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MLinCricket MLA

This systematic review examines the applications of Machine Learning (ML) in cricket over the last two decades, highlighting its growing importance in player performance analysis, game outcome prediction, and other areas. The study identifies 176 relevant publications, with a focus on the ODI format and various ML techniques utilized for enhancing cricket analytics. The findings aim to provide insights for players, coaches, and administrators, while also identifying research gaps for future studies.

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0% found this document useful (0 votes)
63 views26 pages

MLinCricket MLA

This systematic review examines the applications of Machine Learning (ML) in cricket over the last two decades, highlighting its growing importance in player performance analysis, game outcome prediction, and other areas. The study identifies 176 relevant publications, with a focus on the ODI format and various ML techniques utilized for enhancing cricket analytics. The findings aim to provide insights for players, coaches, and administrators, while also identifying research gaps for future studies.

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Applications of Machine Learning in cricket: A systematic review

Article in Machine Learning with Applications · December 2022


DOI: 10.1016/j.mlwa.2022.100435

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Applications of Machine Learning in Cricket: A
Systematic Review
Indika Wickramasinghe
a
Prairie View A& M University, Department of Mathematics, Prairie View, P. O. Box
519 – Mailstop 2225, TX, USA

Abstract
Cricket has become a famous team game around the globe, and it is consid-
ered the world’s second most popular sport (Pathak and Wadhwa, 2016). The
plethora of available cricket data and the development of Machine Learning
(ML) technology have created a massive demand for cricket data analytics.
The applications of ML in the cricket domain have increased dramatically
during the last two decades. This study conducts a systematic review of
the published research work during the last two decades (2001-2021) on the
applications of ML in cricket.
Keywords: Machine Learning Applications, Cricket, Cricket Outcome
Prediction,

1. Introduction
Cricket is a bat and ball game played in 106 member states of the In-
ternational Cricket Council (ICC), and it has become a multi-billion dollar
business (Kampakis and Thoma, 2015). There are three major formats:
Test Cricket, One Day International Cricket (ODI), and the Twenty-Twenty
Cricket (T20). Cricket has rapidly become a popular team sport mainly due
to the dynamic nature of both ODI and T20 formats (Bandulasiri et al.,
2016). Franchise T20 leagues have emerged in various world regions with
this increased popularity.
Cricket data analysis has become an integral part of any successful cricket
team. The findings of cricket analytics provide a better insight into the play-

Email address: [email protected] (Indika Wickramasinghe)

Preprint submitted to Machine Learning with Applications April 30, 2022


ers and the game, which is very helpful to people involved in the game, such
as current players, technical staff, and managers, and to educate the players
of next generation (Sarlis and Tjortjis, 2020; Morgule et al.,2018). Due to the
quick evolvement of Cricket, administrators frequently search for innovative
ideas to enhance the performance of cricketers to a competitive edge. Intense
and stressful situations characterize the sports environment at a competitive
level. The duty of the performers in the sport is to handle the pressure
and psychological responses to fulfill their potential (Devonport, 2015). The
player-performance management is connected with optimizing player perfor-
mance while minimizing the risk of injury risks involved in various sports (Xu
and Tang, 2021; Naglah et al., 2018). In this process, cricket data analysis
has an important role to play.
Sports data analytics could not rely solely on traditional statistical pro-
cedures due to numerous limitations. Usually, the conventional statistical
techniques are based on assumptions about the data, and cricket data may
not satisfy the required assumptions. Furthermore, events related to cricket
are not independent events and are influenced by various human factors;
therefore, the selection of analytic data techniques has paramount impor-
tance (Karlis and Ntzoufras, 2003; Horvat and Job, 2019). In addition,
most traditional metrics fail to address modern-day game hypotheses due to
a massive volume of related variables. The emergence of Machine learning
(ML) has influenced sports data analytics tremendously amid the limitations
shown by conventional statistical data analytics techniques.
A branch of artificial intelligence called Machine Learning (ML) is a col-
lection of computer algorithms providing systems the ability to automatically
learn and progress with the experience. The main aim of ML techniques is
to provide a higher level of automation in the process of knowledge engi-
neering by replacing time-consuming human activities. The abundance of
computational power and data has given enormous popularity to ML tech-
niques used in Sports data analytics. The advancement of the ML process
and its applications have shown tremendous maturity during the past two
decades. Furthermore, sports data analytics have reached a higher level due
to the wealth of sport-related data and the development of machine learning
techniques. ML techniques, as opposed to conventional computer systems by
allowing these systems to learn from data without imposing rules or being
explicitly programmed (Grues, 2015).
The introduction of electronic devices to gather sports data has shown
a tremendous boost in sports data analytics, with the influence of ML. The

