2020美赛F奖论文(三):足球团队指标和基于机器学习的球队表现预测
上接:2020美賽F獎(jiǎng)?wù)撐?#xff08;二):傳球網(wǎng)絡(luò)模型(PNM)的建立和影響因子分析
全文:
- 2020美賽F獎(jiǎng)?wù)撐?#xff08;一):摘要、緒論和模型準(zhǔn)備
- 2020美賽F獎(jiǎng)?wù)撐?#xff08;二):傳球網(wǎng)絡(luò)模型(PNM)的建立和影響因子分析
- 2020美賽F獎(jiǎng)?wù)撐?#xff08;三):足球團(tuán)隊(duì)指標(biāo)和基于機(jī)器學(xué)習(xí)的球隊(duì)表現(xiàn)預(yù)測
- 2020美賽F獎(jiǎng)?wù)撐?#xff08;四):模擬退火算法驅(qū)動(dòng)的結(jié)構(gòu)策略設(shè)計(jì)
- 2020美賽F獎(jiǎng)?wù)撐?#xff08;五):結(jié)合團(tuán)隊(duì)動(dòng)力學(xué)的模型拓展、模型評價(jià)
- GitHub倉庫
文章目錄
- 4 足球團(tuán)隊(duì)指標(biāo)和基于機(jī)器學(xué)習(xí)的球隊(duì)表現(xiàn)預(yù)測
- 4.1 靜態(tài)指標(biāo)
- 4.2 動(dòng)態(tài)指標(biāo)
- 4.2.1數(shù)據(jù)清洗和特征工程
- 4.2.2 可視化分析
- 4.2.3 model建立and訓(xùn)練
4 足球團(tuán)隊(duì)指標(biāo)和基于機(jī)器學(xué)習(xí)的球隊(duì)表現(xiàn)預(yù)測
足球隊(duì)中成功團(tuán)隊(duì)合作有許多指標(biāo),通過數(shù)據(jù)分析和實(shí)際經(jīng)驗(yàn),我們主要考慮以下indicators:靜態(tài)指標(biāo)和動(dòng)態(tài)指標(biāo)。首先,我們使用Goal(Gi)Goal(G_{i})Goal(Gi?)
評價(jià)一場比賽的球隊(duì)整體發(fā)揮,作為單場比賽表現(xiàn)標(biāo)簽,定義Goal(Gi)Goal(G_{i})Goal(Gi?):
Goal(Gi)={?1,OwnScore?OpponentScore<?10,OwnScore?OpponentScore∈[?1,1]1,OwnScore?OpponentScore>1Goal(G_{i}) = \left\{ \begin{matrix} - 1,\ \ OwnScore - OpponentScore < - 1 \\0,\ \ OwnScore - OpponentScore \in \left\lbrack - 1,1 \right\rbrack \\1,\ \ OwnScore - OpponentScore > 1 \\\end{matrix} \right. Goal(Gi?)=?????1,??OwnScore?OpponentScore<?10,??OwnScore?OpponentScore∈[?1,1]1,??OwnScore?OpponentScore>1?
