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Concepts & terminology

xG – Players

Expected Goals (xG) is a predictive machine learning model used to assess the probability of scoring a goal for each shot taken during a match.

For each shot, the xG model calculates the probability of scoring based on the following parameters:

  • Shot position
  • Pass (assist) position
  • Whether the shot was taken with the foot or head
  • Type of assist
  • If it was preceded by a dribble by a field player or goalkeeper immediately before the shot
  • If the shot came from a fixed position
  • If the shot occurred during a counterattack or a conversion
  • Assessment of the dangerousness of the shot by

These parameters are used to train the xG model on historical data and predict the probability of the shot resulting in a goal.

The probabilities range between 0 and 1. A shot with 0.1 xG means that such a shot should result in a goal 10% of the time. A shot with 0.8 xG means it should result in a goal 80% of the time. The value of a penalty is set at 0.76 xG.

xG – Team

The accumulated xG value of an entire team's performance over a given time series (match or season).

xA – Player

Expected Assist (xA) is the value of expected goals (xG) for the shot that a pass leads to.

To qualify for xA, the pass must be a "shot assist" (see definition in the glossary).

  • In addition to regular passes, crosses, corners, throw-ins and passes from free kicks that lead to shots can also have an xA value.
  • Felled players resulting in penalties or direct free kicks are not included, as goals from these situations do not count as assists.

If a pass is made to a player who is offside, it is considered a failed pass and therefore cannot have an xA value, even if the player scores a goal after this. The same logic applies to goals that are disallowed by VAR; no action after a VAR-detected foul or offside is recorded.

xP – Player

Expected points is the expected number of points (xG + xA) for a player.

xP – Team

The expected number of points for a team over a given time series, based on a simulation where each team in each match is assigned an xG.

 

Definitions

Passing related

Assist

The last action by a player from the scoring team, before a goal is scored by a teammate or an own goal occurs, counts as a potential assist. No opponent may control the ball between the last action and the goal, otherwise it does not qualify as an assist. 

If the goalscorer performs a dribble or significant run between the last teammate's action and the goal, it also does not count as an assist. Additionally, a penalty awarded after a player has been fouled does not count as an assist, regardless of whether the penalty is taken by the same player or a teammate.

Second assist

A second assist is the last action by a player from the scoring team before a teammate makes an assist.

The number of other assists in a match is always equal to or less than the number of assists. No opponent may control the ball between the second assist and the assist. If the player making the assist performs a significant action, such as a dribble or a run, after receiving the ball, the previous pass does not count as a second assist.

Key fits

A key pass is a pass that immediately creates a clear scoring opportunity for a teammate.

Key passes include only passing actions. If a key pass is a shot assist, it is assigned an xA value. A key pass can also count as an assist.

Shot assist

The last action by a player before a teammate fires a shot.

Each shot assist is guaranteed to have one (and only one) connected shot. However, not all shots are assisted. The player does not need to have a clear intention to make an assist. For passes with clear intent that lead to a shot (but not a goal), see key pass.

Smart Passes

A smart pass is a creative and penetrating pass that attempts to break the opponents' defensive lines to provide a significant advantage in attacking play.

A smart pass is usually a short or medium-length pass, but it can also be a long ground pass (see long pass).

Long Passes

A long pass is a ground pass that is longer than 45 meters or a high pass that is longer than 25 meters.

About 75% of long passes are directed, and about 50% of them are successful.

Progressive Passes

A progressive pass is a forward pass that attempts to move the team significantly closer to the opponents' goal.

A pass is considered progressive if the distance between the starting point and the next touch is:

  • At least 30 meters closer to the opponents' goal if the start and end point are within the own team's half of the field.
  • At least 15 meters closer to the opponents' goal if the starting and ending points are on different halves of the field.
  • At least 10 meters closer to the opponents' goal if the starting and ending point is in the opponents' half of the field.

Cutter

A through pass is a type of pass that is played into the area behind the opponents' defensive line for a teammate to reach and compete for.

  • A through pass can also be considered a smart pass.

Ball carrier

Accelerations with ball

An acceleration is a run with the ball where the player increases speed significantly.

  • Accelerations are only recorded for significant runs that are at least 10 meters long.
  • The player must touch the ball, otherwise a significant run in open space counts as a run without the ball.
  • About half of all accelerations are also progressive runs.

Progressive runs with ball

A progressive run is a continuous ball control by a player that attempts to move the team significantly closer to the opponents' goal.

A run is considered progressive if the distance between the starting point and the player's last touch is:

  • At least 30 meters closer to the opponents' goal if the start and end point are within the own team's half of the field.
  • At least 15 meters closer to the opponents' goal if the starting and ending points are on different halves of the field.
  • At least 10 meters closer to the opponents' goal if the starting and ending point is in the opponents' half of the field.

