point_ID
: Character point IDset_num
: Set Numbergame_num
: Game Numberpoint_num
: Point number WITHIN a game (always starts at 1)serve_num
: Serve Number (1,2). Lets are not tracked.server_id
: 'Server IDreturner_id
: Returner IDpoint_winner_id
: Point Winner ID (either serverID or returnerID)court_side
: Serve Court ('AdCourt' or 'DeuceCourt')serve_speed_kph
: Serve Speed in Kilometers per Hourserve_type
:'Flat', 'Pronated', 'Slice', 'Unclassified'fault_distance_missed_m
: If serve was fault, by how much did it miss? In Metres(x,y,z)_ball_serve_impact
: Location of where the serve ball was struck.rally_length
: Length of rally (including serve)point_end_type
: How did rally end? Ex: Fault, Unforced/Forced error, Winnererror_type
: If point ended in an error, which type? Ex: Net, Wide, Longtrapped_by_net
: I think Boolean for whether shot was net error?slast_troke
: Type of stroke on last shot of rally. Ex: Ground, Passing, Drop. "Last shot" means any last recorded shot (winner, error, etc)last_hand
: Handedness on last shot.last_stroke_net_height_m
: Ball height at net on last shot of rally (in metres).winner_placement
: Cross Court or Down the LineunforcedErrorPlacement
: If shot error, what type? Wide, Net, Long. This is the same aserror_type
?is_break_point
: Booleanis_break_point_converted
: BooleanrunAroundForeHand
: Booleanis_track_avail
: Boolean. Indicates whether ball tracking data is available for this rally sequence.(x,y,z)_serve_bounce
: coordinates of serve bounceserve_dir
: Serve Direction (T, Wide, Body)(x,y,z)_net_serve
: coordinates of serve ball as it reached the netlast_ball_impact_(x,y,z)
: Coordinates of last location ball was hitlast_ball_bounce_(x,y,z)
: coordinates of last ball bounceserve_return_impact_(x,y,z)
: coordinates of where the returner made contact with serveserve_return_net_(x,y,z)
: coordinates of where the serve-return shot reached the netserve_return_bounce_(x,y,z)
: coordinates of where the serve-return shot landedspin_rpm
: Ball spin on last rally shotis_fault
: 0 = Not fault; 1= Faultis_doublefault
: 0 = Not doublefault; 1= doublefaultis_tiebreak
: Indicator for current point being a tiebreakis_ace
: Indicator if serve is an aceis_prev_doublefault
: Indicator if serve is doublefaultis_prev_ace
: Indicator if previous serve was an aceserver_score
:returner_score
:player1
:player2
:p1_cum_games
:p2_cum_games
:p1_cum_sets
:p2_cum_sets
: