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The Technology of Obtaining the Highest Possible Result in the Upcoming Match of Top-Level Basketball Teams

Received: 19 February 2019     Accepted: 26 March 2019     Published: 18 April 2019
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Abstract

The purpose of this study was to determine the necessary scenario of the upcoming basketball match, which allows to obtain the maximum possible value of the result based on the created technology of modeling PIRS (Polozov Information Rating System). The method of the PIRS can be summarized in the theses. The game consists of a sequence of single combats (game components) and the realization of the moment. The total number of components in basketball is> 50. The assessment is not focused on the single combats itself, but on its significance for the result. The difference in the score of the game of the team is obtained from these indicators for the players in each component of the game. The player level in the game component is reduced in proportion to the number of single combats. The placement of players is chosen so that the total number of single combats won by the team is maximum. For each minute of the match, the most effective combinations in the attack are determined. They consist of single combats with the greatest advantage of the players of their team. The authors collaborate with the Russian national team in futsal and basketball. A game from Euroleague Olympiakos - Anadolu Efes (87:78) is shown. The limit value of the result for Olympiakos is 107: 30. Subject to the implementation of 50% of the recommendations, the team will receive 20 - 30% wins in addition. The information array of basketball is too large. He cannot be effectively controlled by one trainer. Basketball resource is used by coaches of the top level by 66%. A higher level of results is unattainable for a coach. It requires coordinated interaction of a large group of players for a long period of time. You need to create your own game template for your next opponent and master it in training, rather than using one universal version of the game.

Published in American Journal of Sports Science (Volume 7, Issue 1)
DOI 10.11648/j.ajss.20190701.13
Page(s) 11-19
Creative Commons

This is an Open Access article, distributed under the terms of the Creative Commons Attribution 4.0 International License (http://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution and reproduction in any medium or format, provided the original work is properly cited.

Copyright

Copyright © The Author(s), 2019. Published by Science Publishing Group

Keywords

The Basketball, Rating, Single Combat, Tactics

References
[1] A trajectory-based analysis of coordinated team activity in a basketball game./, S. Kovačič, G. Vučkovič, J. Perš / Computer Vision and Image Understanding Volume 113, Issue 5, May 2009, Pages 612-621.
[2] Ball possession effectiveness in men's and women's elite basketball according to situational variables in different game periods / Miguel-Angel Gómez, Alberto Lorenzo, Sergio-José Ibañez & Jaime Sampaio/ Journal of Sports Sciences Volume 31, 2013 - Issue 14 Pages 1578-1587.
[3] Hierarchical structuration of knowledge in the basketball game / Trninić, Slavko; Trninić, Marko; Jelaska, Igor/ Acta Kinesiologica (1840-2976) 4 (2010), 1; 37-44.
[4] Investigating the game-related statistics and tactical profile in NCAA division I men's basketball games. / Conte, Daniele; Tessitore, Antonio; Gjullin, Aaron; Mackinnon/ Biology of Sport. 2018, Vol. 35 Issue 2, p 137-143. 7p.
[5] Technical and Tactical Analysis of Basketball Match based on Data Mining/ Ming Zi, Dan Gao/ Boletín Técnico, Vol. 55, Issue 16, 2017, pp. 518-523.
[6] Inside game ball transitions according to player’s specific positions in NBA basketball /J. Courel Ibáñez, E. Suárez Cadenas, D. Cárdenas Vélez/ Cuadernos de Psicología del Deporte Vol. 17, Núm. 3 (2017).
[7] Burov I. V, Polozov A. A., Alternative statistical accompaniment of basketball matches / Journal of Scientific Problems of Humanitarian Studies No 11 – 2011. P. 90. ISSN 2071-9175.
[8] Polozov A. A. "The rating system in the game sports...". USTU-UPI, Ekaterinburg, 1995, 206 p.
[9] Polozov A. A. The upcoming match. Computer version / Theory and practice... 1997 – No 3.
[10] Polozov A. A. Rating in sport: yesterday, today, tomorrow.- Moscow: Soviet sport, 2007 – 316 p.
[11] Handbook of Ratings. Approaches to Ratings in the Economy, Sports, and Society / A. Karminsky. A. Polozov/ International Publishing house “Springer”, 2016., 360c.
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  • APA Style