2
power of ML techniques has proliferated due to their impact on the devices
used to collect data (Jamil et al.,2020), extract information from the devices
(Morris et al.,2020), (Weir et al.,2019), and the processing the information
gathered through the devices to enhance the understanding of the ultimate
users (Ahmadi et al., 2014; Rommers et al., 2020). Most of these electronic
devices come as wearable devices. The amalgamation of these wearables and
ML algorithms has opened the gate for developing AI expert systems used in
sports (Acikmese et al., 2017). These ML-based applications quickly grasped
sports data analytics to construct models and predict future outcomes with
existing sports data to deliver accurate predictions to make better decisions
in sports. Applications of ML quickly grasped sports data analytics to con-
struct models and predict future outcomes with existing sports data to deliver
accurate predictions to make better decisions in sports. The development of
these ML systems requires domain-specific knowledge. In order to optimize
ML algorithms, it uses a process called feature engineering. The purpose
of this is to extract features from the raw data with the help of domain
knowledge to optimize the ML algorithms. Though sports data are abun-
dant, applying ML for big data is thought-provoking as it demands expert
knowledge of the domain, used learning algorithms, and software engineering
(Koseler and ultimate, 2017).
Systematic reviews help collect empirical evidence about the research’s
continuous growth using ML in the cricket domain. Furthermore, according
to the author’s knowledge, there is no such systematic review of two decades
of research findings combining cricket and ML. Therefore, this work intends
to fill the above vacuum in the literature, and the findings of this study will
be beneficial for the players, coaches, and sports administrators. Finally, this
effort will help researchers have a concise overview of the existing research
areas in cricket and identify research gaps for their future research work.

2. Methodology
This manuscript systematically studied how machine learning techniques
have been applied in cricket in contemporary literature. As a reference, stan-
dardized guidelines proposed by Preferred Reporting Items for Systematic
Reviews and Meta-Analysis (PRISMA; Moher et al., 2009) for systematic
reviews were followed. The entire review protocol comprises three phases:
identification, screening, and final selection. Figure 1 outlines these three
phases of the review protocol.

3
Phase 1: Identification
In the first phase, we identified all published work using four major
databases, namely, Google Scholar, Science Direct, Scopus, Web of Science.
This search using broader research domains was conducted in February 2022.
The electronic search was conducted using the keywords “Applications of
Machine Learning in Cricket.” All published research work satisfying the
above searching information was preliminarily identified. In search phase 1,
11,473 candidate publications were resulted (see figure 1). Seven thousand
one hundred ten publications came from Google Scholar, 554 publications
from Science Direct, 123 publications from Scopus, and 3,686 from Web of
Science. Since the majority of the candidate publications failed to provide
useful information about actual published research work using ML in the
failed cricket, further filtering of publications to identify the most relevant
papers was conducted in the second phase.
Phase 2: Screening
In order to select the most suitable publications to review, the following
criterion were used.

Figure 1: Reviewing Process

• Studies directly related to the game of cricket, including but not limited
to the player performance, the game’s outcome, team performance,

4
prediction of the score, pitch related, cricket commentary, and videoing
the cricket games were considered.

• Only the human game of cricket is considered by discarding the robot


or electronic versions of the game.

• Studies utilizing at least one ML technique were selected.

• A research study was published in a peer-reviewed journal from 2001


to 2021.

• Both conference and journal versions of publications were included.

Based on the above screening criteria, a total of 176 publications were


identified. For this collection 56 publications came from Google Scholar, six
publications came from Science Direct, 55 publications from Scopus, and 59
from Web of Science (see the figure 1).
Phase 3: Final Selection
In the third phase, duplicates were removed for the final selection. After
removing the duplicates from each database, only 59 publications remained
for the final selection.

