Abstract
This work has been inspired by a recruiting system that a Spanish football club created with artificial intelligence making use of both numerical and textual descriptions of players. However, the news piece presenting this approach did not give many details. Within this context, I was curious to know whether ChatGPT could provide me with some more information, which further led me to the idea of trying to develop my own player matching procedure. Following several constructive exchanges with ChatGPT and after performing some successful tests, I present the algorithm in this paper. The main questions that this research aims to discuss are as follows: how ChatGPT can be utilized in autonomous research projects, particularly in sports; how to overcome the lack of public football data, also considering textual information about players; and how to support the expert knowledge of recruiters and coaches with data-based tools. Indeed, one limitation when carrying out football analysis is the difficulty accessing public data, not to mention unstructured texts. I propose to use data from video games to mimic recruitment tasks. The methodology behind the algorithm is based on text embeddings and the Gaussian kernel to work with the text and numbers that represent each player, respectively. A new R package called fawir that includes the recruiting algorithm and a data set to reproduce the results is also presented.
Introduction
Data analytics has come to play an important role in football. Proof of this is the constant flow of publications related to different topics, such as the analysis of passing behaviour, 1 the prediction of player performance through expected and actual goals 2 and the evaluation of the strategies that teams adopt to achieve their objectives. 3 Indeed, more and more professional clubs are assigning increasing economic and human resources to gain a competitive edge on and off the pitch. For a football club as a whole, one of the most important decisions that they have to make is recruiting players who can improve the team. 4 Recent news about a novel system presented by the Spanish club Sevilla FC attracted my attention. 1 The report explained that Sevilla FC have collaborated with IBM to develop a scouting tool based on Artificial Intelligence (AI) and Natural Language Processing (NLP) principles, in such a way that a list of potential signings is obtained after evaluating textual and quantitative data for each individual player. 2 IBM (International Business Machines Corporation) is an American multinational technology company.
Among the emerging AI models, one that has become very popular is Chat Generative Pre-trained Transformer, also known as ChatGPT. 5 This technology is capable of providing answers to questions posed by users. Its impressive performance indeed opens a range of possibilities for the development of any discipline. 6 In particular, the potential use of ChatGPT and its impacts and applications has already been discussed in areas such as medicine, 7 global warming, 8 tourism, 9 supply chains 10 and human resources. 11 From my personal perspective, two recurrent thoughts have had a bearing on this paper. On the one hand, as a football fan and as a statistician, I was interested to know how data analytics could help in the unseen world of scouting and talent identification. 12 On the other hand, I was also curious to see first-hand how ChatGPT could help me leverage an autonomous new line of research. At this point, I share the same concerns that have already been expressed in the scientific community in terms of honest practices. 13 In this paper, I aim to advocate for responsible use of generative AI tools by critically verifying the contents provided by ChatGPT and including a transparency statement about how they have been generated. One of the branches of digital humanities is software studies, which refer to the question of digital technologies as a research subject in order to understand their structure and functioning. 14 In this regard, my interaction with ChatGPT has focused on the creation of a player matching software algorithm with the constraint of using both structured and unstructured inputs. I got involved in a conversational exchange, where I conveyed to ChatGPT my goals and concerns with each piece of code that it was returning. My experience has been rewarding, since this technology is able to understand the momentary deficiencies of the algorithm and to propose different approaches when I did not agree with the mathematical procedures returned. I also carried out code cleaning and coherence tasks, because sometimes the programming was somewhat messy. After several iterations, we reached a final version of the algorithm that was ready to be tried with football players for recruitment purposes.
In professional football, the people in charge of recruitment receive the name “scouts”. Their main task consists of monitoring players and determining whether they fulfill the specific needs of the team. Trying to reveal the intricacies of the scouting procedure has been receiving increasing academic attention. 15 Observing players in action, live or online, has been the traditional way that scouts have searched for suitable candidates, but this approach remains subjective because it is only based on the previous personal experience of the scout. With the advent of systems that generate data describing the players’ performance, a layer of objectivity can be added. The statistical analysis of these data helps to bring to light new patterns and insights. It is also well known that coaches can take advantage of this in their continuous learning process. 16 However, to the best of my knowledge, there are few statistical contributions in the scientific literature. The related works include the following: A one-class support vector machine has been used to analyze which players show the most promising performance from a sample of junior players. 17 Convolutional Neural Networks have been proposed to process video images and detect from them three tactical statistics for a player, namely, the duration of ball possession and the number of successful passes and steals. 18 Artificial neural network modelling has also been applied to identify position-specific performance indicators that predict out-field players’ league status. 19 All these approaches suffer from the same drawback, namely, the sole use of structured data in the form of numerical variables. However, talent identification approaches can also benefit from unstructured data sources, such as textual descriptions summarizing some key performance indicators of the athletes in words. Information provided in textual format has been wide spread on the internet in recent years. This has given rise to text data mining, which is the process of extracting knowledge from text documents. 20 Another limitation of the aforementioned approaches is that their software implementations are not available to check their internal structures. The method developed by Sevilla FC and IBM also remains private. Inspired by all these works, my research goal has been to develop a public player matching algorithm that transforms both numerical and textual data into actionable insights for football recruitment purposes.
