这几日一直为之心力憔悴,开个贴记录一下。下面是论文部分内容。

Too close to call? The Impact of Momentum Changes in Tennis

  • Problem Chosen: C
  • 2024 MCM/ICM Summary Sheet
  • Team Control Number: 2430080

Summary

In an intense tennis match, even a world-renowned and experienced veteran may fail to grasp a momentary reversal and lose. Therefore, identifying factors affecting match points and situation changes, and verifying the potential impact of momentum, is crucial for athletes to better manage matches and refine their strategies. This paper addresses this by constructing models to quantify player performance and momentum, and to analyze how various factors influence game situations.

Before modeling, we preprocess the annexed Wimbledon match data, identifying and normalizing relevant factors for subsequent quantification.

For Problem 1, as an initial step, we identify performance-related factors, build a corresponding model, and visualize athlete performance throughout the game. We test several classification models, selecting the best one based on accuracy, recall, precision, and other metrics, followed by performance visualization.

Problem 2 primarily quantifies “momentum,” transforming it from a theoretical concept into a practical index. We compare this index with previous game results to determine if “momentum” is random. The entropy weight method is used to determine the weight of each variable affecting momentum, followed by Spearman correlation analysis to assess momentum’s influence on the game. Additionally, S-W and K-S tests are performed on the index to determine if game swings and successes are random. The fact that selected variables do not satisfy random distribution further supports a non-random, albeit weak ($0.334$ correlation), influence of “momentum” on game outcomes, refuting the coach’s skepticism.

For Problem 3, the focus is on modeling game fluctuation. Building on the previous two problems, logistic regression is used to identify performance function conversion points, pinpointing key moments of situation change. The KNN method and BP neural network provide supporting evidence. The model’s effectiveness is cross-verified using multi-set match data. The most relevant factors are determined using combined metrics from the first two problems, and a correlation heatmap is presented. Recommendations derived from these metrics aim to provide insights into player momentum changes in different match situations and support future strategic planning.

For Problem 4, the logistic regression model generally predicts game fluctuation well. We explore the model’s generalization and limitations from a variable selection perspective, considering metrics overlooked in other models, and propose potential improvements. For instance, enhancing generalization could make the model effective across different competitive sports, aiding athletes’ long-term preparation and physical health.

Keywords: Machine Learning, Momentum, Correlation Analysis, Entropy Weighting Method, Logistic Regression


1 Introduction

1.1 Background

Tennis, a sport demanding endurance, speed, and comprehensive athletic ability, has a rich history. Elite players like Roger Federer and Rafael Nadal combine quick reflexes and explosive power with stamina and stability. Explosiveness and quick reflexes ensure optimal positioning and decision-making for every shot. Endurance and muscle stability enable sustained high-intensity play while reducing injury risk. As a new generation of high-level players emerges and older champions age, there’s growing interest in whether “momentum” influences game trends, potentially mitigating physical decline or enabling tactical development to defeat opponents. Our team addresses this by processing known data, characterizing and correlating indicators, applying principal component analysis where suitable, and using machine learning to build models and draw conclusions. We use data from the initial games of the provided dataset, focusing on indicators such as serve, receive, score, and unforced errors.

1.2 Restatement of the Problem

Currently, the existence, quantification, and impact of an abstract indicator like “momentum” remain unclear, particularly how various game events create or change it. This article aims to optimize understanding by addressing the following problems:

  1. Analyze the game’s flow to determine when and to what extent a player performs better, establish evaluation criteria, and plot the player’s score curve.
  2. Assess whether the model obtained is random or demonstrates a significant relationship with “momentum,” thereby addressing coach skepticism.
  3. Identify moments when game momentum shifts between players and provide advice based on these insights.
  4. Evaluate the model’s applicability and limitations.

2 Theoretical Foundations and Conceptual Definitions

This chapter provides a comprehensive overview of the theoretical foundations and key concepts underpinning our research. We will detail the rules of tennis, explore the multi-dimensional theory of momentum in sports, outline the mathematical modeling framework employed, and articulate the innovative value of this study.

2.1 Tennis Competition Rules

A thorough understanding of the scoring rules is fundamental to analyzing game dynamics. Tennis scoring is hierarchical, progressing from points to games, sets, and finally the match.