3. Results and Discussion


The section aims to present and discuss the findings of this systematic re-
view. First, a discussion is conducted to identify the research areas in cricket
where the applications of ML can be seen. Then, some descriptive statistics
are given about the reviewed publications. Secondly, in the research ques-
tion section, all the selected articles are reviewed to identify which studies
have addressed the research questions related to which type of feature ex-
tractions, ML technique, and accuracy estimating technique were used. The
following subsection reviews the data sets and the number of attributes used
in each study. Then, findings of the used data reduction and feature extrac-
tion techniques are presented. After that, a review of the frequently used
ML techniques is presented. The final section aims to quantify the accuracy
of the used ML techniques.

5
Table 1: Research areas in cricket
Research Area % of Studies
Game outcome prediction 35
Player’s performance classification 16
Batting style/Stroke classification 9
Bowling action/performance classification 9
Other 9
Umpire’s decision/gestures 6
Score prediction 5
Cricket commentary/media 4
Pitch behavior prediction 4
Team selection/performance 3

3.1. Study areas in cricket


According to findings, studies involving cricket and ML techniques have
increased exponentially since 2001. Among these publications, the focus on
the ODI game has increased significantly compared to the other formats. Fig-
ure 4 displays the number of studies conducted using ML techniques from
2001-to 2021 related to each format of cricket. Further investigations show
that out of all areas in cricket, about 35% of the studies have focused on pre-
dicting the game’s outcome. About 16% of the studies have been conducted
studies in player performance classification. More information about the re-
searched areas is listed in the table 1. The following sections summarize the
contribution of reviewed articles corresponding to each section.

• Game outcome prediction: With the increased popularity and the com-
mercialization of the game, outcome prediction of a cricket game has
become of the utmost importance. In this direction, researchers use var-
ious performance indicators representing various aspects of the game
and a wide range of ML techniques to predict the game’s outcome.
Batsman, bowler, and fielder attributes (Hasanika et al., 2021; Karthik
et al., 2021; Modani et al., 2020) are the most commonly used perfor-
mance measures to use in the prediction. In addition, other attributes
such as home game advantage (Kaluarachchi and Aparna, 2010; Kumar
et al., 2019), the outcome of the toss (Pathak and Wadhwa, 2016), and
the behavior of the pitch (Tekade et al.,2020) have been utilized in the

6
prediction. More work in outcome prediction can be seen in (Basit et
al., 2020; Hatharasinghe et al., 2019; Shakil et al., 2020; Vistro et al.,
2019).

• Player’s performance classification: Though batting, bowling, and field-


ing are considered the three main departments of the game, batting and
bowling are the most popular statistics used to quantify players’ per-
formance (Wickramasinghe, 2014b). Individual players’ skills have a
good impact on the game’s outcome. Therefore, assessing individual
skill levels is imperative in many ways to the game, and ML techniques
considering player-related parameters can be used ( Wickramasinghe,
2020a). Numerous such instances can be seen as Classifying players into
various skill levels (Wickramasinghe, 2020b; Aburas et al., 2018; Man-
age et al., 2020), evaluating or ranking them (Premakumar et al.,2020;
Ahmad et al., 2021), identifying or predicting the player performance
level (Anik et al., 2018; Mody et al., 2021; Rupai et al., 2020), and pre-
dicting the best batsmen/bowler (Rani et al., 2020) or the rising stars
(Ahmad et al., 2017). With the help of identifying the best perform-
ers, a strong team can be formed as the performance of the individual
players have a direct impact on the rank of the team (Wickramasinghe,
2014a). Evidence of the use of ML techniques to select the best team
can be seen in (Ishi et al., 2020) and (Mahbub et al., 2021).

• Batting style and bowling action classification: Cricket is considered a


batsmen’s game requiring the ability to make shot selection and exe-
cution. ML techniques coupled with body-worn internal measurement
units (IMUs) have been used to identify and assess shot making skills
of the batsmen (Dias et al., 2020). Furthermore, ML and the wearable
devices can used to study the bowler’s characteristics such as bowling
action (Salman et al., 2017), bowling volume, ball releasing speed, and
identifying the intensity zones (McGrath et al., 2021a; McGrath et al.,
2021b; McGrath et al., 2019; Ranaweera and Silva, 2019). Further-
more, accurate evaluation of the blower’s workload can be monitored
and predicted with the use of ML, and it will, in turn, minimize the
possible future player injuries (Jowitt, 2020).