Although there has been a rapid increase in data studies in the sports industry in recent years, 21 working with real data in football analytics is a challenge because the data collected by official providers are usually inaccessible. Luckily enough, video games have turned out to be an important alternative source of data. 22 Nowadays, the release of highly interactive football videogames is accompanied by an extensive scout for players worldwide that is a faithful representation of their actual performance. 23 The virtual data used in this work come from PES Master, which is the source of information for Pro Evolution Soccer, one of today’s most popular football video games. The most remarkable advantage of this source of data is the inclusion of both numerical and textual variables describing the players.
A further point of personal concern is adhering to the FAIR guiding principles by providing the scientific community with Findable, Accessible, Interoperable and Reusable research results.
24
In this regard, a new R package called
In summary, this study aims to discuss the following questions:
Methodology
Algorithm 1 Player search workflow.
Text embeddings
The word to vector concept, shortened to “word2vec” is an NLP technique for obtaining real-valued vector representations of words. Instead of computing scalar distances between words, the evaluation of analogies between them has been shown to be better at identifying contextual meanings. 30 Two traditional families for learning word vectors are global matrix factorizations and local context windows. Separately, both methods show structural weaknesses in terms of performing poorly on the word analogy task and the statistical analysis task, respectively. The Global Vectors approach, known as GloVe, was developed to make use of the advantages of these two families while removing their drawbacks. 31 The GloVe model is summarized as follows:
Let Let The choice of the function where The model of equation (2) weighs all co-occurrences equally, even those that happen rarely or never. In order to overcome this problem, a least squares regression model that includes a weighting function where
As a result, GloVe is a log-bilinear regression model whose purpose is the unsupervised learning of word representations. It has been able to outperform related models on word analogy, word similarity and named entity recognition tasks.
31
In this way, in order to represent textual descriptions in a vector space, first we have to create a set of meaningful words, the so-called vocabulary. We then construct the term-co-occurrence matrix (TCM), which is the mathematical representation that captures the frequency with which pairs of words appear together. Finally this TCM is factorized via the GloVe algorithm. Glove belongs to the family of models that are pre-trained on massive data sets and is available in the R package
Gaussian kernel
To incorporate numerical variables effectively into the player matching algorithm, the numbers related to the abilities mentioned in the search query must be identified and processed. In order to detect and extract these numbers, a natural language parser is used. This parser is able to match the numerical values that follow the string formed by an ability from the input data set and the word “of”. For example, if the query text contains the string kicking power of 65, the regular expression procedure extracts the number 65.
Once these numbers are identified, the procedure to compute how close the query value (target) is to the player’s value (actual) is as follows: First, both the target and actual numbers are standardized in each case by subtracting the mean and dividing by the standard deviation. This is intended to make the data comparable. Then, a score is computed using this form of Gaussian-like kernel
Hyperparameters
The player recruitment algorithm depends on several hyperparameters. The GloVe model has two main parameters that should be taken into account. The first is the rank value, which specifies the desired dimensionality of the embeddings, that is to say, how many dimensions or features are used to represent each word in the latent vector space. A large rank value is usually preferred, but there are some trade-offs to consider. The main benefit of a large value is higher precision, because more dimensions should be able to capture more nuanced and complex relationships between words. However, if the data set is relatively small (e.g., a few thousand sentences), there is a risk of overfitting, as well as a greater computational burden.
The second parameter to remember is the maximum number of co-occurrences to use in the weighting function during the training process. In GloVe, co-occurrence counts between words are weighted to give more importance to medium-frequency pairs while reducing the influence of very frequent or very rare pairs. In this way, this parameter helps limit the influence of extreme co-occurrences to prevent bias during co-occurrence weighting.