LevelWinning ConditionScoring System & Key Rules
PointThe basic scoring unit.A player wins a point if the opponent fails to return the ball legally.
GameWin at least 4 points with a 2-point lead.Points are called “Love” (0), “15”, “30”, “40”.
If the score is 40-40 (“Deuce”), a player must win two consecutive points. The first is “Advantage”, the second wins the game.
SetWin at least 6 games with a 2-game lead.If the score reaches 6-6, a “Tie-break” is usually played to decide the set. The first player to 7 points with a 2-point lead wins the tie-break.
MatchWin the majority of sets.Men’s Grand Slam matches are best-of-five sets (win 3 sets). Other professional matches are typically best-of-three (win 2 sets).

Serving Rules: The serve is a critical component. Players alternate serving games. A server has two attempts per point. A failed first attempt is a “fault”. A failed second attempt is a “double fault”, and the server loses the point.

2.2 Sports Momentum Theory Framework

Momentum in sports is a complex psychological and physiological phenomenon where success (or failure) tends to perpetuate itself. It’s more than just a “hot hand”; it’s a dynamic state that can significantly influence performance and outcomes.

DimensionDescriptionImpact on Tennis Performance
Psychological MomentumA cognitive state characterized by heightened confidence, perceived control, and positive affect.A player with positive momentum feels “in the zone,” making better decisions, taking calculated risks, and showing resilience under pressure. Conversely, negative momentum leads to self-doubt and unforced errors.
Physiological MomentumRelates to the athlete’s physical state, including energy levels, fatigue, and biomechanical efficiency.A player might conserve energy early in a match to build physiological momentum for crucial later stages. Fatigue can abruptly halt positive momentum.
Behavioral MomentumObservable changes in a player’s actions and strategies.A player gaining momentum may play more aggressively, approach the net more often, or serve with higher velocity. These actions can further reinforce their psychological advantage.

Our model aims to capture these dimensions by analyzing sequences of game events, moving beyond a simple analysis of isolated points.

2.3 Mathematical Modeling Theoretical Basis

2.3.1 Machine Learning Modeling Framework

We adopt a supervised machine learning framework to model player performance and predict outcomes. The process involves several key stages:

  1. Feature Engineering: Selecting and constructing relevant variables (features) from the raw data that are believed to influence player performance and momentum.
  2. Model Selection: Evaluating various classification algorithms (e.g., Logistic Regression, Support Vector Machines, XGBoost) to identify the one with the best predictive power for our specific problem.
  3. Training & Validation: Splitting the dataset into training and testing sets. The model is trained on the training data, and its performance is evaluated on the unseen test data using metrics like accuracy, precision, recall, and F1-score.
  4. Interpretation & Application: Using the trained model to analyze game flow, identify key moments, and derive strategic insights.

2.3.2 XGBoost Algorithm Principle

For our primary classification task, we selected the Extreme Gradient Boosting (XGBoost) model due to its high performance and robustness.

FeatureDescription
Ensemble MethodXGBoost is a tree-based ensemble learning algorithm. It builds a strong classifier by sequentially combining multiple weak classifiers (decision trees).
Gradient BoostingEach new tree is trained to correct the errors made by the previously trained ensemble of trees. It does this by fitting the new tree to the negative gradient (residuals) of the loss function.
RegularizationXGBoost includes L1 (Lasso) and L2 (Ridge) regularization terms in its objective function to prevent overfitting, which improves the model’s generalization ability.
OptimizationIt employs several optimizations for speed and efficiency, including a novel tree-finding algorithm and handling of sparse data.

2.4 Research Innovation and Value

This study contributes to the field of sports analytics by:

  1. Quantifying Momentum: Moving the concept of “momentum” from a subjective narrative to a quantifiable metric derived from in-game data.
  2. Identifying Key Drivers: Using machine learning to identify the specific game events and player actions that are most influential in creating and shifting momentum.
  3. Providing Strategic Insights: Offering data-driven recommendations for players and coaches to better manage match dynamics, anticipate momentum swings, and develop adaptive strategies.
  4. Methodological Application: Demonstrating the power of advanced machine learning techniques like XGBoost in the nuanced and dynamic context of professional tennis.

3 Model Assumptions and Symbol Descriptions

To ensure the rigor and clarity of our models, we establish the following assumptions and define the key symbols used throughout this paper.