• Other areas: In addition to the above areas, ML has been used in media
coverage of cricket, umpire-related activity prediction, pitch behavior
predication, and score prediction.

7
Most international cricketers are actively engaging with their fans through
social media platforms. This review reveals the use numerous media
platforms including social media together with ML in predicting cricket
related information (Dubey et al., 2021; Wickramasinghe and Yapa,
2018; Mustafa et al., 2017; Zakzouk and Mathkour, 2012). Video an-
alytics in cricket has evolved into an exciting area with the develop-
ment of ML technology. Applications of ML techniques in cricket video
studies can be seen in (Gupta and uthiah, 2020; Sen et al., 2021), and
(Kumar et al., 2018).
With the enhancement of the game’s competitiveness, at times, um-
pires are under some pressure as their decision can hugely impact the
outcome of the game. With technology coupled with ML techniques,
systems can be developed to mitigate human errors from umpires. Such
efforts can be seen in (Aftab et al., 2019; Iyer et al., 2020; Mustafa et
al., 2017), and (Samaraweera et al., 2020).
According to the reviewed articles, score prediction (Kamble, 2021;
Srinivas et al., 2021, Singh et al., 2015) is another area of study using
the ML techniques. Furthermore, a significant number of studies have
been conducted to various aspects of the game such as Duckworth-
Lewis (Abbas and Haider,2019), injuries (Dias et al., 2020, Gupta and
Muthiah, 2020), cricket data analytic (Jayalath, 2018; Kamble, 2021;
Kapadia et al., 2020; Parameswaran, 2013; Rahman et al., 2018; Raja
et al., 2021; Srinivas et al., 2021; Shahjalal et al., 2017), and predicting
the behavior of the pitch (Kanhaiya et al., 2019).

3.2. Descriptive statistics about the studies


This section summarizes the descriptive statistics of the reviewed articles.
According to the findings, 56% of the studies were published in peer-reviewed
journals, and the remainder were published in conferences. Figure 2 illus-
trates further information about the type of publication and the published
year. Since 2010, there has been a rapid increment in the number of studies
in cricket using ML. Only 10% of the publication can be seen from 2010-to
2016. After that, for each year from 2017 to 2021, there are 8%, 12%, 14%,
30%, and 25% publications were recorded. More information can be seen in
figure 3.

8
Figure 2: Publication type (CP-Conference Paper; JP-Journal Paper) vs Year

Figure 3: Format of Cricket and the Year of Study

9
3.3. Research questions
This section focuses on three main research questions as listed below. We
identify whether each reviewed study has focused on each of the following
identified research questions, and a summary is illustrated in table 2.

• Research Question #1, RQ1: Which standard feature extraction tech-


niques have been used and discussed? RQ1 aims to identify the type of
feature extraction technique techniques that have been used in cricket
data analysis.

• Research Question #2, RQ2: Which ML techniques have been used?


RQ2 aims to identify ML techniques that have been used in cricket.

• Research Question #3, RQ3: How to estimate the accuracy of the used
ML model(s)? RQ3 deals with identifying different ways to quantify
the overall accuracy of the used ML model(s).

Using the selected publications to review, studies that have focused on the
above research questions were identified. Table 2 indicates whether the study
considered (Y-Yes, N-No) each of the research questions (RQ1, RQ2, and
RQ3).

3.4. Cricket data and the features used


The quality and the accuracy of the study directly depend on using a
representative sample. In addition, bias in the inference can be minimized
using a larger sample. Furthermore, selecting a good representation of fea-
tures also directly impacts the quality of the outcome of the ML-based data
analysis. Therefore, selecting a good data set is foremost essential. This sec-
tion summarizes the sizes of data sets used in the selected studies. According
to the reviewed studies, the average number of instances of data used in re-
search in the T20 format is 537,502, which is the highest compared to the
other formats of cricket. In ODI-related studies, approximately an average
of 27,240 instances of records have been used. For the Test and First-Class
cricket, these are approximately 1,666 and 862, respectively. Feature selec-
tion is an integral part of when using an ML technique as it directly impacts
the accuracy of the ML technique. Due to the popularity of the game and
the advancement in technology, cricket data has become easy to access. Fur-
ther, the feature set of the cricket game expanded accordingly. According to