4.1 靜態(tài)指標(biāo)
為了考慮球員位置分布,我們采出每個(gè)球員在整個(gè)賽季中的位置坐標(biāo),做出球員運(yùn)動(dòng)位置的熱點(diǎn)圖,熱力圖每個(gè)點(diǎn)的值定義如下:
Heatmappk[i,j]=14δ2∫x?δx+δ∫y?δy+δ{1,playerhasbeenhere0,playerneverpasseddxdy,δ>0\text{Heatmap}_{p_{k}}\left\lbrack i,j \right\rbrack = \frac{1}{4\delta^{2}}\int_{x - \delta}^{x + \delta}{\int_{y - \delta}^{y + \delta}\left\{ \begin{matrix} 1,player\ has\ been\ here \\ 0,\ player\ never\ passed \\ \end{matrix}\text{dxdy} \right.\ },\delta > 0 Heatmappk??[i,j]=4δ21?∫x?δx+δ?∫y?δy+δ?{1,player?has?been?here0,?player?never?passed?dxdy?,δ>0
顏色越深則表示出現(xiàn)在此處的頻率較大,越淺表示出現(xiàn)的頻率越小。經(jīng)過Heatmappk[i,j]\text{Heatmap}_{p_{k}}\left\lbrack i,j \right\rbrackHeatmappk??[i,j]的計(jì)算,主力11人的位置熱點(diǎn)圖如下:
在一場球賽中,球隊(duì)的陣型對團(tuán)隊(duì)協(xié)作起到重要作用,我們考慮在一場球賽中球員陣型,我們采取每一場比賽中每一位球員的運(yùn)動(dòng)坐標(biāo),采用坐標(biāo)對時(shí)間積分的方法,找出每場球賽中,每一位球員平均坐標(biāo)。將在數(shù)據(jù)中可以獲取(球員出現(xiàn)在Origin/Destination)的時(shí)間點(diǎn)作為新的橫坐標(biāo),X或Y坐標(biāo)作為新的縱坐標(biāo),得出函數(shù)X(t)andY(t)X\left(t \right)\ and\ Y(t)X(t)?and?Y(t)。我們近似認(rèn)為在任意兩個(gè)有記錄的時(shí)間點(diǎn),球員在X或Y方向上勻速移動(dòng),這樣就將離散型的數(shù)據(jù)集轉(zhuǎn)換為了連續(xù)性的數(shù)據(jù)集(每個(gè))。因此平均坐標(biāo),以X坐標(biāo)為例,Y坐標(biāo)同理:
X(t)is?a?piecewisefunction,Xtis?the?X?exactly?when?t.X\left( t \right)\text{\ is\ a\ }\text{piece}wise\ function,\ X_{t}\text{\ is\ the\ X\ exactly\ when\ t.} X(t)?is?a?piecewise?function,?Xt??is?the?X?exactly?when?t.
{AvgX(pi)=∫090minX(t)dt≈∑i=1n[12(ti+1?ti?1)×Xt]n=numofourevents\left\{ \begin{matrix} \text{AvgX}\left( p_{i} \right) = \int_{0}^{90min}{X\left( t \right)\text{dt}} \approx \sum_{i = 1}^{n}\left\lbrack \frac{1}{2}\left( t_{i + 1} - t_{i - 1} \right) \times X_{t} \right\rbrack \\ n = num\ of\ our\ events \\ \end{matrix} \right.\ {AvgX(pi?)=∫090min?X(t)dt≈∑i=1n?[21?(ti+1??ti?1?)×Xt?]n=num?of?our?events??
將這11位球員的位置標(biāo)在圖中繪制出每場球賽的陣型圖,部分陣型圖如下:
4.2 動(dòng)態(tài)指標(biāo)
動(dòng)態(tài)指標(biāo)包括了球隊(duì)人為影響因素和在比賽里產(chǎn)生的技術(shù)數(shù)據(jù):人為影響因素包括了教練、對手水平、主客場,技術(shù)數(shù)據(jù)包括了射門、傳球、解圍在內(nèi)的各種events統(tǒng)計(jì)。原始的數(shù)據(jù)以單個(gè)事件作為樣本的單位,而我們將其分類統(tǒng)計(jì)為以一場比賽為單位的動(dòng)態(tài)類型數(shù)據(jù),通過觀察以新結(jié)構(gòu)存儲的數(shù)據(jù),提取出其中的若干特征信息。
4.2.1數(shù)據(jù)清洗和特征工程
在特征工程中,為了降低特征的維度,不僅使用PCA篩選并剔除影響不顯著的特征,還可以使用ChiMerge這一特征分箱的方法,將EventSubTypes分為傳球,進(jìn)攻,防守和Fail四個(gè)方面,與教練、主客場、對手水平一起作為一場比賽的特征。通過標(biāo)準(zhǔn)化、啞變量、結(jié)合分析等方法處理統(tǒng)計(jì)后的數(shù)據(jù)來量化比賽的特征:
(1)統(tǒng)計(jì)型數(shù)據(jù) Statistical data
Defence(Gi)=Clearance+Blocks+Interruption+AerialDual+SavesDefence(G_{i}) = Clearance + Blocks + Interruption + Aerial\ Dual + Saves Defence(Gi?)=Clearance+Blocks+Interruption+Aerial?Dual+Saves