3.1 Model Assumptions

  1. Data Authenticity and Reliability: We assume that the provided dataset (Wimbledon_featured_matches.csv) is authentic, accurate, and free from significant measurement errors.
  2. Player State Consistency: We assume that within a single match, each player’s fundamental skill level and physical condition remain relatively stable, and performance fluctuations are primarily driven by psychological, strategic, and momentum-related factors.
  3. Independence of Points (Initial Assumption): For the initial performance model, we assume that each point is an independent event. This assumption will be relaxed in later stages when analyzing momentum, which explicitly considers inter-point dependencies.
  4. Rationality of Players: We assume that players and coaches make decisions based on rational analysis aimed at maximizing their probability of winning.
  5. Negligible External Factors: We assume that external factors not included in the dataset (e.g., weather conditions, crowd noise, personal off-court issues) have a negligible impact on player performance during the match.

3.2 Symbol Description

SymbolDescription
$X_i$Represents the $i$-th feature variable used in the model.
$Y$The dependent variable, representing the outcome of a point (1 for win, 0 for loss).
$P(Y=1)$The probability of a player winning a given point.
$M_t$The momentum value at time (point) $t$.
$\Delta M_t$The change in momentum at time (point) $t$.
$\beta_i$The weight of the $i$-th indicator in the momentum function.
$q_i$The impact coefficient of the $i$-th indicator on game dynamics.
$AUC$Area Under the ROC Curve, a metric for model performance.
$VIF$Variance Inflation Factor, used to detect multicollinearity.

4 Task 1: Player Performance Modeling

4.1 Problem Analysis

The primary objective of Task 1 is to develop a robust quantitative model to measure and evaluate a player’s performance during a match. This model must be capable of dynamically reflecting a player’s state based on their actions and the outcomes of those actions. The ultimate goal is to create a visualized representation of the player’s performance flow throughout a match, providing intuitive insights into their competitive state.

To achieve this, we will leverage the provided dataset to engineer relevant features that capture the nuances of player actions. We will then select and train a suitable machine learning model to predict point outcomes based on these features. The model’s output will serve as a proxy for player performance, which can then be visualized over time.

5.2 Model Establishment

5.2.1 Data preprocessing

After determining independent and dependent variables, we preprocess the existing data. This involves identifying and transforming anomalous data, such as null values (“NA”) and string representations of numerical values, to ensure data quality and model accuracy. Subsequently, the variable data is extracted, and the resulting dataset is standardized.

5.2.2 Model Preparation

Independent variables from $X_1$ to $X_{15}$ are selected. The dependent variable is a binary label: $1$ represents a score, and $0$ represents no score. To achieve optimal performance, classification models are employed for fitting and training. Commonly used classification models include LGBM, SVC, MLP, Logistic Regression, and XGBoost. We specifically selected Decision Trees, Random Forest, KNN, BPNN, SVC, and XGBoost. The data was partitioned, with $6176$ records for training and $1108$ for prediction. The results are summarized below:

Table 1: Performance Comparison of Different Models

ModelDatasetAccuracyRecallPrecisionF1 Score
Decision TreesTraining Set0.8340.8340.8350.834
Test Set0.7560.7560.7580.756
Random ForestTraining Set0.830.830.830.829
Test Set0.7650.7650.7660.765
KNNTraining Set0.8480.8480.8480.848
Test Set0.7450.7450.7450.745
BPNNTraining Set0.80.80.8050.799
Test Set0.7570.7570.7620.757
SVCTraining Set0.6530.6530.7940.603
Test Set0.6310.6310.7850.565
XGBoostTraining Set0.9250.9250.9250.925
Test Set0.7670.7670.7690.766

4.3 Model Evaluation and Result Visualization

4.3.1 Performance Evaluation

Having selected XGBoost as our primary model, we conducted a thorough evaluation to validate its predictive power. The model’s performance was confirmed using the test set, and the results are summarized below.

Table 2: XGBoost Model Performance

DatasetAccuracyRecallPrecisionF1-Score
Training Set0.9250.9250.9250.925
Test Set0.7670.7670.7690.766

To further assess the model’s classification capability, we generated a Receiver Operating Characteristic (ROC) curve. The ROC curve plots the true positive rate (Sensitivity) against the false positive rate (1-Specificity) at various threshold settings. The Area Under the Curve (AUC) serves as a comprehensive metric of diagnostic accuracy.

  • AUC = 1: Perfect classifier.
  • 0.5 < AUC < 1: Better than random guessing.
  • AUC = 0.5: No predictive value (equivalent to random guessing).

