{
  "id": 360117,
  "title": "Player Velocity Feature Engineering",
  "url": "/competitions/tabular-playground-series-oct-2022/discussion/360117",
  "author_name": "",
  "post_date": "2022-10-15T06:08:40.278198800Z",
  "votes": 2,
  "comment_count": 1,
  "views": 0,
  "content": "<p>Hey guys!<br>\nI remember I played this game like once a decade ago. I can still vividly feel how difficult it was to turn once you started gaining speed. It DRASTICALLY reduce your ability to turn/change direction. The equations for that are posted somewhere and shouldnt be too hard if someone wants precise info but I was thinking to vectorize the XYZ velocities and maybe log/exp rank them, it is 100% not linear.</p>\n<p>I also have a somewhat unrelated Q: I've been working trying to transform the players/ball xyz positions into categorical features based on binning them and feature crossing all three. My idea here is it gives a 3D map of blocks that might be better to represent the areas that are important for scoring/defending by using possibly a transformer model or something. I think the number of 'blocks' are too large though ~344 000. Do you guys have any thoughts on this? Did you transform the coordinates at all?</p>",
  "messages": [
    {
      "id": "1988194",
      "postDate": "10/15/2022 06:08:40",
      "content": "<p>Hey guys!<br>\nI remember I played this game like once a decade ago. I can still vividly feel how difficult it was to turn once you started gaining speed. It DRASTICALLY reduce your ability to turn/change direction. The equations for that are posted somewhere and shouldnt be too hard if someone wants precise info but I was thinking to vectorize the XYZ velocities and maybe log/exp rank them, it is 100% not linear.</p>\n<p>I also have a somewhat unrelated Q: I've been working trying to transform the players/ball xyz positions into categorical features based on binning them and feature crossing all three. My idea here is it gives a 3D map of blocks that might be better to represent the areas that are important for scoring/defending by using possibly a transformer model or something. I think the number of 'blocks' are too large though ~344 000. Do you guys have any thoughts on this? Did you transform the coordinates at all?</p>",
      "rawMarkdown": "Hey guys!\nI remember I played this game like once a decade ago. I can still vividly feel how difficult it was to turn once you started gaining speed. It DRASTICALLY reduce your ability to turn/change direction. The equations for that are posted somewhere and shouldnt be too hard if someone wants precise info but I was thinking to vectorize the XYZ velocities and maybe log/exp rank them, it is 100% not linear.\n\nI also have a somewhat unrelated Q: I've been working trying to transform the players/ball xyz positions into categorical features based on binning them and feature crossing all three. My idea here is it gives a 3D map of blocks that might be better to represent the areas that are important for scoring/defending by using possibly a transformer model or something. I think the number of 'blocks' are too large though ~344 000. Do you guys have any thoughts on this? Did you transform the coordinates at all?",
      "votes": null
    },
    {
      "id": "1989370",
      "postDate": "10/15/2022 21:26:45",
      "content": "<p>Hi, There are many discussion about feature engineering in this challenge.<br>\nI'm really interested in the non linearities you wrote about velocities.<br>\nI haven't played the game but from gameplays I can see that if you are going fast a direction ( espetially when jumping it gets practically impossible to change trajectory and if you try to change direction you just rotate while moving forward with unchanged direction).</p>\n<p>About the unrelated question I think that <a href=\"https://www.kaggle.com/competitions/tabular-playground-series-oct-2022/discussion/358786\" target=\"_blank\">this discussion</a> may give you some useful data and maybe this can also give you a first code to try out transforming positions. </p>",
      "rawMarkdown": "Hi, There are many discussion about feature engineering in this challenge.\nI'm really interested in the non linearities you wrote about velocities.\nI haven't played the game but from gameplays I can see that if you are going fast a direction ( espetially when jumping it gets practically impossible to change trajectory and if you try to change direction you just rotate while moving forward with unchanged direction).\n\nAbout the unrelated question I think that [this discussion](https://www.kaggle.com/competitions/tabular-playground-series-oct-2022/discussion/358786) may give you some useful data and maybe this can also give you a first code to try out transforming positions.",
      "votes": null
    }
  ],
  "comments": [
    {
      "id": 1989370,
      "author_name": "pietromaldini1",
      "author_url": "",
      "post_date": "10/15/2022 21:26:45",
      "content": "<p>Hi, There are many discussion about feature engineering in this challenge.<br>\nI'm really interested in the non linearities you wrote about velocities.<br>\nI haven't played the game but from gameplays I can see that if you are going fast a direction ( espetially when jumping it gets practically impossible to change trajectory and if you try to change direction you just rotate while moving forward with unchanged direction).</p>\n<p>About the unrelated question I think that <a href=\"https://www.kaggle.com/competitions/tabular-playground-series-oct-2022/discussion/358786\" target=\"_blank\">this discussion</a> may give you some useful data and maybe this can also give you a first code to try out transforming positions. </p>",
      "votes": null,
      "replies": []
    }
  ],
  "raw_markdown_by_id": {
    "1988194": "Hey guys!\nI remember I played this game like once a decade ago. I can still vividly feel how difficult it was to turn once you started gaining speed. It DRASTICALLY reduce your ability to turn/change direction. The equations for that are posted somewhere and shouldnt be too hard if someone wants precise info but I was thinking to vectorize the XYZ velocities and maybe log/exp rank them, it is 100% not linear.\n\nI also have a somewhat unrelated Q: I've been working trying to transform the players/ball xyz positions into categorical features based on binning them and feature crossing all three. My idea here is it gives a 3D map of blocks that might be better to represent the areas that are important for scoring/defending by using possibly a transformer model or something. I think the number of 'blocks' are too large though ~344 000. Do you guys have any thoughts on this? Did you transform the coordinates at all?",
    "1989370": "Hi, There are many discussion about feature engineering in this challenge.\nI'm really interested in the non linearities you wrote about velocities.\nI haven't played the game but from gameplays I can see that if you are going fast a direction ( espetially when jumping it gets practically impossible to change trajectory and if you try to change direction you just rotate while moving forward with unchanged direction).\n\nAbout the unrelated question I think that [this discussion](https://www.kaggle.com/competitions/tabular-playground-series-oct-2022/discussion/358786) may give you some useful data and maybe this can also give you a first code to try out transforming positions."
  },
  "source": "meta"
}