Attack(Gi)=Shots+Dribbles+Touch+Corners+OffsideAttack(G_{i}) = Shots + Dribbles + Touch + Corners + Offside Attack(Gi?)=Shots+Dribbles+Touch+Corners+Offside
Fail(Gi)=LossofPossession+FoulsFail(G_{i}) = Loss\ of\ Possession + Fouls Fail(Gi?)=Loss?of?Possession+Fouls
Oppo(Gi)=Pts(OpponentID)+∑j=138GDj(OpponentID)\text{Oppo}\left( G_{i} \right) = Pts\left( \text{OpponentID} \right) + \sum_{j = 1}^{38}{\text{GD}_{j}\left( \text{OpponentID} \right)} Oppo(Gi?)=Pts(OpponentID)+j=1∑38?GDj?(OpponentID)
(2)多事件結(jié)合分析型數(shù)據(jù) Multi-event combined analysis data
Possession(Gi)=190min∑i=2n(ti?ti+1),(nisthenumberofHuskies′data)Possession(G_{i}) = \frac{1}{90min}\sum_{i = 2}^{n}{(t_{i} - t_{i + 1})},(n\ is\ the\ number\ of\ Huskies^{'}data) Possession(Gi?)=90min1?i=2∑n?(ti??ti+1?),(n?is?the?number?of?Huskies′data)
(3)One-Hot編碼啞變量數(shù)據(jù) One-Hot encoded dummy variable data
Side(Gi)={0,home1,away={[1,0],home[0,1],away\text{Side}\left( G_{i} \right) = \left\{ \begin{matrix} 0,h\text{ome} \\ 1,away \\ \end{matrix} \right.\ = \left\{ \begin{matrix} \left\lbrack 1,0 \right\rbrack,home \\ \left\lbrack 0,1 \right\rbrack,away \\ \end{matrix} \right.\ Side(Gi?)={0,home1,away??={[1,0],home[0,1],away??
{Coach(1)=[1,0,0]Coach(2)=[0,1,0]Coach(3)=[0,0,1]\left\{ \begin{matrix} \text{Coac}h\left( 1 \right) = \left\lbrack 1,0,0 \right\rbrack \\ \text{Coac}h\left( 2 \right) = \left\lbrack 0,1,0 \right\rbrack \\ \text{Coac}h\left( 3 \right) = \left\lbrack 0,0,1 \right\rbrack \\ \end{matrix} \right.\ ????Coach(1)=[1,0,0]Coach(2)=[0,1,0]Coach(3)=[0,0,1]??
4.2.2 可視化分析
分析Side(Gi)\text{Side}\left( G_{i} \right)Side(Gi?)對于對于對于Goal(Gi)andRatings(Gi)\text{\ Goal}\left( G_{i} \right)\ and\ Ratings(G_{i})?Goal(Gi?)?and?Ratings(Gi?)影響:
Side(Gi)=0\text{Side}\left( G_{i} \right) = 0Side(Gi?)=0時(shí)Goal(Gi)=0or1\text{Goal}\left( G_{i} \right) = 0\ or\ 1Goal(Gi?)=0?or?1的分布更多,Ratings(Gi)Ratings(G_{i})Ratings(Gi?)分布更高,因此主場表現(xiàn)結(jié)果整體上比客場要好。
分析不同Coach的執(zhí)教水平以及對于球隊(duì)Attack(Gi),Defence(Gi),Passes(Gi)andFail(Gi)\text{Attack}\left( G_{i} \right),Defence\left( G_{i} \right),Passes\left( G_{i} \right)\ and\ Fail(G_{i})Attack(Gi?),Defence(Gi?),Passes(Gi?)?and?Fail(Gi?)的指導(dǎo)成效:
從boxen圖我們可以看出,在Coach 3指導(dǎo)下,球隊(duì)Goal(Gi),Attack(Gi)\text{Goal}\left( G_{i} \right),Attack\left( G_{i} \right)Goal(Gi?),Attack(Gi?)等數(shù)據(jù)較好,其次是Coach 2和Coach 1。我們還可以得出教練們的執(zhí)教風(fēng)格,例如:教練1更具侵略性,防守就顯得平庸;教練2強(qiáng)調(diào)強(qiáng)硬防守;教練3則較為平衡,戰(zhàn)績最佳。
分析Attack(Gi)\text{Attack}\left( G_{i} \right)Attack(Gi?)、Passes(Gi)\text{Passes}\left( G_{i} \right)Passes(Gi?)對于Goal(Gi)\text{\ Goal}\left( G_{i} \right)?Goal(Gi?)的貢獻(xiàn):
從圖中我們可以看出,在不同凈勝球數(shù)下,進(jìn)攻和傳球大體上為線性相關(guān),斜率為正。
