor unit svakog neurona u mozgu zavisi samo od njegovog pretho-
controls all internal activities and is able to access the memory, dnog znanja i od ulaznog okruženja, pa se može reći da je
the brain is locally controlled. The behaviour of each neuron izlaz svakog neurona funkcija lokalno dostupne informa-
in the brain depends solely on its prior knowledge and of the cije.
input environment, so we can conclude that the output of each NM kao poku{aj modeliranja rada ljudskog mozga imaju
neuron is a function of locally available information. sledeća dobra svojstva: paralelan rad, izvr{enje komplikova-
NN as an attempt at modelling the workings of the human nih zadataka u relativno kratkom vremenu, distribuiranu
brain have the following positive traits: parallel processing, raspodelu informacija, slabu osetljivost na o{tećenja, kao i
30
Stefanović, \.: SPORT I VE[TAČKA INTELIGENCIJA Zbornik radova 2010, 22-33
execution of complex tasks in a relatively short space of time, mogućnost učenja, odnosno adaptacije na promene u okru-
distribution of information, low sensitivity to damage, as well ženju i pobolj���������������������������������������������
{��������������������������������������������
anje rada na osnovu iskustva. Prednost arhi-
INTRODUCTORY LECTURE
as the learning ability, that is, the ability to adapt itself to tekture hijerarhijskih NM je da funkcionalno specijalizovani
UVODNO PREDAVANJE
changes in the environment and improve its functioning neuroni svakog sloja procesiraju samo ograničenu količinu
based on experience. The advantage of the architecture of informacija.
hierarchical NN is that functionally specialized neurons in
each layer process only a limited amount of information. Softverski agenti
A case from practice... Postoji ne mali broj načina za analizu takmičarske aktiv-
nosti sportiste. Da bi se razumela navedena problematika
There are many ways to perform an analysis of sportspeople’s objasniće se slučaj iz odbojka{ke prakse.
activities concerning their competition. In order for these „Data volej 2“ (DV-2), (engl. „Data Volley 2“), je jedini
matters to be understood, we are going to give an account of skautski program za odbojku koji koriste najbolji timovi u
one case from volley-ball practice. italijanskom �����������������������������������������������
{����������������������������������������������
ampionatu, kao i svi nacionalni najbolji timo-
„Data Volley 2“ (DV-2), is the only scout programme for volley- vi na svetu. Kao svaki „dijamant kompanije“, program je
-ball used by the best teams in Italian Championship, as well
dostupan u vi{e verzija koje su prilagodljive svim nivoima.
as all the best national teams in the world. Like other „company’s
Za{to DV-2?
diamonds“, this programme is available in several versions
DV-2 je najpoznatiji i najkori{ćeniji statistički skautski softver
adaptable to every level.
Why DV-2? na svetu. Svi veći klubovi i nacionalni timovi na svetu iza-
DV-2 is the most popular and the most widely used statistical brali su DV-2 kao svoj jedini instrument za skautizam i
scout software in the world. All the bigger clubs and national analizu timskih statističkih podataka zbog njegovog proce-
teams in the world chose DV-2 as their only instrument for njenog nivoa profesionalizma i sveobuhvatnosti. DV-2 je
scouting and analysis of team statistical data because it was odgovor Data projekta na zahtev trenera o kompletnim i
assessed to be extremely professional and comprehensive. detaljnim rezultatima u kratkom vremenskom intervalu.
DV-2 is Data project’s response to the coaches’ request for
complete and detailed results in a very short time interval. Mogućnosti DV-2
31
Stefanović, \.: SPORTS AND ARTIFICIAL INTELLIGENCE Proceedings 2010, 22-33
only statistical scout software which enables the user to usvoji ekstremno pouzdane podatke lake za prikazivanje
immediately get extremely reliable data easily presentable koji mogu pomoći treneru u dono{enju odluke tokom meča.
INTRODUCTORY LECTURE
on the screen, which is greatly helpful for the coach in his Sveobuhvatna verzija: DV-2 je dostupan u dve verzije radi
UVODNO PREDAVANJE
decision-making during the match. boljeg prilagođavanja različitim potrebama. Osnovna verzi-
Comprehensive version: DV-2 is available in two versions to ja: Daje {irok spektar mogućnosti skautinga i analiza po
better meet different needs. Basic version: it gives a wide pristupačnoj ceni. Sa ovom verzijom programa moguća je
range of options for scouting and analysis at a very favourable vizuelizacija statistika za svakog igrača, tim, rotaciju, ve{tinu,
price. With this version of the programme you can get a visu- i grafički prikaz zone akcije kao pravca napada.
alized statistics for each player, team, rotation, skill, as well as Profesionalna verzija: Softver pristaje na beskonačno mnogo
a graphic display of the action zone as the direction of an attack. mogućnosti za personalizaciju željenih informacija tokom
Professional version: The software is amenable to an infinite definicija u fazama parametara, od izbora koja ve{tina se
number of possibilities for personalization of required infor- skautuje (bira) i na kom nivou, do vizuelizacije pravca na-
mation during defining the parameters in phases, ranging pada.
from the choice of discipline to be monitored and at which Spiker mogućnosti za razvoj: Moguće je povezati drugi
level to the visualization of the direction of an attack. kompujer na klupi za skautov, dozvoljavajući onima sa
Speaker possibilities for development: It is possible to connect strane da konsultuju podatke direktno tokom meča. Moguće
another computer on the bench to the scout’s one, allowing je povezati DV-2 bodovnu tabelu na interaktivni ekran. On
those on the side to see the data directly during the match. se nalazi ispred publike kao zabavna i komercijalna promo-
Also, it is possible to connect DV-2 score-board to an inte- cija sa kori{ćenjem vizualizacije statističkih podataka uživo
ractive screen. It is placed in front of the audience as an tokom mečeva.