Duel game

Duels

A duel is a fight between two players to gain control of the ball, advance the ball, or change its direction.

A duel is always a paired sequence of events, meaning that for every offensive duel, there is always a defensive duel for another player.

Offensive duels

An offensive duel is a ground duel for the player who has possession of the ball.

  • When the attacking player uses his skill to try to get past an opponent, it also counts as a dribble.
  • If the player with the ball instead has to protect it with his body, it is an offensive duel but not a dribble.
  • Offensive duels can take place anywhere on the pitch, including within the player's own penalty area.
  • An offensive duel is always linked to a defensive duel from a player on the opposing team.

Defensive duels

A defensive duel occurs when a player tries to take the ball from an opponent to stop an attack from advancing.

  • A defensive duel is always linked to an offensive duel from a player on the opposing team.

Reconquests

A recapture is an event where a team ends the opposing team's possession of the ball (the last action in this possession is a loss of the ball) and begins its own possession of the ball.

  • A recapture is recorded at the point where the player of the team that begins possession touches the ball. For example, in the case of a failed long pass, the loss is recorded at the starting point of the pass and the recapture at its ending point.
  • Incidents where the team's possession of the ball begins after the ball goes over the sideline or after a foul are not counted as recoveries.
  • Recaptures often occur through duels (44%) or interceptions (16%), but can also occur without any specific action from the player, for example by positioning themselves correctly or simply picking up the ball.

Other definitions

Goal chances

A clear goal-scoring opportunity created in connection with a shot. Includes dangerous shots.

 

Our visualizations & widgets

Dashboard

Allsvenska Table: 

Shows the current standings in Allsvenskan including points, goals and match results for all teams. Updated 24 hours after the match.

Allsvenska Home Table: 

Presents a table based on results from home matches only.

Allsvenska Away Table: 

Shows the results and statistics for the teams when they play away.

Allsvenska Table (xP): 

An alternative table that uses expected points (xP) based on underlying performance data for each unique match. 

Each match result is calculated based on the teams' xG (expected number of goals scored) and xGA (expected number of goals conceded). A goal difference between the teams that is greater than 1.0 results in a win or loss respectively. A goal difference of less than 1.0 results in a draw. 

The table thus gives an indication of the team's possible position given that they have had normal offensive and defensive efficiency.

The xP table generates over time a greater number of draws than is normal in the series, which reflects that a win or loss often has a lower expected goal difference than 1.0.

Goals, Assists & Points: 

Shows the Swedish league points table (goals + assists). Also shows each player's share of the team's total points scored.

Note. Our assist assessment is somewhat stricter than the official Allsvenskan assessment, which is why assists may be missing in a direct comparison with official statistics. Our model reflects how assists are interpreted and measured in most major leagues.

xG, xA & xP: 

Shows the Allsvenskan points league based on expected number of points scored per 90 minutes played. 

Goals & xG: 

Compares actual goals against expected goals (xG) and shows players who are over or underperforming in their goal-scoring efficiency.

News: 

Integrates the latest Allsvenska news from Bollsvenskan.se. Filtered based on team when clicking on team shield.

Scatter chart: 

Uses scatter plots to visually present relationships and patterns between different data types.

Radar chart / Spider: 

Shows player performance across different categories and parameters. Allows for comparison of player performances during a season, and visualizes the average value for all players at the selected position.

Each player can be analyzed based on the templates:

  • Striker
  • Attacking midfielders
  • Defensive midfielders
  • Opinions
  • Center backs
  • Outer banks

Team data

Allsvenska Table: 

Shows the current standings in Allsvenskan including points, goals and match results for all teams. Updated 24 hours after the match.

Allsvenska Home Table: 

Presents a table based on results from home matches only.

Allsvenska Away Table: 

Shows the results and statistics for the teams when they play away.

Allsvenska Table (xP): 

An alternative table that uses expected points (xP) based on underlying performance data for each unique match. 

Each match result is calculated based on the teams' xG (expected number of goals scored) and xGA (expected number of goals conceded). A goal difference between the teams that is greater than 1.0 results in a win or loss respectively. A goal difference of less than 1.0 results in a draw. 

The table thus gives an indication of the team's possible position given that they have had normal offensive and defensive efficiency.

The xP table generates over time a greater number of draws than is normal in the series, which reflects that a win or loss often has a lower expected goal difference than 1.0.

Created Goal Chances: 

Statistics on how many goal chances a team has created or conceded during the season. Also shows the number of goal chances each team creates per match.

Shots on Goal: 

Shows the total number of shots, the number of shots that hit the target frame, and the number of shots that hit the target frame per match.