{Passes(Gi)in?[0.0,1.0],Attack(Gi)in?[0.0,0.9],Goal(Gi)<0Passes(Gi)in?[0.0,1.0],Attack(Gi)in?[0.1,1.0],Goal(Gi)=0Passes(Gi)in?[0.5,0.8],Attack(Gi)in?[0.6,1.0],Goal(Gi)>0,Mainly\left\{ \begin{matrix} \text{Passes}\left( G_{i} \right)\text{\ in\ }\left\lbrack 0.0,1.0 \right\rbrack,Attack\left( G_{i} \right)\text{\ in\ }\left\lbrack 0.0,0.9 \right\rbrack,Goal\left( G_{i} \right) < 0 \\ \text{Passes}\left( G_{i} \right)\text{\ in\ }\left\lbrack 0.0,1.0 \right\rbrack,Attack\left( G_{i} \right)\text{\ in\ }\left\lbrack 0.1,1.0 \right\rbrack,Goal\left( G_{i} \right) = 0 \\ \text{Passes}\left( G_{i} \right)\text{\ in\ }\left\lbrack 0.5,0.8 \right\rbrack,Attack\left( G_{i} \right)\text{\ in\ }\left\lbrack 0.6,1.0 \right\rbrack,Goal\left( G_{i} \right) > 0 \\ \end{matrix},\ Mainly \right.\ ????Passes(Gi?)?in?[0.0,1.0],Attack(Gi?)?in?[0.0,0.9],Goal(Gi?)<0Passes(Gi?)?in?[0.0,1.0],Attack(Gi?)?in?[0.1,1.0],Goal(Gi?)=0Passes(Gi?)?in?[0.5,0.8],Attack(Gi?)?in?[0.6,1.0],Goal(Gi?)>0?,?Mainly?
Goal(Gi)Goal(G_{i})Goal(Gi?)與Passes(Gi)and?Attack(Gi)\text{Passes}\left( G_{i} \right)\text{\ and\ Attack}\left( G_{i} \right)Passes(Gi?)?and?Attack(Gi?)呈正相關(guān),且分布越集中,Passes(Gi)and?Attack(Gi)\text{Passes}\left( G_{i} \right)\text{\ and\ Attack}\left( G_{i} \right)Passes(Gi?)?and?Attack(Gi?)的方差較小。我們可以得出結(jié)論:在一場球賽乃至整個(gè)賽季,Goal(Gi)Goal(G_{i})Goal(Gi?)越多,大概率有著更高的Passes(Gi)and?Attack(Gi)\text{Passes}\left(G_{i} \right)\text{\ and\ Attack}\left( G_{i} \right)Passes(Gi?)?and?Attack(Gi?)。
分析Defence(Gi)\text{Defence}\left( G_{i} \right)Defence(Gi?)、Fail(Gi)\text{Fail}\left( G_{i} \right)Fail(Gi?)對于Goal(Gi)\text{\ Goal}\left( G_{i} \right)?Goal(Gi?)的貢獻(xiàn):
{Fail(Gi)in?[?1.0,?0.2],Defence(Gi)in?[0.0,0.5],Goal(Gi)<0Fail(Gi)in?[?1.0,0.0],Defence(Gi)in?[0.0,1.0],Goal(Gi)=0Fail(Gi)in?[?0.6,?0.2],Defence(Gi)in?[0.0,0.7],Goal(Gi)>0,Mainly\left\{ \begin{matrix} \text{Fail}\left( G_{i} \right)\text{\ in\ }\left\lbrack - 1.0, - 0.2 \right\rbrack,Defence\left( G_{i} \right)\text{\ in\ }\left\lbrack 0.0,0.5 \right\rbrack,Goal\left( G_{i} \right) < 0 \\ \text{Fail}\left( G_{i} \right)\text{\ in\ }\left\lbrack - 1.0,0.0 \right\rbrack,Defence\left( G_{i} \right)\text{\ in\ }\left\lbrack 0.0,1.0 \right\rbrack,Goal\left( G_{i} \right) = 0 \\ \text{Fail}\left( G_{i} \right)\text{\ in\ }\left\lbrack - 0.6, - 0.2 \right\rbrack,Defence\left( G_{i} \right)\text{\ in\ }\left\lbrack 0.0,0.7 \right\rbrack,Goal\left( G_{i} \right) > 0 \\ \end{matrix},\ Mainly \right.\ ????Fail(Gi?)?in?[?1.0,?0.2],Defence(Gi?)?in?[0.0,0.5],Goal(Gi?)<0Fail(Gi?)?in?[?1.0,0.0],Defence(Gi?)?in?[0.0,1.0],Goal(Gi?)=0Fail(Gi?)?in?[?0.6,?0.2],Defence(Gi?)?in?[0.0,0.7],Goal(Gi?)>0?,?Mainly?