10
Table 2: Study and the Addressed Research Questions
S/N Reference RQ1 RQ2 RQ3 S/N Reference RQ1 RQ2 RQ3
1. Abbas et al., 2019 N Y N 31. McGrath et al., 2021b Y N Y
2. Aburas et al.. 2018 N N N 32. Modani et al., 2020 Y Y Y
3. Aftab et al., 2019 Y Y Y 33. Mody et al., 2021 Y Y Y
4. Ahamad et al., 2017 Y Y Y 34. Mustafa et al., 2017 N Y Y
5. Ahmad et al., 2021 Y Y Y 35. Nandyal et al., 2021 Y N Y
6. Anik et al., 2018 Y Y Y 36. Panda et al., 2019 N Y N
7. Awan et al., 2021 N N Y 37. Parameswaran et al., 2013 N N Y
8. Basit et al., 2020 N Y Y 38. Pathak et al., 2016 N Y Y
9. Deval et al. , 2021 N Y N 39. Premakumara et al., 2021 N N N
10. Dias et al., 2020 Y Y Y 40. Rahman et al., 2018 N Y N
11. Dubey et al., 2021 N Y N 41. Raja et al., 2021 N Y N
12. Goggins et al., 2021 N Y Y 42. Ranaweera et al., 2019 Y N Y
13. Gupta et al., 2020 Y Y N 43. Rani et al., 2020 N Y N
14. Hasanika et al., 2021 Y Y N 44. Rupai et al., 2020 Y Y Y
15. Hatharasinghe et al., 2019 Y Y N 45. Salman et al., 2017 Y Y Y
16. Ishi et al., 2020 N Y N 46. Samaraweera et al., 2020 Y Y Y
17. Iyer et al., 2020 N Y Y 47. Sen et al., 20201 Y Y Y
18. Jowitt et al., 2020 Y N N 48. Shaki et al., 2020 Y Y Y
19. Jyalath, 2018 N Y N 49 Shahjalal et al., 2017 N N Y
20. Kamble, 2021 N Y N 50. Singh et al., 2015 N Y N
21. Kaluarachchi et al., 2010 N Y Y 51. Somaskandhan et al. , 2017 Y Y N
22. Kanhaiya et al., 2019 N N N 52. Srinivas et al., 2021 Y Y N
23. Kapadia et al., 2020 Y Y Y 53. Tekade et al., 2020 Y Y N
24. Karthik et al., 2021 N Y Y 54. Tygi et al., 2020 Y Y Y
25. Kumar et al., 2018 N Y Y 55. Vistro et al. , 2019 Y Y N
26. Kumar et al., 2019 Y N N 56. Wickramasinghe et al., 2018 Y Y Y
27. Mahbub et al., 2021 N Y N 57. Wickramasinghe, 2020a N N Y
28. Manage et al., 2020 N Y Y 58. Wickramasinghe, 2020b N Y N
29. McGrath et al., 2019 N Y Y 59. Zakzouk et al., 2012 Y Y Y
30. McGrath et al., 2021a Y Y Y

11
Table 3: Descriptive statistics of the used data set

Format Mean SD Min Q1 Q2 Q3 Max


First Class 861.8 774.3 44 281.0 909.5 1490.2 1584
ODI 27239.6 93191.0 128 385.5 1301.5 5603.8 350899
T20 537502.0 1400273.0 140 994.0 16720.0 123514.0 4000000
Test 1666.0 1856.2 354 1010.0 1666.0 2323.0 2979

the findings, studies conducted using First-Class games have used 144 fea-
tures on average, which is the highest compared to the other game formats.
Secondly, the studies conducted using Test cricket have used 115 features
on average, while for ODI and T-20, the average number of features is 40
and 12, respectively. Figure 2 illustrates the distribution of the number of
features used in each of the formats of the game.

Figure 4: Number of features used in studies

3.5. Used data reduction and feature extraction techniques


Feature selection is a critical step in ML. The focus of the feature selection
approach is to choose a subset of variables from the input data to describe the
input data efficiently while reducing effects from noise or irrelevant variables
and still providing good prediction results (Guyon and Elisseef, 2003). Based

12
on the reviewed studies, the following techniques were able to identify as the
primary feature selection technique.