Conversion rate: 

The percentage of shots that result in goals.

Passes & Passing Percentage: 

Total number of passes and percentage of successful passes for each team.

Key fits: 

Shows the number of passes that lead to scoring chances. Total and per 90 minutes played.

Smart Passes: 

Shows how many smart passes are made by each team.

Progressive Passes: 

Shows how many progressive passes are made by players on each team.

Long Passes & Through Passers: 

Number of long-distance passes and passes that cut through the opponent's line.

Fixed Situations: 

Shows the number of goal chances that teams have created from set pieces, as well as the number of direct goals scored from free kicks.

Defensive Solidity: 

Statistics that reflect the team's ability to defend. Based on the number of scoring chances and shots on goal that each team concedes.

Acc. & Progressive Runs: 

Number of accelerations with the ball and progressive runs with the ball that contribute for each team.

Yellow & Red Cards: 

Overview of the total number of warnings and sending-offs the team has received, as well as how many yellow cards each team receives per match.

Penalties: 

Number of penalties the team has received and how many of these resulted in goals. Also shows penalty goals conceded.

Player data

Goals, Assists & Points: 

Shows the Swedish league points table (goals + assists). Also shows each player's share of the team's total points scored.

Note. Our assist assessment is somewhat stricter than the official Allsvenskan assessment, which is why assists may be missing in a direct comparison with official statistics. Our model reflects how assists are interpreted and measured in most major leagues.

xG, xA & xP: 

Shows the Allsvenskan points league based on expected number of points scored per 90 minutes played. 

Goals & xG: 

Compares actual goals against expected goals (xG) and shows players who are over or underperforming in their goal-scoring efficiency.

Assist & xA: 

Compare actual assists against expected assists (xA) to evaluate passing efficiency.

Points & xP: 

Analyzes expected points (xP) compared to actual points.

Second assist: 

Number of assists leading to an assist shows a player's indirect contribution to goals.

Shot assist: 

Number of passes that result in a shot.

Goal chances: 

Statistics on the number of clear goal chances a player has had.

Conversion rate Goal chances: 

The effectiveness of a player in converting scoring opportunities into actual goals.

Key fits: 

Statistics on the number of passes that directly lead to a goal chance for the receiving player.

Smart Passes: 

Presents data for passes that effectively move the game forward or break the opponents' defensive line.

Progressive Passes: 

Presents data for passes that effectively move the game forward or break the opponents' defensive line.

Long Passes and Through Passers: 

Number of successful long passes and passes that cut through the opponent's defensive line, creating direct attacking opportunities.

Main game: 

Shows the top list of players who receive the most headed passes to the correct address. Also shows air duels and percentage of air duels won.

Accelerations and Progressive runs: 

Top list of players who make the most accelerations with the ball and progressive runs with the ball.

Yellow and Red Cards: 

Top list of players with the most warnings and sending-offs during the season. Also shows the number of yellow cards per 90 minutes.

Penalties: 

Shows a leaderboard of the number of penalty kicks a player has taken and how many of these have been converted into goals.

Talent data

Team: Playing time Under 18, 19, 20, 21, 22, 23: 

Shows total playing time for players under the specified age on the team.

Team: Average age: 

Calculates and presents the average age of the players in a team. Shows average age for match squad, starting eleven, bench, and substituted players.

Playing time Under 23 to Playing time Under 18: 

Individual playing time for players under a specific age.

Goals, Assists & Points Under 21: 

Top list of goals, assists and points for players under 21 years of age.

xG, xA & xP Under 21: 

Top list of expected goals, assists and points for players under 21 years of age.

Passes & Passing Percentage Under 21: 

Leaderboard showing number of passes and pass percentage for players under 21 years of age.

Key Passes Under 21: 

Top list of key passes made by players under 21.

Smart & Progressive Passes Under 21: 

Top list of smart and progressive passes made by players under 21.

Goal chances Under 21: 

Top list of the number of goal chances created by players under 21.

 

Data & player selection

  • To qualify in the tables, the player must have played at least 15% of the team's total playing time.
  • To qualify for the radar chart (spiders), the player must have played at least 10% of the team's total playing time.
  • For scatter plots, all players are included, regardless of the number of minutes. Players with a playing time that is less than 15% of the team's total playing time can be excluded through a selection in the graphic. Here, a threshold for a minimum of one (1) goal scored can also be activated. 

 

User tips

  • Sort tables easily by clicking on the respective column name.
  • Hover your mouse over layers, names, and parameters to get explanations.
  • Click on team shields or team names in the tables to select all players belonging to each team.
  • Click on the player name to select the same player in all tables.
  • Easily share each widget by clicking the share icon at the bottom right of the box.