#import some libraries and tell ipython we want inline figures rather than interactive figures.
%matplotlib inline
import matplotlib.pyplot as plt, pandas as pd, numpy as np, matplotlib as mpl
def aqcuire_shootingData(PlayerID,Season):
import requests
shot_chart_url =
'&ContextMeasure=FGA&DateFrom=&DateTo=&GameID=&GameSegment=&LastNGames=0&LeagueID='\
'00&Location=&MeasureType=Base&Month=0&OpponentTeamID=0&Outcome=&PaceAdjust='\
'N&PerMode=PerGame&Period=0&PlayerID='+PlayerID+'&PlusMinus=N&Position=&Rank='\
'N&RookieYear=&Season='+Season+'&SeasonSegment=&SeasonType=Regular+Season&TeamID='\
'0&VsConference=&VsDivision=&mode=Advanced&showDetails=0&showShots=1&showZones=0'
response = requests.get(shot_chart_url)
headers = response.json()['resultSets'][0]['headers']
shots = response.json()['resultSets'][0]['rowSet']
shot_df = pd.DataFrame(shots, columns=headers)
return shot_df
def draw_court(ax=None, color='black', lw=2, outer_lines=False):
from matplotlib.patches import Circle, Rectangle, Arc
if ax is None:
ax = plt.gca()
hoop = Circle((0, 0), radius=7.5, linewidth=lw, color=color, fill=False)
backboard = Rectangle((-30, -7.5), 60, -1, linewidth=lw, color=color)
outer_box = Rectangle((-80, -47.5), 160, 190, linewidth=lw, color=color,
fill=False)
inner_box = Rectangle((-60, -47.5), 120, 190, linewidth=lw, color=color,
fill=False)
top_free_throw = Arc((0, 142.5), 120, 120, theta1=0, theta2=180,
linewidth=lw, color=color, fill=False)
bottom_free_throw = Arc((0, 142.5), 120, 120, theta1=180, theta2=0,
linewidth=lw, color=color, linestyle='dashed')
restricted = Arc((0, 0), 80, 80, theta1=0, theta2=180, linewidth=lw,
color=color)
corner_three_a = Rectangle((-220, -47.5), 0, 140, linewidth=lw,
color=color)
corner_three_b = Rectangle((220, -47.5), 0, 140, linewidth=lw, color=color)
three_arc = Arc((0, 0), 475, 475, theta1=22, theta2=158, linewidth=lw,
color=color)
center_outer_arc = Arc((0, 422.5), 120, 120, theta1=180, theta2=0,
linewidth=lw, color=color)
center_inner_arc = Arc((0, 422.5), 40, 40, theta1=180, theta2=0,
linewidth=lw, color=color)
court_elements = [hoop, backboard, outer_box, inner_box, top_free_throw,
bottom_free_throw, restricted, corner_three_a,
corner_three_b, three_arc, center_outer_arc,
center_inner_arc]
if outer_lines:
outer_lines = Rectangle((-250, -47.5), 500, 470, linewidth=lw,
color=color, fill=False)
court_elements.append(outer_lines)
for element in court_elements:
ax.add_patch(element)
ax.set_xticklabels([])
ax.set_yticklabels([])
ax.set_xticks([])
ax.set_yticks([])
return ax
六边形是均匀的分布在 XY 网格中。「gridsize」变量控制六边形的数目。「extent」变量控制第一个和最后一个六边形的绘制位置(一般来说第一个六边形的位置基于第一个投篮的位置)。
计算命中率则需要对每个六边形中投篮的次数和投篮得分次数进行计数,因此笔者对同一位置的投篮和得分数分别运行 hexbin 函数。然后,只需用每个位置的进球数除以投篮数。
def find_shootingPcts(shot_df, gridNum):
x = shot_df.LOC_X[shot_df['LOC_Y']<425.1] #i want to make sure to only include shots I can draw
y = shot_df.LOC_Y[shot_df['LOC_Y']<425.1]
x_made = shot_df.LOC_X[(shot_df['SHOT_MADE_FLAG']==1) & (shot_df['LOC_Y']<425.1)]
y_made = shot_df.LOC_Y[(shot_df['SHOT_MADE_FLAG']==1) & (shot_df['LOC_Y']<425.1)]
#compute number of shots made and taken from each hexbin location
hb_shot = plt.hexbin(x, y, gridsize=gridNum, extent=(-250,250,425,-50));
plt.close() #don't want to show this figure!