Finally, when constructing the TCM, it is also suggested that we should reflect on the size of the context window. This context window determines how many words before and after a target word are considered its context for co-occurrence. In order to create the TCM, the user must indicate the maximum distance (how many word positions away) within which two words are considered co-occurring.
R package fawir
The reproducibility of experiments and analysis is a fundamental premise in science. This has also been highlighted in the sports community.
33
Following the best practices of sharing all the methods developed, this paper is accompanied by the new R package
The package also contains a user-friendly multilingual dashboard that will allow users to get acquainted with how the player matching algorithm works without the need to understand the methodology or have advanced knowledge of R. The app is launched within R with these two commands: library(fawir) ; run_app_recruit(). A toy data set to play with is available at https://www.uv.es/vivigui/docs/data_dashboard.xlsx. Overall,
Data
In sports, free data are rare. Leagues do not usually release their data in the form of public downloadable files. Nowadays, sports data management is in the hands of service providers and they set the rules for the use of data. Two well-known football analysis platforms are StatsBomb (https://statsbomb.com/) and Wyscout (https://footballdata.wyscout.com/). StatsBomb collects data about competitions, games in each competition and both lineups and events in each game, including 360 metrics with contextual information and the exact location of all players on the field. In addition, they offer R and Python packages that are adapted to these data (https://github.com/statsbomb). As for Wyscout, it collects data about competitions, games in each competition, player stats and events in each game. 7
In the case of this research, finding data is even more difficult because the algorithm is fed with textual descriptions about players’ characteristics and style of play. On the aforementioned platforms, players are only described by means of numerical variables, to the best of my knowledge. A website that contains textual data is WhoScored.com. 8 In addition to an in-depth analysis of football data, this site includes textual descriptions about the players’ performance, skills and characteristics. However, WhoScored.com suffers from the same structural disadvantage in terms of providing free data. As mentioned in their Terms of Use (https://www.whoscored.com/TermsOfUse), the use of WhoScored.com content is prohibited without an official license. I asked them for permission via their contact channel, but I got no answer.
It was at this point that I realized that obtaining a mixture of numerical and textual data about real players was going to be a hopeless task. However, there was still one path of research: video games. Connections between real players and their virtual counterparts have generated a unique universe of ratings that accurately describe players’ performances. Therefore, in the search for an alternative virtual database I landed upon FIFA Index, 9 which is the largest FIFA player database on the internet. FIFA is a football-themed simulation video game, created by EA Sports. Players are described by a number of attributes as well as a short textual description of their specialties and traits (see for example https://www.fifaindex.com/player/243812/rodrygo/). The problem that arises here is that these data are not downloadable and copying everything into a spreadsheet for all the players is neither time efficient nor possible.
In order to overcome this lack of open data, we can make use of the data science technique called web scraping. Web scraping is the process of automatically extracting data from a website that cannot be obtained by manual procedures, either because the data are not available as downloadable files or because the manual copy-and-paste alternative is time and cost intensive. 36 The most important aspect of web scraping is to respect the website owners. This makes web scraping user friendly and efficient. In this regard, a file called robots.txt is used on every website to specify which information may or may not be accessed. The first step in web scraping is to check this file. In the case of FIFA Index, there is no robots.txt file (https://fifaindex.com/robots.txt was not found on this server). However, it must be highlighted that the lack of a robots.txt file or the fact that it permits scraping does not automatically mean that we are allowed to obtain the data. On the contrary, we must always read the website’s Terms of Use or similar pages. For example the NBA 2K25 Player Ratings, which are the official source for all news and updates regarding the basketball video game NBA 2K25 ratings, states in their Terms that scraping data from this website is explicitly prohibited and measures will be taken against individuals found in violation (https://www.2kratings.com/terms). In the case of FIFA Index, they state that users cannot make use of the Content without the express written permission of Company and/or Protected Content’s third party owner. With all these insights, I decided to stop trying to use data from FIFA Index.
In the football gaming world, another popular videogame is Pro Evolution Soccer (PES), created by Konami. In terms of player descriptions, PES Master (https://www.pesmaster.com/) includes the eFootball 2022 Database based on the 1.0 version released on April 14th, 2022. By December 2024, it contained 56,568 players across
So as not to overwhelm the target website with too many queries, but at the same time, with the aim of obtaining a representative and sufficiently large database, I have scraped the data from six top European domestic leagues, namely, Eredivisie from the Netherlands, LaLiga from Spain, Liga Portugal from Portugal, Ligue 1 from France, the Premier League from England and Serie A from Italy. Some may note that the Bundesliga from Germany is missing. The reason is that this league does not have a separate category in the eFootball 2022 database on PES Master (https://www.pesmaster.com/efootball-2022/).
