Chapter 6 Self-Assessment Quiz
Test your understanding of the soccer pitch as a coordinate system. Aim for a score of at least 80% before moving on to Chapter 7.
Q1. What are the FIFA-recommended dimensions for an international soccer pitch?
- (a) 100 m x 64 m
- (b) 110 m x 75 m
- (c) 105 m x 68 m
- (d) 120 m x 80 m
Answer
**(c) 105 m x 68 m.** This is the standard adopted by FIFA for international matches and used as the reference frame by most data providers.Q2. In the StatsBomb coordinate system, the pitch dimensions are:
- (a) 100 x 100
- (b) 105 x 68
- (c) 120 x 80
- (d) 120 x 68
Answer
**(c) 120 x 80.** StatsBomb uses arbitrary units with the pitch spanning 0-120 in the x-direction and 0-80 in the y-direction.Q3. Which data provider uses percentage-based coordinates with the origin at the bottom-left and the y-axis pointing upward?
- (a) StatsBomb
- (b) Opta
- (c) Wyscout
- (d) FIFA EPTS
Answer
**(b) Opta.** Opta uses a 100 x 100 coordinate system with the origin at the bottom-left corner and y increasing upward.Q4. In the FIFA EPTS tracking data coordinate system, the origin is located at:
- (a) The top-left corner of the pitch
- (b) The bottom-left corner of the pitch
- (c) The centre of the pitch
- (d) The centre of the home team's goal
Answer
**(c) The centre of the pitch.** FIFA EPTS uses a centre-origin system with coordinates in actual metres, ranging from -52.5 to +52.5 in x and -34.0 to +34.0 in y.Q5. To convert a StatsBomb x-coordinate to standard metres (105 m pitch), you multiply by:
- (a) 105 / 100
- (b) 120 / 105
- (c) 105 / 120
- (d) 100 / 105
Answer
**(c) 105 / 120 = 0.875.** StatsBomb x ranges from 0 to 120; standard metres range from 0 to 105. So the scale factor is 105/120.Q6. Converting from Wyscout to standard metres requires flipping the y-axis because:
- (a) Wyscout uses metres, not percentages
- (b) Wyscout's y-axis points downward (top = 0)
- (c) Wyscout's x-axis is reversed
- (d) Wyscout's origin is at the centre of the pitch
Answer
**(b) Wyscout's y-axis points downward (top = 0).** Standard metre coordinates have the y-axis pointing upward, so a reflection is needed: $y' = 68 - y \cdot (68/100)$.Q7. An affine transformation in 2D consists of:
- (a) Only rotation and translation
- (b) A linear transformation (scaling, rotation, reflection) plus a translation
- (c) Only scaling
- (d) A non-linear warping function
Answer
**(b) A linear transformation (scaling, rotation, reflection) plus a translation.** The general form is $\mathbf{x}' = A\mathbf{x} + \mathbf{t}$, where $A$ is a 2x2 matrix and $\mathbf{t}$ is a translation vector.Q8. Why is routing all coordinate conversions through a canonical system (e.g., standard metres) preferred over writing pairwise converters?
- (a) It is faster computationally
- (b) It reduces the number of conversion functions from $N^2$ to $2N$
- (c) It avoids floating-point errors
- (d) It is required by FIFA regulations
Answer
**(b) It reduces the number of conversion functions from $N^2$ to $2N$.** With $N$ providers, pairwise converters require $N(N-1)$ functions, while routing through a hub needs only $N$ "to-hub" and $N$ "from-hub" functions.Q9. In the standard thirds model, the "final third" (attacking third) spans which x-range on a 105 m pitch?
- (a) 0.0 to 35.0 m
- (b) 35.0 to 70.0 m
- (c) 70.0 to 105.0 m
- (d) 88.5 to 105.0 m
Answer
**(c) 70.0 to 105.0 m.** The pitch is divided into three equal 35 m segments. The attacking third (final third) is the segment closest to the opposition goal.Q10. Zone 14 is located:
- (a) Inside the penalty area
- (b) In the centre of the pitch
- (c) Just outside the penalty area in the central channel
- (d) On the wing near the corner flag
Answer
**(c) Just outside the penalty area in the central channel.** Zone 14 is the central area between the edge of the penalty area and the two-thirds line, approximately $70 \leq x \leq 88.5$ and $20.5 \leq y \leq 47.5$ in standard metres.Q11. The five-channel model divides the pitch into wings, half-spaces, and a central channel. The half-spaces are considered tactically important because:
- (a) They have the most grass
- (b) They sit between centre-backs and full-backs, offering diagonal passing and shooting angles
- (c) They are closest to the goal
- (d) They are the widest channels
Answer
**(b) They sit between centre-backs and full-backs, offering diagonal passing and shooting angles.** Actions in the half-spaces can wrong-foot defensive lines and create high-quality chances.Q12. The penalty area on a standard pitch (105 x 68 m) has approximate dimensions of:
- (a) 16.5 m deep and 40.32 m wide
- (b) 11 m deep and 7.32 m wide
- (c) 5.5 m deep and 18.32 m wide
- (d) 16.5 m deep and 16.5 m wide
Answer
**(a) 16.5 m deep and 40.32 m wide.** The penalty area extends 16.5 m from each goal post (total width = 7.32 + 2 x 16.5 = 40.32 m) and 16.5 m into the pitch.Q13. What percentage of the total pitch area does the penalty area cover (approximately)?