hb_made = plt.hexbin(x_made, y_made, gridsize=gridNum, extent=(-250,250,425,-50),cmap=plt.cm.Reds);
plt.close()
#compute shooting percentage
ShootingPctLocs = hb_made.get_array() / hb_shot.get_array()
ShootingPctLocs[np.isnan(ShootingPctLocs)] = 0 #makes 0/0s=0
return (ShootingPctLocs, hb_shot)
笔者非常喜欢 Savvas Tjortjoglou 在他的得分图中加入了球员头像的做法,因此也顺道用了他的这部分代码。球员照片会出现在得分图的右下角。
def acquire_playerPic(PlayerID, zoom, offset=(250,400)):
from matplotlib import offsetbox as osb
import urllib
pic =
player_pic = plt.imread(pic[0])
img = osb.OffsetImage(player_pic, zoom)
#img.set_offset(offset)
img = osb.AnnotationBbox(img, offset,xycoords='data',pad=0.0, box_alignment=(1,0), frameon=False)
return img
#cmap = plt.cm.Reds
#cdict = cmap._segmentdata
cdict = {
'blue': [(0.0, 0.6313725709915161, 0.6313725709915161), (0.25, 0.4470588266849518, 0.4470588266849518), (0.5, 0.29019609093666077, 0.29019609093666077), (0.75, 0.11372549086809158, 0.11372549086809158), (1.0, 0.05098039284348488, 0.05098039284348488)],
'green': [(0.0, 0.7333333492279053, 0.7333333492279053), (0.25, 0.572549045085907, 0.572549045085907), (0.5, 0.4156862795352936, 0.4156862795352936), (0.75, 0.0941176488995552, 0.0941176488995552), (1.0, 0.0, 0.0)],
'red': [(0.0, 0.9882352948188782, 0.9882352948188782), (0.25, 0.9882352948188782, 0.9882352948188782), (0.5, 0.9843137264251709, 0.9843137264251709), (0.75, 0.7960784435272217, 0.7960784435272217), (1.0, 0.40392157435417175, 0.40392157435417175)]
}
mymap = mpl.colors.LinearSegmentedColormap('my_colormap', cdict, 1024)
好了,现在需要做的就是将它们合并到一块儿。下面所示的较大函数会利用上文描述的函数来创建一个描述投篮命中率的得分图,百分比由红圈表示(红色越深 = 更高的命中率),投篮次数则由圆圈的大小决定(圆圈越大 = 投篮次数越多)。需要注意的是,圆圈在交叠之前都能增大。一旦圆圈开始交叠,就无法继续增大。
在这个函数中,计算了每个位置的投篮进球百分比和投篮次数。然后画出在该位置投篮的次数(圆圈大小)和进球百分比(圆圈颜色深浅)。
def shooting_plot(shot_df, plot_size=(12,8),gridNum=30):
from matplotlib.patches import Circle
x = shot_df.LOC_X[shot_df['LOC_Y']<425.1]
y = shot_df.LOC_Y[shot_df['LOC_Y']<425.1]
#compute shooting percentage and # of shots
(ShootingPctLocs, shotNumber) = find_shootingPcts(shot_df, gridNum)
#draw figure and court
fig = plt.figure(figsize=plot_size)#(12,7)
cmap = mymap #my modified colormap
ax = plt.axes([0.1, 0.1, 0.8, 0.8]) #where to place the plot within the figure
draw_court(outer_lines=False)
plt.xlim(-250,250)
plt.ylim(400, -25)
#draw player image
zoom = np.float(plot_size[0])/(12.0*2) #how much to zoom the player's pic. I have this hackily dependent on figure size
img = acquire_playerPic(PlayerID, zoom)
ax.add_artist(img)
#draw circles
for i, shots in enumerate(ShootingPctLocs):
restricted = Circle(shotNumber.get_offsets()[i], radius=shotNumber.get_array()[i],
color=cmap(shots),alpha=0.8, fill=True)
if restricted.radius > 240/gridNum: restricted.radius=240/gridNum
ax.add_patch(restricted)
#draw color bar
ax2 = fig.add_axes([0.92, 0.1, 0.02, 0.8])
cb = mpl.colorbar.ColorbarBase(ax2,cmap=cmap, orientation='vertical')
cb.set_label('Shooting %')
cb.set_ticks([0.0, 0.25, 0.5, 0.75, 1.0])
cb.set_ticklabels(['0%','25%', '50%','75%', '100%'])
plt.show()
return ax
好了,大功告成!因为笔者是森林狼队的粉丝,在下面用几分钟跑出了森林狼队前六甲的得分图。
PlayerID = '203952' #andrew wiggins
shot_df = aqcuire_shootingData(PlayerID,'2015-16')
ax = shooting_plot(shot_df, plot_size=(12,8));
如何使用 Python 创建一个 NBA 得分图?
PlayerID = '1626157' #karl anthony towns
shot_df = aqcuire_shootingData(PlayerID,'2015-16')
ax = shooting_plot(shot_df, plot_size=(12,8));
PlayerID = '203897' #zach lavine
shot_df = aqcuire_shootingData(PlayerID,'2015-16')
ax = shooting_plot(shot_df, plot_size=(12,8));
PlayerID = '203476' #gorgui deing
shot_df = aqcuire_shootingData(PlayerID,'2015-16')
ax = shooting_plot(shot_df, plot_size=(12,8));
如何使用 Python 创建一个 NBA 得分图?
PlayerID = '2755' #kevin martin
shot_df = aqcuire_shootingData(PlayerID,'2015-16')
ax = shooting_plot(shot_df, plot_size=(12,8));
如何使用 Python 创建一个 NBA 得分图?
PlayerID = '201937' #ricky rubio
shot_df = aqcuire_shootingData(PlayerID,'2015-16')
ax = shooting_plot(shot_df, plot_size=(12,8));
如何使用 Python 创建一个 NBA 得分图?
使用 hexbin 函数也是有隐患的,第一它并没有解释由于三分线而导致的非线性特性(一些 hexbin 函数同时包括了2分和3分的投篮)。它很好的限定了一些窗口来进行3分投篮,但如果没有这个位置的硬编码就没有办法做到这一点。此外 hexbin 方法的一个优点与是可以很容易地改变窗口的数量,但不确定是否可以同样灵活的处理2分投篮和3分投篮。
另外一个隐患在于此图将所有投篮都一视同仁,这相当不公平。在禁区投篮命中40%和三分线后的投篮命中40%可是大不相同。Austin Clemens 的解决办法是将命中率与联赛平均分关联。也许过几天笔者也会实现与之类似的功能。