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Automated Cricket Analytics for Player Classification and Commentary Generation
Author(s) -
Rithvik Pabbati,
Bijjula Sai Srujan Reddy,
K Karthik
Publication year - 2025
Publication title -
ieee access
Language(s) - English
Resource type - Magazines
SCImago Journal Rank - 0.587
H-Index - 127
eISSN - 2169-3536
DOI - 10.1109/access.2025.3598037
Subject(s) - aerospace , bioengineering , communication, networking and broadcast technologies , components, circuits, devices and systems , computing and processing , engineered materials, dielectrics and plasmas , engineering profession , fields, waves and electromagnetics , general topics for engineers , geoscience , nuclear engineering , photonics and electrooptics , power, energy and industry applications , robotics and control systems , signal processing and analysis , transportation
Cricket is one of the most popular sports around the world, and there is an increasing demand for intelligent commentary generation and real-time analytics. In this paper, we propose a system called Automated Cricket Analytics for Player Classification and Commentary Generation that uses computer vision and deep learning to analyze cricket match footage using a pre-trained VGG16 model to generate visual features from extracted frames of video input, which are then processed by a bidirectional LSTM-based neural network to generate descriptive commentary. In addition, a custom object detection model is deployed via the Roboflow API that detects which player is doing what (i.e. whether they are a bowler or a batsman) in each frame. The generated textual commentary is further refined using transformer-based NLP pipelines for summarization and grammatical correction prior to text-to-speech synthesis (gTTS). The experimental results show that the model can correctly recognize the role of each player and provide a suitable commentary with high BLEU scores (BLEU-1: 0.877; BLEU-2: 0.818; BLEU-3: 0.798; BLEU-4: 0.712). The average confidence score for the player classification and detection module was over 90%, showing that this system can recognize players correctly in all match frames. This system could be used to create highlights, automate sports broadcasting, or even allow fans to interact with a game.

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