    Andrey Polozov, Arthur Akhmetzyanov. (2019). The Technology of Obtaining the Highest Possible Result in the Upcoming Match of Top-Level Basketball Teams. American Journal of Sports Science, 7(1), 11-19. https://doi.org/10.11648/j.ajss.20190701.13

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    ACS Style

    Andrey Polozov; Arthur Akhmetzyanov. The Technology of Obtaining the Highest Possible Result in the Upcoming Match of Top-Level Basketball Teams. Am. J. Sports Sci. 2019, 7(1), 11-19. doi: 10.11648/j.ajss.20190701.13

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    AMA Style

    Andrey Polozov, Arthur Akhmetzyanov. The Technology of Obtaining the Highest Possible Result in the Upcoming Match of Top-Level Basketball Teams. Am J Sports Sci. 2019;7(1):11-19. doi: 10.11648/j.ajss.20190701.13

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  • @article{10.11648/j.ajss.20190701.13,
      author = {Andrey Polozov and Arthur Akhmetzyanov},
      title = {The Technology of Obtaining the Highest Possible Result in the Upcoming Match of Top-Level Basketball Teams},
      journal = {American Journal of Sports Science},
      volume = {7},
      number = {1},
      pages = {11-19},
      doi = {10.11648/j.ajss.20190701.13},
      url = {https://doi.org/10.11648/j.ajss.20190701.13},
      eprint = {https://article.sciencepublishinggroup.com/pdf/10.11648.j.ajss.20190701.13},
      abstract = {The purpose of this study was to determine the necessary scenario of the upcoming basketball match, which allows to obtain the maximum possible value of the result based on the created technology of modeling PIRS (Polozov Information Rating System). The method of the PIRS can be summarized in the theses. The game consists of a sequence of single combats (game components) and the realization of the moment. The total number of components in basketball is> 50. The assessment is not focused on the single combats itself, but on its significance for the result. The difference in the score of the game of the team is obtained from these indicators for the players in each component of the game. The player level in the game component is reduced in proportion to the number of single combats. The placement of players is chosen so that the total number of single combats won by the team is maximum. For each minute of the match, the most effective combinations in the attack are determined. They consist of single combats with the greatest advantage of the players of their team. The authors collaborate with the Russian national team in futsal and basketball. A game from Euroleague Olympiakos - Anadolu Efes (87:78) is shown. The limit value of the result for Olympiakos is 107: 30. Subject to the implementation of 50% of the recommendations, the team will receive 20 - 30% wins in addition. The information array of basketball is too large. He cannot be effectively controlled by one trainer. Basketball resource is used by coaches of the top level by 66%. A higher level of results is unattainable for a coach. It requires coordinated interaction of a large group of players for a long period of time. You need to create your own game template for your next opponent and master it in training, rather than using one universal version of the game.},
     year = {2019}
    }
    

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    AB  - The purpose of this study was to determine the necessary scenario of the upcoming basketball match, which allows to obtain the maximum possible value of the result based on the created technology of modeling PIRS (Polozov Information Rating System). The method of the PIRS can be summarized in the theses. The game consists of a sequence of single combats (game components) and the realization of the moment. The total number of components in basketball is> 50. The assessment is not focused on the single combats itself, but on its significance for the result. The difference in the score of the game of the team is obtained from these indicators for the players in each component of the game. The player level in the game component is reduced in proportion to the number of single combats. The placement of players is chosen so that the total number of single combats won by the team is maximum. For each minute of the match, the most effective combinations in the attack are determined. They consist of single combats with the greatest advantage of the players of their team. The authors collaborate with the Russian national team in futsal and basketball. A game from Euroleague Olympiakos - Anadolu Efes (87:78) is shown. The limit value of the result for Olympiakos is 107: 30. Subject to the implementation of 50% of the recommendations, the team will receive 20 - 30% wins in addition. The information array of basketball is too large. He cannot be effectively controlled by one trainer. Basketball resource is used by coaches of the top level by 66%. A higher level of results is unattainable for a coach. It requires coordinated interaction of a large group of players for a long period of time. You need to create your own game template for your next opponent and master it in training, rather than using one universal version of the game.
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Author Information
  • Department of Physical Education, Ural Federal University, Ekaterinburg, Russia

  • Department of Physical Education, State Pedagogical University, Surgut, Russia

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