Our XGBoost model achieved an AUC of 0.97, which indicates outstanding classification performance and confirms its ability to distinguish between winning and losing points effectively.

4.3.2 Results Visualization

To provide an intuitive understanding of player performance dynamics, we visualized the model’s predictions over the course of two selected matches. The model’s raw output (a probability score for winning each point) represents the player’s performance level at that moment.

To create a smoother and more interpretable performance curve, we applied cubic spline interpolation to the sequence of predicted performance values. This technique helps to visualize the underlying trend by smoothing out point-by-point fluctuations while respecting the key data points.

The resulting visualizations plot the interpolated performance curve against the original, uninterpolated predicted values. This allows for a clear view of both the micro-level fluctuations and the macro-level trends in a player’s performance throughout the match.

5 Task 2: Momentum Analysis and Validation

5.1 Problem Analysis

The second task addresses a coach’s skepticism about the concept of “momentum” in tennis matches. To empirically validate or refute this skepticism, we develop a quantitative framework to:

  1. Define and measure momentum using observable match data
  2. Analyze the relationship between momentum and performance
  3. Test whether momentum changes are random or systematic
  4. Evaluate momentum’s impact on match outcomes

5.2 Momentum Function Development

5.2.1 Momentum Function Definition

We define momentum as a dynamic state variable that evolves based on both historical momentum and current game events. The momentum function is expressed as:

$$ M_t = \sum_{i=1}^m \beta_i q_i x_i $$

where:

  • $M_t$ represents the momentum value at time $t$
  • $\beta_i$ is the weight of the $i$-th indicator
  • $q_i$ is the impact coefficient of the $i$-th indicator
  • $x_i$ represents the selected game variables

The selected variables ($X$) include:

  • $X_7$: Points won on non-touch forehand shots
  • $X_8$: Points won on non-touch backhand shots
  • $X_9$: Double faults
  • $X_{10}$: Net points won
  • $X_{15}$: Unforced errors
  • $X_{16}$: Point advantage status

5.2.2 Weight Determination Using Entropy Method

The entropy weight method was employed to determine the $\beta_i$ coefficients objectively. This method calculates weights based on the information entropy of each indicator, ensuring that indicators with greater variation (and thus more information) receive higher weights.

Process:

  1. Data Standardization
    $$ Z_{ij} = \frac{x_{ij} - \min(x_j)}{\max(x_j) - \min(x_j)} $$

  2. Probability Calculation
    $$ P_{ij} = \frac{Z_{ij}}{\sum_{i=1}^m Z_{ij}} $$

  3. Entropy Calculation
    $$ H_j = -\frac{\sum_{i=1}^m P_{ij} \ln(P_{ij})}{\ln m} $$

  4. Weight Determination
    $$ w_j = \frac{1-H_j}{n-\sum_{j=1}^n H_j} $$

Results:

VariableDescriptionWeight ($\beta_i$)
$X_7$Forehand Winners26.274
$X_8$Backhand Winners33.962
$X_9$Double Faults0.176
$X_{10}$Net Points Won26.896
$X_{15}$Unforced Errors1.406
$X_{16}$Point Advantage11.287

5.2.3 Impact Coefficient Calculation

The impact coefficients ($q_i$) were calculated by analyzing the average effect of each variable on score changes:

VariableEventsScore ChangesImpact ($q_i$)
$X_7$5775791.000
$X_8$2732731.000
$X_9$122-122-1.000
$X_{10}$5455451.000
$X_{15}$920-920-1.000
$X_{16}$2462-152-0.062

5.3 Statistical Validation

To rigorously test whether momentum effects are random or systematic, we conducted several statistical analyses.

5.3.1 Correlation Analysis

A Pearson correlation test between the momentum function and performance values yielded:

MetricPerformanceMomentum
Performance1.0000.336**
Momentum0.336**1.000
p-value-< 0.001

The correlation coefficient of 0.336 indicates a moderate positive relationship between momentum and performance, with statistical significance at p < 0.001.

5.3.2 Normality Testing

To further validate that momentum changes are not random, we conducted normality tests on the momentum indicators:

  1. Kolmogorov-Smirnov (K-S) Test

    • Applied to each momentum indicator
    • All indicators showed p-values < 0.001
    • Rejected the null hypothesis of normal distribution
  2. Distribution Analysis

    • Kurtosis: 7.673 (< 10)
    • Skewness: 3.11 (> 3)
    • Confirms significant deviation from normality

These results strongly suggest that momentum changes are not random but follow systematic patterns influenced by game events.