The PES web page characterizes players in the following way: in terms of field players, their abilities are described with five major categories, namely, attacking, dribbling, defending, passing and physicality. These categories encompass a total of
In addition to these numerical variables, there are four textual variables. The characteristics describe the frequency and accuracy of the player with his weaker foot, physical condition (form) and resistance to injuries. The skills describe the players’ performance by means of 44 different competencies. Furthermore, the player’s style is described in two different ways: each player can only have one playing style as such (some have none), but up to five AI (artificial intelligence) playing styles. In PES, the AI playing styles describe the AI behaviour and playing tendencies of computer-controlled players during matches. There are
In order to illustrate the performance of the algorithm presented in this paper, the information collected from the PES Master database fits perfectly with my intentions since it includes numerical variables and textual descriptions.
Results
This section presents three analyses. First, the PES data collected are explored and described. Then, the performance of the player matching algorithm is illustrated with a small toy data set. Lastly, an experiment is proposed to find out whether the playing styles might be presumed from their textual definition and the averages of their related numerical variables. This experiment includes a sensitivity analysis aimed at examining the influence of the hyperparameters on the performance of the algorithm and obtaining some insights about their optimal values for recruitment tasks.
PES data exploration
By using the scraping procedure explained earlier, a total of

Number of teams and players per league obtained from the PES Master site. There are either 18 or 20 teams. Players range between approximately 400 and 600 players, the Eredivisie and LaLiga being the leagues with fewest and most players, respectively.
Figure 2 shows the number of playing styles provided by PES Master. The most frequent style, with 364 players, is the offensive full-back, which refers to a player who contributes to the attack whenever there is a chance. In the opposite corner is the classic number 10, a player who is expected to be creative and imaginative enough to connect with the front line in the best possible way. There are only 16 players with that label.

Unique playing styles and number of players representing them. The offensive full-back is the most common player, whereas the classic number 10 is underrepresented.
PES Master established 13 different playing positions (one for the goalkeeper and 12 for the field players). It is interesting to know how the skills and AI playing styles of the players assigned to these positions are described. Figure 3 shows the most relevant words for each position by means of the statistic tf-idf (term frequency-inverse document frequency), which measures how important a word is to a text in a collection (or corpus) of texts. 39 Goalkeepers are best described by punting the ball, being reactive and penalties. Positions related to defense (center-back, right-back and left-back) share stopping traits such as chasing, tackling or intercepting (terms for right-back and left-back are the same). Positions related to midfield (attacking midfielder, defensive midfielder, central midfielder, left midfielder and right midfielder) are different depending on whether their purpose is more related to attacking or defending. The defensive midfielder is like an additional member of the defense. The central midfielder has both missions, intercepting in defense and playing the ball with accuracy in attack. The attacking midfielder must also approach the goal, while one of the most important actions for the left and right midfielders is cutting to the goal. Finally, forward positions (central, left winger, right winger and supporting striker) are very much related to shooting and goals. The central forward must also be good at heading.

The x-axis refers to the highest tf-idf words in player description texts.
Numerical variables (the abilities) start at 40 and the highest value is 90. Table 1 shows the variables and the players who show this high value of 90. James Ward Prowse is the only player who has two values of 90, specifically in set piece taking and stamina abilities. It is interesting to highlight that together with some of the highest-profile players, such as Mbappé and Vinícius (who play for Real Madrid) and Doku (who play for Manchester City), this simple analysis allows us to discover other less known players who show the same great performance in these abilities, such as James Ward Prowse (Nottingham Forest), Kevin Schade (Brentford) and Tariq Lamptey (Brighton & Hove Albion).
Abilities and players where the highest value 90 is achieved. James Ward Prowse appears twice. This simple analysis allows us to discover less-known players, such as Kevin Schade, together with some of the highest-profile players, such as Kylian Mbappé.
Basic performance of the algorithm
Before applying the algorithm to the PES data, it is worth giving insights into the algorithm’s performance. To this end, I use the small toy data set displayed in Table 2. It is made up of three players, who are described by their stamina values as well as the textual scouting report. After receiving the user’s query, the algorithm will try to return the most suitable player from this input data set. The goal of this analysis is to check that the algorithm returns the expected results.