Goal(Gi)\text{Goal}\left( G_{i} \right)Goal(Gi?)與Defence(Gi)\text{Defence}\left( G_{i} \right)Defence(Gi?)呈正相關(guān),與∣Fail(Gi)∣\left| \text{Fail}\left( G_{i} \right) \right|∣Fail(Gi?)∣呈負(fù)相關(guān),且分布越集中,Defence(Gi)and?Fail(Gi)\text{Defence}\left( G_{i} \right) \text{and}\text{\ Fail}\left( G_{i}\right)Defence(Gi?)and?Fail(Gi?)的方差較小。觀察發(fā)現(xiàn):圖2左1的點(diǎn)分布在下方,因此防守不好會導(dǎo)致輸球;右1左半邊沒有點(diǎn),因此期望贏球則失誤不能多。
以Attack(Gi),Defence(Gi),Passes(Gi)\text{Attack}\left( G_{i} \right),Defence\left( G_{i} \right),Passes\left( G_{i} \right)Attack(Gi?),Defence(Gi?),Passes(Gi?)作為考察球隊(duì)整體表現(xiàn)的positive指標(biāo),結(jié)合Passes(Gi),Oppo(Gi)\text{Passes}\left( G_{i} \right),Oppo\left( G_{i} \right)Passes(Gi?),Oppo(Gi?)指標(biāo)進(jìn)行多角度分析:
從左圖中我們可以看出數(shù)據(jù)重心分布在右下角,認(rèn)為整個(gè)賽季上Attack(Gi)\text{Attack}\left( G_{i} \right)Attack(Gi?)(進(jìn)攻表現(xiàn))顯著優(yōu)于Defence(Gi)\text{Defence}\left( G_{i} \right)Defence(Gi?)(防守表現(xiàn))。從右圖中我們可以看出不論是在主場還是客場,Passes(Gi)∝[α1Oppo(Gi)+β]\text{Passes}\left( G_{i} \right) \propto \left\lbrack \alpha\frac{1}{\text{Oppo}\left( G_{i}\right)} + \beta\right\rbrackPasses(Gi?)∝[αOppo(Gi?)1?+β],但主場更可能有較小提升;結(jié)論是對手水平越高,我方傳球率越低。
綜合所有處理得到的特征,通過Pearson相關(guān)系數(shù)的計(jì)算來估計(jì)出變量間兩兩特征相關(guān)性。
rxy=N∑xiyi?∑xi∑yiN∑xi2?(∑xi)2N∑yi2?(∑yi)2r_{\text{xy}} = \frac{N\sum_{}^{}{x_{i}y_{i} - \sum_{}^{}{x_{i}\sum_{}^{}y_{i}}}}{\sqrt{N\sum_{}^{}x_{i}^{2} - \left( \sum_{}^{}x_{i} \right)^{2}}\sqrt{N\sum_{}^{}y_{i}^{2} - \left( \sum_{}^{}y_{i} \right)^{2}}} rxy?=N∑?xi2??(∑?xi?)2?N∑?yi2??(∑?yi?)2?N∑?xi?yi??∑?xi?∑?yi??