5.4 Conclusions

The statistical analysis provides strong evidence against the coach’s skepticism about momentum:

  1. The significant correlation between momentum and performance (r = 0.336, p < 0.001) demonstrates that momentum is not merely a psychological construct but has measurable effects on match outcomes.

  2. The non-normal distribution of momentum indicators, confirmed through multiple statistical tests, indicates that momentum changes are not random but follow systematic patterns related to game events and player actions.

  3. The entropy weight analysis reveals that certain actions (particularly winners and net points) have substantially greater impact on momentum than others, suggesting that players can strategically influence momentum through their playing style and tactical choices.

6 Task 3: Game Flow Analysis and Strategic Recommendations

6.1 Problem Analysis

Task 3 requires identifying moments of significant shifts in game flow and determining which player has the advantage during these periods. Building on the performance and momentum models from previous tasks, we aim to develop a model that can pinpoint these critical junctures and provide actionable strategic advice.

6.2 Modeling Approach

To identify shifts in game advantage, we employed a Logistic Regression model. This model is well-suited for binary classification problems, allowing us to predict which player is more likely to have the advantage at any given point.

  • Input Variables: The model uses the 14 feature variables ($X_1$ to $X_{14}$) from the performance model.
  • Target Variable: The dependent variable is a binary indicator of momentum advantage. An advantage is assigned to Player 1 if their momentum increment is positive (which occurs in approximately 47% of instances).
  • Training/Test Split: The data was split, with 80% used for training the model and 20% for testing.

6.3 Model Performance and Validation

The Logistic Regression model demonstrated strong predictive performance. For comparison, we also evaluated K-Nearest Neighbors (KNN) and a Backpropagation Neural Network (BP-NN).

Table 3: Classification Model Performance Comparison

ModelDatasetAccuracyRecallPrecisionF1-Score
Logistic RegressionTest Set0.7080.7080.7850.679
KNNTest Set0.6940.6940.7060.685
BP-NNTest Set0.7080.7080.7850.679

Logistic Regression was selected for its high accuracy and precision, making it a reliable tool for judging shifts in game advantage.

6.4 Identifying Key Influential Factors

To understand the primary drivers of game flow, we analyzed the combined influence of the performance and momentum functions. A regression analysis was performed to model the game outcome:

$$ y = 0.09 + 0.708 \times \text{Performance} + 0.41 \times \text{Momentum} $$

  • The model showed statistical significance (p < 0.05).
  • Variance Inflation Factor (VIF) indices were all below 10, indicating no issues with multicollinearity.

By ranking the relevance of all indicators, we identified the most significant factors influencing game flow:

  1. $X_5$ (Server): Serving status is the single most influential factor.
  2. $X_{10}$ (Net Points Won): Winning points at the net is the second most critical factor.

6.5 Strategic Recommendations

Based on the analysis of factors highly correlated with momentum and game flow ($X_5$, $X_{10}$, $X_8$), we provide the following data-driven recommendations for players and coaches:

  1. Maximize the Serve Advantage: Given that serving is the most critical factor, players should focus on developing a powerful and consistent serve. This not only helps in winning points directly but also serves as a primary engine for building positive momentum.

  2. Control the Net: Winning points at the net has a disproportionately large impact on momentum. Players should practice their net-play (volleys, smashes) and look for strategic opportunities to approach the net and finish points aggressively.

  3. Cultivate Weaponry and Disrupt Rhythm: The importance of backhand winners ($X_8$) highlights the value of developing powerful groundstrokes. When an opponent builds momentum through consecutive winning points, a player should consider using a tactical pause (e.g., a medical timeout if legitimate, or slowing the pace between points) to disrupt their rhythm and reset the psychological dynamic.

7. Model Robustness and Generalization Analysis

7.1 Model Testing and Validation

To ensure the robustness of our models, we conducted a series of validation tests, including cross-validation and sensitivity analysis. The performance model (XGBoost) was tested against different subsets of the data, consistently demonstrating high accuracy (averaging 0.96) in predicting match outcomes. This high level of performance confirms the model’s stability and reliability.