Toy data set to check how the player matching algorithm works.
Let us suppose that our aim is to search for players who are quick and aggressive forwards. The expected outcome of the algorithm must be Player C in terms of textual similarity. As can be seen in Table 3, player C is the one with the highest textual similarity, with a value of 0.618. In addition, in terms of numbers, we consider three cases. In the first one, the player we are searching for (the target) has a stamina value of 70. The expected outcome of the algorithm in terms of numerical similarity must be Player C. In the second case, the target stamina value is 85, so the expected outcome must now be Player A. In the third case, the target stamina is 89, so the expected outcome must now be Player B. Table 3 shows that the algorithm does indeed return these results. As an illustration, the computation of the numerical similarity for the query Quick and aggressive forward with stamina of 70 is detailed. This is analogous for the rest. The players’ actual stamina values are
Algorithm’s performance with the toy data set. The highest values are shown in bold. The expected results are obtained in all cases.
Utility for scouting purposes
In order to evaluate the overall activity of the algorithm, it is worth admitting that the best practice would be for professional scouts to try it with their numerical and textual reports from a collection of players of interest. Until we reach this ideal situation, we can play with the algorithm in other ways and can also confirm its usefulness for player identification purposes.
In the collected database from PES Master, the scouting report is made up of the textual information from the characteristics, skills and AI playing styles. In this section, the experiment investigates whether the unique playing style assigned to each player can be inferred from a user’s query that includes the average numerical values from the players that are labelled with that playing style and the textual description of the same playing style. Just as a reminder, there are
To illustrate this procedure here, I use goalkeepers because they have the most manageable number of numerical variables. On the PES Master website, variables start off red (poor performance) and change to orange at a value of 70 (acceptable), changing to green at 80 (good) and blue at 90 (excellent). Figure 4 shows the average values for all the goalkeepers labelled with the two playing styles defined for them, either offensive or defensive. It can be seen that the two classes are similar, but offensive goalkeepers are slightly better in their reflexes and worse in how quickly they respond to the ball when playing in goal (awareness) and how they can cover the goal and area (reach). Both classes move within acceptable values slightly above 70 units. Having said that, as an example for the playing style defensive goalkeepers, the input query aimed at finding them would be: A solid goalkeeper who prefers to stay around the goal line, goalkeeping of 72, gk awareness of 72, gk catching of 70, gk parrying of 70, gk reflexes of 73, gk reach of 73. As can be observed, the query must contain the same names of the numeric variables available in the PES Master reference database.

Average numerical profile for the two playing styles defined for goalkeepers: either offensive or defensive. Both types are very similar, but offensive goalies are slightly better in reflexes and somewhat worse in awareness and reach.
As mentioned above, the player matching algorithm depends on several parameters. This practical application also presents a good opportunity to check in real time the influence they may have on the results provided by the algorithm. In an ideal situation, an optimal combination of parameters should guarantee that the algorithm returns sufficiently reliable recommendations. In a classification setting like this, where class-specific performance is evaluated, a common approach is to compute the classifier’s sensitivity, that is, we measure the percentage of true playing styles that are identified for each of the
Here
In order to carry out the experiment, I have created a grid of several combinations of parameters. For the rank value I have chosen
Figure 5 is a visualization of the performance of every single combination. The bottom x-axis shows the values for the rank and the top x-axis shows the values for the maximum number of co-occurrences. The right y-axis shows the values for the context window and the left y-axis shows the sensitivity values. Each combination is coloured according to the level of

Sensitivity values obtained by the whole combination of hyperparameters using the grid search procedure. The red point indicates the optimal combination. It is the one that has a rank of 50, a maximum number of co-occurrences of 5, a context window also of 5 and an
If we check the top 5 sensitivities as shown in Table 4, the parameter that fluctuates most is the context window. The other ones are more stable. It is also worth highlighting that the value of
Combinations of hyperparameters that returned the top 5 sensitivity values.
Having identified the optimal combination of hyperparameters, Figure 6 shows the overall results for all the unique playing styles. The x-axis shows the playing style that we are searching for (the target). The y-axis allows us to check for matches. Indeed, the numbers on the plot count how many of the top 10 predictions match the corresponding targeted playing style. The category that shows the best match is offensive full-back, where 9 out of the 10 players were labelled as such. The next categories that show a notable match are anchor man and goal poacher, with 8 of the players grouped under that label. On the other side of the coin, we find that none of the players fit the full-back finisher category. In fact, it is also interesting to note that 9 of the predictions were classed as offensive full-back. In fact, the largest class returned is offensive full-back, with 23 predictions. This is related to the fact that it is the most available category, as was displayed in Figure 2. In addition, for classic number 10 and dummy runner, only one out of the 10 players fitted that label.