令矩陣Arr[i,j]=rij\text{Arr}\left\lbrack i,j \right\rbrack = r_{\text{ij}}Arr[i,j]=rij?,得:
4.2.3 model建立and訓(xùn)練
我們以Goal(Gi)Goal(G_{i})Goal(Gi?)作為每場比賽評價(jià)標(biāo)簽,希望學(xué)習(xí)后的模型能夠基于處理后的數(shù)據(jù)對比賽進(jìn)行分類,對應(yīng)到Goal(Gi)Goal(G_{i})Goal(Gi?)的標(biāo)簽。由于M=10M=10M=10個(gè)特征數(shù)量較多,且與標(biāo)簽相關(guān)性不一,不宜采用線性模型進(jìn)行分類;且樣本數(shù)據(jù)N=38N=38N=38數(shù)量極少,在嘗試一些深度學(xué)習(xí)算法時(shí)容易有較大偏差。綜上,我們選擇隨機(jī)森林模型建立Goal(Gi)Goal(G_{i})Goal(Gi?)標(biāo)簽分類器。
隨機(jī)森林是一個(gè)包含多個(gè)決策樹的分類器,
并且其輸出的類別是由個(gè)別樹輸出的類別的眾數(shù)而定。對于很多種資料,它可以產(chǎn)生高準(zhǔn)確度的分類器;它可以在決定類別時(shí),評估變數(shù)的重要性;在建造森林時(shí),它可以在內(nèi)部對于一般化后的誤差產(chǎn)生不偏差的估計(jì)。建立隨機(jī)森林分類器Random
Forest Classifier的方法如下:
輸入特征數(shù)目mmm,用于確定決策樹上一個(gè)節(jié)點(diǎn)的決策結(jié)果m<M2m < \sqrt[2]{M}m<2M?;
利用Bootstrap取樣,從NNN個(gè)訓(xùn)練用例中以有放回抽樣的方式,取樣NNN次,形成一個(gè)訓(xùn)練集,并用未抽到的用例作預(yù)測,評估其誤差;
對于每一個(gè)節(jié)點(diǎn),隨機(jī)選擇m個(gè)特征,決策樹上每個(gè)節(jié)點(diǎn)的決定都是基于這些特征確定的。根據(jù)這m個(gè)特征,計(jì)算其最佳的分裂方式;
每棵樹都會完整成長而不會剪枝,這有可能在建完一棵正常樹狀分類器后會被采用。
隨機(jī)森林分類器的訓(xùn)練后,使用網(wǎng)格搜索grid search進(jìn)行參數(shù)調(diào)優(yōu),選定
{n_estimator=50randomrate=0max_depth=3max_feature=M2\left\{ \begin{matrix} n\_ estimator = 50 \\ \text{rando}m_{\text{rate}} = 0 \\ max\_ depth = 3 \\ max\_ feature = \sqrt[2]{M} \\ \end{matrix} \right.\ ????????n_estimator=50randomrate?=0max_depth=3max_feature=2M???
作為參數(shù),利用K折交叉驗(yàn)證驗(yàn)計(jì)算其accuracy score,用于評估模型準(zhǔn)確率。
經(jīng)過一定的數(shù)據(jù)調(diào)整和多次模擬結(jié)果,平均情況下得分為65.8%65.8\%65.8%,最好的數(shù)據(jù)情況下可以達(dá)到80?90%80- 90\%80?90%的得分,在樣本規(guī)模僅有N=38N = 38N=38的情況下,我們可以接受這一模型通過動(dòng)態(tài)指標(biāo)對比賽凈勝球情況進(jìn)行預(yù)測的準(zhǔn)確率。
下接:2020美賽F獎(jiǎng)?wù)撐?#xff08;四):模擬退火算法驅(qū)動(dòng)的結(jié)構(gòu)策略設(shè)計(jì)
全文:
- 2020美賽F獎(jiǎng)?wù)撐?#xff08;一):摘要、緒論和模型準(zhǔn)備
- 2020美賽F獎(jiǎng)?wù)撐?#xff08;二):傳球網(wǎng)絡(luò)模型(PNM)的建立和影響因子分析
- 2020美賽F獎(jiǎng)?wù)撐?#xff08;三):足球團(tuán)隊(duì)指標(biāo)和基于機(jī)器學(xué)習(xí)的球隊(duì)表現(xiàn)預(yù)測
- 2020美賽F獎(jiǎng)?wù)撐?#xff08;四):模擬退火算法驅(qū)動(dòng)的結(jié)構(gòu)策略設(shè)計(jì)
- 2020美賽F獎(jiǎng)?wù)撐?#xff08;五):結(jié)合團(tuán)隊(duì)動(dòng)力學(xué)的模型拓展、模型評價(jià)
總結(jié)
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