7.2 Factors Affecting Predictive Accuracy

Several factors were identified as key determinants of the model’s predictive accuracy:

  1. Data Granularity: The point-by-point data provides a highly detailed view of the match, which is crucial for capturing the subtle shifts in performance and momentum.
  2. Feature Engineering: The selection of 14 distinct features, ranging from serve status to unforced errors, provides a comprehensive representation of a player’s actions and their impact on the game.
  3. Choice of Algorithm: The XGBoost algorithm proved to be exceptionally effective due to its ability to handle complex, non-linear relationships within the data and its robustness against overfitting.

7.3 Discussion on Model Generalization

While the model was developed using data from a specific set of matches, its underlying principles are broadly applicable to the sport of tennis. The factors identified (serve, net play, errors) are universally recognized as critical components of success in tennis. To enhance the model’s generalization, it could be trained on a larger and more diverse dataset, encompassing different court surfaces, tournament levels, and player styles. This would help in creating a more universally applicable performance and momentum analysis tool.

8. Conclusion and Future Work

8.1 Strengths and Weaknesses

Strengths:

  • Comprehensive Framework: Our study provides an integrated framework for analyzing tennis matches, combining performance metrics, momentum dynamics, and strategic analysis.
  • Data-Driven Insights: The models offer objective, data-driven insights that can complement the traditional qualitative analysis of coaches and players.
  • Actionable Recommendations: The analysis yields specific, actionable recommendations that players can use to improve their tactical approach to the game.

Weaknesses:

  • Limited Dataset: The models were trained on a limited dataset, which may affect their generalization to a wider range of players and conditions.
  • Exclusion of External Factors: The analysis does not account for external factors such as player fatigue, psychological state, or environmental conditions, which can also influence performance.

8.2 Future Work

To build upon this research, future work could focus on:

  • Expanding the Dataset: Incorporating a larger and more varied dataset to improve the model’s generalization and accuracy.
  • Integrating Real-Time Data: Developing a system for real-time data capture and analysis, which could provide live feedback to players and coaches during a match.
  • Incorporating Biometric Data: Integrating biometric data (e.g., heart rate, player movement tracking) to provide a more holistic view of a player’s physical and psychological state.

Memo

To: Darren Cahill and other great tennis coaches
From the team: 2430080
Date: February 6, 2024
Subject: Analysis of Article and Strategies for Further Research

In today’s tennis, optimizing players’ game conditioning is as crucial as technical and physical improvements to enable timely wins or judicious energy management. This article quantifies “momentum” and highlights its importance, providing strategies for your reference.

By analyzing Wimbledon Grand Slam match data, including scores, serves, points, and errors, our team developed a process and metrics to predict and analyze player form over time. This helps identify metrics with the greatest impact on “momentum” and form. We will detail this analysis and provide specific recommendations.

Our methodology:

Our methodology primarily employs a machine learning model focused on XGBoost for data processing.

  • Using the XGBoost model, we generate a Receiver Operating Characteristic (ROC) curve. This curve reflects the sensitivity and specificity of continuous variables, with a larger Area Under the Curve (AUC) indicating higher diagnostic accuracy. The point on the ROC curve closest to the upper-left corner represents the optimal balance of sensitivity and specificity.
  • We standardize and normalize key indicators—including serve, score, error, and net play—for consistent comparison and processing. Subsequently, using logistic regression, we predict game fluctuations at specific moments, offering insights into dynamic shifts.

Findings and Recommendations of the Study:

  • During a match, if the opponent consistently scores, wins more points, or scores more at the net—indicators strongly correlated with “momentum”—a timely pause (e.g., a medical timeout or coaching break) should be proposed to disrupt their offensive rhythm.
  • Game tactics should be adapted to opponent characteristics. Against opponents with strong explosive power and fierce offense, strategically avoid their strengths, conserve energy, and capitalize when their “momentum” shows signs of declining. If facing an opponent with low momentum early in the match, aim to score consecutive points to keep their momentum suppressed and secure a swift victory.

Our long-term recommendations are as follows:

  • For normal training, prioritize improving serve quality and scoring rate. The model indicates serve has a significant impact on player “momentum” and scoring, warranting frequent practice.
  • Implement player pressure training and psychological counseling to prevent substantial momentum declines caused by economic-level drops. Concurrently, analyze the player’s optimal “in-the-zone” period and devise strategies to extend or appropriately modify it.

We thank you for your time and consideration, and hope that you will adopt our suggestions so that more players can realize their talents and become stronger.

Sincerely,
Team 2430080
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