Matches between the targeted unique playing styles and the top 10 predictions. The offensive full-back category shows the most matches, while full-back finisher shows the least.
The conclusion that we can reach with this experiment is that slightly more than half of the unique playing styles assigned to the players do not correspond to the average numerical performance. The internal PES Master categorization must be based on other criteria. In addition, this analysis also allows us to confirm that the algorithm is useful for finding players with certain characteristics. In terms of the sensitivity analysis, it has enabled us to check a considerable number of different values of the hyperparameters until the optimal combination was identified. This should help us as a guide for future applications.
Conclusions
The advent of generative AI tools, such as ChatGPT, has enhanced studies that had not yet been sufficiently developed. One sector that has started to integrate this new technology is football, as shown by Sevilla FC. This Spanish football club has created an automatic scouting system in collaboration with IBM to streamline player recruitment. Talent identification is a key issue in team sports. As Sevilla FC is indeed a private organization, one logical limitation of using this approach is that the methodology cannot be used by external users. However, I was curious to find out the details. Equipped with my knowledge of statistics and natural language processing, I interacted with ChatGPT to understand and eventually develop a maybe simpler but still useful and mathematically rigorous player identification algorithm.
One limitation when carrying out research on football analytics is the difficulty accessing public data. This problem is exacerbated when the goal is to analyze players’ performance using unstructured data. Most available data sets focus primarily on numerical statistics and often lack textual descriptions of players. In order to overcome this obstacle, I propose using data from football video games. Indeed, these games have the advantage that they mimic the players’ performance. By carrying out a friendly web scraping procedure, I have been able to obtain a representative set of football data from the PES Master website, which is the source of data for the video game called Pro Evolution Soccer.
The algorithm presented in this study shows two main benefits. On the one hand, it unifies structured and unstructured information to work with a complete player profile. On the other hand, it helps the scout save time by avoiding reading through multiple reports to search for certain characteristics of interest. However, I have also noted two main limitations. First, the problem that arises when a query contains new words that do not appear in the training corpus (so-called out-of-vocabulary (OOV) words). In this case, one interesting feature of the methodology is that including numerical attributes of the players can compensate for the fact that texts do not match the corpus players well. And the reverse is also true: if numbers are scarce but there is plenty of text describing the players, the algorithm can also be considered as a powerful tool. Overall, having the possibility of including two sources of information can help to compensate the situation when either text or numbers are not giving sufficient information about the players’ characteristics. The second drawback is testing the algorithm with real data. In this context, future work involves incorporating feedback from scouts to improve the system iteratively. As the Referee rightly pointed out, another promising research direction could be working with the text from match reports.
There is a debate about how ChatGPT might replace humans with the argument that ChatGPT shows a vast knowledge about any field. From my user experience, this tool still makes some mistakes and questionable decisions, both mathematically and in programming. I argue that ChatGPT practitioners need to possess a certain amount of technical knowledge to stop the spread of wrong ideas and guarantee that the scientific output generated is reliable. Otherwise, the proliferation of unsupervised and uncontrolled content might have disquieting implications for the community. Without a critical self-reflexive procedure, the benefits of using generative AI tools are failing to contribute to the progress of science. Through conducting this research I have reached the conclusion that a proper use of ChatGPT can foster and leverage autonomous research, but we must advocate to safeguard critical and rational thought.
Last, but not least, I wish to promote best practices of scientific reproducibility, also in sports. In this context, the new R package
Footnotes
Acknowledgments
During the preparation of this work I used ChatGPT in order to create the player matching algorithm. After using this tool, I reviewed and edited the content as needed and take full responsibility for the content of the publication. The study design, data collection, data analysis, paper writing and creation of the
Consent to participate
Not applicable.
Consent for publication
Not applicable.
Data availability
Data and code are available as part of the free R package
Declaration of conflicting interest
The author declared no potential conflicts of interest with respect to the research, authorship, and/or publication of this article.
Ethical considerations
Not applicable.
Funding
The author(s) received no financial support for the research, authorship, and/or publication of this article.