- (a) 4.7%
- (b) 9.3%
- (c) 15.0%
- (d) 20.0%
Answer
**(b) 9.3%.** Penalty area = 16.5 x 40.32 = 665.3 m$^2$. Total pitch = 105 x 68 = 7140 m$^2$. Percentage = 665.3 / 7140 = 9.3%.Q14. In kernel density estimation, the "bandwidth" parameter controls:
- (a) The color of the heat map
- (b) The number of data points used
- (c) The amount of smoothing applied to the density estimate
- (d) The size of the pitch
Answer
**(c) The amount of smoothing applied to the density estimate.** A larger bandwidth produces a smoother surface (more bias, less variance); a smaller bandwidth produces a spikier surface (less bias, more variance).Q15. Silverman's rule of thumb for bandwidth selection gives approximately:
- (a) $h = N$
- (b) $h \approx 1.06 \sigma N^{-1/5}$
- (c) $h = \sigma / N$
- (d) $h = \sqrt{N}$
Answer
**(b) $h \approx 1.06 \sigma N^{-1/5}$.** This is a common automatic bandwidth selector, where $\sigma$ is the standard deviation of the data and $N$ is the sample size.Q16. A binned heat map with very few bins (e.g., 2 x 2) is problematic because:
- (a) It uses too much memory
- (b) It masks spatial detail and may obscure important patterns
- (c) It violates pitch regulations
- (d) It is impossible to compute
Answer
**(b) It masks spatial detail and may obscure important patterns.** With only four zones, events from very different locations are grouped together, making it impossible to distinguish meaningful spatial variation.Q17. A Voronoi tessellation assigns each point on the pitch to the:
- (a) Fastest player
- (b) Nearest player
- (c) Tallest player
- (d) Player with the ball
Answer
**(b) Nearest player.** In a Voronoi diagram, each point belongs to the cell of the player whose Euclidean distance to that point is smallest.Q18. The main limitation of using Voronoi tessellation for pitch control is:
- (a) It is computationally expensive
- (b) It only works for one team
- (c) It ignores player speed, direction of movement, and ball trajectory
- (d) It requires 3D coordinates
Answer
**(c) It ignores player speed, direction of movement, and ball trajectory.** Voronoi diagrams assume all players are equally fast and stationary, which is unrealistic.Q19. In a velocity-aware pitch control model, distance is replaced by:
- (a) Player height
- (b) Time-to-reach
- (c) Pass accuracy
- (d) Shot angle
Answer
**(b) Time-to-reach.** Velocity-aware models estimate how long each player needs to reach a given point, accounting for current speed and direction.Q20. The pitch control value $PC_A(x, y) = 0.8$ at a given point means:
- (a) 80% of the pitch is controlled by Team A
- (b) Team A has an 80% probability of gaining possession of a ball played to $(x, y)$
- (c) Team A has 8 players nearby
- (d) The point is 80 metres from Team A's goal
Answer
**(b) Team A has an 80% probability of gaining possession of a ball played to $(x, y)$.** Pitch control is a pointwise probability that indicates which team would likely win a 50-50 ball at that location.Q21. When comparing heat maps of two players, a recruitment analyst should be cautious because:
- (a) Heat maps are always wrong
- (b) Differences in team tactics, pitch dimensions, and league context may explain spatial differences more than individual ability
- (c) Heat maps do not use coordinates
- (d) Only goalkeepers have heat maps
Answer
**(b) Differences in team tactics, pitch dimensions, and league context may explain spatial differences more than individual ability.** A player's spatial profile is heavily influenced by their team's system, not just personal tendencies.Q22. The formula $x_{\text{norm}} = x / L$ normalizes a coordinate to which range?
- (a) $[-1, 1]$
- (b) $[0, L]$
- (c) $[0, 1]$
- (d) $[0, 100]$
Answer
**(c) $[0, 1]$.** Dividing by the pitch length $L$ maps the coordinate from $[0, L]$ to $[0, 1]$.Q23. If you see a striker's heat map concentrated in their own defensive third, the most likely explanation is:
- (a) The striker is playing a deep-lying role
- (b) The direction-of-play has not been correctly aligned
- (c) The data is from a different sport
- (d) Either (a) or (b); you should check the direction-of-play flag before drawing conclusions
Answer
**(d) Either (a) or (b); you should check the direction-of-play flag before drawing conclusions.** While unusual positioning is possible, a direction-of-play error is a common data pipeline mistake that should be ruled out first.Q24. The Gaussian kernel used in 2D KDE has the form:
- (a) $K(u) = |u|$
- (b) $K(u) = \frac{1}{2\pi|H|^{1/2}} \exp(-\frac{1}{2} u^T H^{-1} u)$
- (c) $K(u) = 1$ if $|u| < h$, else $0$
- (d) $K(u) = u^2$
Answer
**(b) $K(u) = \frac{1}{2\pi|H|^{1/2}} \exp(-\frac{1}{2} u^T H^{-1} u)$.** This is the standard bivariate Gaussian kernel with bandwidth matrix $H$.Q25. The concept of "Space Value" combines pitch control with:
- (a) Player salaries
- (b) Expected Threat (xT) -- a spatial value model
- (c) The number of fans in the stadium
- (d) The referee's position