entertaining and commercial promotion using visualization Programska arhitektura: Filosofija/arhitektura koja karakteri{e
of statistical data going live during matches. DV-2, čineći ga najra����������������������������������������
{���������������������������������������
irenijim i kori������������������������
{�����������������������
ćenim statističkim ska-
Programme architecture: The philosophy/architecture that uting programom na svetu, je njegova kompletna dostupnost
characterizes DV-2, making it the most widely used statisti- svakim korisničkim sposobnostima i potrebama: od nacio-
cal scout programme in the world, is based on its enormous nalnog trenera do početnika, svi nalaze da sa DV-2 imaju
conformity to all user capabilities and needs: from national mogućnosti skautinga i analize svega {to je potrebno tokom
trainers to beginners, everybody finds that with DV-2 they odbojka{kog meča.
are able to scout and analyze whatever they need during a Prilagodljivost: Mogu se personalizovati programske funkci-
volley-ball match. je prilagoćavajući ih sopstvenim kapacitetima: od odgova-
Flexibility: Programme functions can be personalized, so that ranja tastature do procenjujuće tabele ve��������������������
{�������������������
tina, od prikuplja-
they are adjusted to personal capacities of the user: from nja kriterijuma do {tampanja statističkih izve{taja.
keyboard responsiveness to evaluation table of skills, from Kontolisani skauting: Analiza zone terena u kojima se ve{tine
compiling the criteria to printing out statistical reports. iznose – za svaku analizu moguće je vizualizovati četiri
Controlled scouting: The analysis of field zone in which the različite vrednosti koje pomažu treneru i za različite ve{tine
skills are played out – for each analysis it is possible to visu- da bi brzo identifikovao delove terena gde se najbolji i
alize four different values to help the coach and different najgori potezi odigravaju.
skills so he could quickly identify parts of the field where the Analiza pravaca: Pokazuje pravac servisa i napada. Moguće
best and the worst moves are performed. je zahtevati potpunu, ili detaljnu, analizu bilo tima, igrača,
Analysis of directions: It shows the direction of the serve and pod određenim uslovima. DV-2 različitim bojama ističe
the attack. It is possible to require an overall or detailed analysis savr{ene poteze, najlo{ije, kao i one između.
either of the team or of the individual players under certain
Radna podloga: Zamenjuje pravu odbojka{ku povr{inu sa
circumstances. DV-2 uses different colours to mark the best,
koje je moguće proučiti sve statističke podatke skautovanih
the worst and the mediocre moves.
mečeva. Zbog toga postoji mogućnost peronalizovanja
Work base: It replaces real volley-ball floor surface and enables
prospekata analize zasnovanih na ličnim potrebama ubacu-
the user to study all the statistical data of scout matches. To
this end, there is a possibility of personalizing prospects of jući veoma kompleksne formule.
analysis based on personal needs by inputing very complex Pravac napada: Beleži efikasnost i pravac različitih napada
formula. zasnovanih na području napada, kvalitetu prijema itd.
Direction of the attack: It detects the efficacy and the direc- Detalji poslednjeg pogotka: Pokazuje na videu učinke po-
tion of attacks depending on the region of the attack, the slednjeg pogotka svakog igrača, ve{tinu po ve{tinu u cilju
quality of the impact, etc. „trenda“ da se svaki igrač proveri u svim tehničkim aspekti-
Details of the last score: The video screen shows the last score ma.
for each player, and each of their skills following the „trend“ HTLM izve{taj meča: Stvara statistički pregled meča u HTLM
of checking up on every player in every technical aspect. formatu radi objavljivanja na sopstvenom sajtu ili radi pro-
HTLM match report: A statistical overview of the match is sleđivanja istog drugim korisnicima preko mreže.
created in HTLM format for the purpose of publishing it on the Personalizacija ekrana analize: Pamti i {tampa kompleksne
club’s web site or of forwarding it to other users via the network. rasporede sastavljene od različitih prozora, a različitim tipo-
Personalization of the screen for analysis: It memorizes and prints vima analiza. Radi beleženja različitih kompleksnih faza
out complex schedules comprised of different windows and analiza dopu{ta korisniku/treneru izbor personalizovanja
containing different types of analysis. With the aim of identifying programa za sopstvene potrebe.
different complex phases, the analysis allows the user/coach to Data volej na klupi: Postoji mogućnost konekcije sa drugim
personalize the programme to suit their own needs. kompjuterom na klupi sa koga se može konsultovati i pro-
Data Volley on the bench: There is a possibility of connecting učavati podaci tokom meča – najče{će koriste mnogi mu{ki
with another computer on the bench, from which one can i ženski nacionalni timovi.
consult and study the data during the match – this is mostly Novi način praćenja bodova: DV-2 semafor program prika-
used by male and female national teams. zuje zvanične poentere koristeći standardni video projektor,
32
Stefanović, \.: SPORT I VE[TAČKA INTELIGENCIJA Zbornik radova 2010, 22-33
A new way of tracking scores: DV-2 score-board programme odmah prikazujući podatke od DV-2, kao i logo, reklame i
shows official pointers using a standard video projector, ponovna prikazivanja, itd...
INTRODUCTORY LECTURE
immediately transferring data from DV-2, as well as the logo,
UVODNO PREDAVANJE
commercials, replay videos, etc. Zaključak
33