• Chi-Square tion

• Correlation Based Feature Se- • Principal Component Analysis


lection • Recursive Feature Elimination

• Graphics Based Feature Selec- • Regression

AAmong the above list, Correlation based feature selection techniques,


Recursive Elimination, and the Chi-Square techniques were the most fre-
quently used.

3.6. Frequently used ML techniques


This section studies the frequently used ML techniques in cricket. Ac-
cording to the reviewed studies, the following ML techniques have been used
as the popular ML techniques to analyze cricket data.

• Regression • k-th Nearest Neighbor (kNN)

• Naı̈ve Bayes (NB) • Artificial Neural Networks


(ANN)
• K-Means
• Support Vector Machine
• Random Forest (RF) (SVM)

• Decision Trees (DT) • XGBoot

Among the above-listed ML techniques used in the reviewed papers, SVM


(45%) is the most frequently used technique. RF (42%) has been the second
most frequently used ML technique, followed by NB (36%), the third most
frequently used ML technique. More details can be seen in table 4. According
to the findings, 35 reviewed studies have used SVM, and 26% and 24% of
them were published in 2019 and 2021. The second most used ML technique
is RF. There are 32 published research have used RF, and 29% of them have
been used in 2020 and 2021. The third popular ML technique used in the
published works from 2010 to 2021 was NB. Out of all the published works,
27 studies have used NB. Of them, 26% of the work was published in 2019,

13
Table 4: Used ML Techniques
ML Technique Number of Studies % of Studies
SVM 35 45
RF 32 42
NB 28 36
Regression 24 31
DT 20 26
NN 16 21
kNN 13 17
Other 11 14
XGBoot 4 5
K-Means 2 3

and 22% were used in 2020. According to the findings, many studies using
ML techniques with cricket data have increased during the last two decades.
Figure 5 shows the distribution of publications using the above-stated ML
techniques from 2001-to 2021.

3.7. Quantifying the accuracy of ML technique


Since all ML models are data-driven, it is essential to evaluate the accu-
racy of the ML model. Perhaps this is the most important element of ML
models. The reviewed studies show that the Confusion matrix-based accu-
racy measures are the most popular (about 58%) method to test the accuracy
of the ML model. The rest of the popular techniques are F-Score, Receiver
Operating Characteristic (ROC) curve (about 9%), and Root Mean Square
Error (RMSE) (about 6%). Table 5 As stated before, the main accuracy test-
ing technique is the confusion matrix-based technique. Accuracy, Balance
Accuracy, Custom Accuracy, Precision, Recall, Sensitivity, and Specificity
are some confusion matrix-based techniques researchers have used.

4. Conclusion
Based on the systematic review conducted using the selected studies, it
is evident that more and more research in cricket using ML technology has
been increasing since 2001. The findings of these studies will eventually help
the game to develop further. Furthermore, these improved ML techniques

14
Figure 5: Year, ML Technique and Publications

Table 5: Used Accuracy Testing Techniques


ML Accuracy Technique % of Studies
Confusion Matrix Based 57.7
F-Score 15.5
RMSE 6.2
ROC 9.3
Other Techniques 3.1
Cohen’s Kappa Statistic 2.1
MAE 2.1
MCC 2.1
R2 -Statistic 2.1

15
enable the investigation of various aspects of the game that were impossible
to conduct before using only existing conventional statistical procedures.
Based on the reviewed studies, it is clear that various ML techniques are
available in cricket data analytics. As each method is unique, they reach
different levels of accuracy. Furthermore, the level of accuracy depends on
numerous aspects. Consequently, it is impossible to recommend a specific
ML technique for any given data set.
In the future, it is expected to conduct a similar systematic review about
the use of ML techniques related to other major sports. We identify several
limitations of this systematic review. First, the study was restricted to only
four data-basses. Furthermore, in this study, we did not focus on another
version of cricket, called T-10, due to limited resources.

Acknowledgments:
The author would like to thank the reviewers for their insightful comments
and the funding support given by the Prairie View A&M university’s Faculty
Enhancement Program (FEP).

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