The Technology behind Ball by Ball ID: How Every Delivery Is Tracked?

In the modern age of cricket, data is as important as the game itself. From real-time scores to in-depth analytics, everything revolves around accurate and structured information. One of the unsung heroes in this digital evolution is the Ball by Ball ID-a unique identifier that allows every single delivery in a cricket match to be tracked, analyzed, and recalled with precision. But how exactly does this technology work? Let’s break it down.

Jul 16, 2025 - 16:25
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The Technology behind Ball by Ball ID: How Every Delivery Is Tracked?

In the modern age of cricket, data is as important as the game itself. From real-time scores to in-depth analytics, everything revolves around accurate and structured information. One of the unsung heroes in this digital evolution is the Ball by Ball ID-a unique identifier that allows every single delivery in a cricket match to be tracked, analyzed, and recalled with precision. But how exactly does this technology work? Let’s break it down.

What Is a Ball by Ball ID?

A Ball by Ball ID is a unique code or identifier assigned to each delivery bowled in a cricket match. It typically includes information like:

  • Match ID
  • Innings number
  • Over number
  • Ball number within the over

For example, a Ball ID like M123-IN1-OV10-B3 could represent the third ball of the 10th over in the first innings of match number 123.

While it sounds simple on the surface, creating and maintaining this system in real time — especially across multiple platforms like apps, websites, and broadcasts — involves some clever engineering.

The Core Technology Stack

1. Scoring Engines & Match Management Software

At the heart of it all is the scoring engine — a software tool used by official scorers to log every ball. Examples include:

  • Cricinfo’s Ball-by-Ball Engine
  • CricHQ
  • ECB’s Play-Cricket Scorer
  • Custom APIs for broadcasters

Every delivery is recorded in real-time with metadata such as batter, bowler, shot type, fielding result, and more. As soon as a ball is logged, the system auto-generates or updates the Ball by Ball ID.

2. Databases & Unique Key Structuring

Each Ball by Ball ID is structured in a database table, typically with keys like:

  • match_id (foreign key)
  • innings_number
  • over_number
  • ball_number
  • ball_id (concatenated or hashed)

Some systems use UUIDs or hashed keys to ensure global uniqueness — especially for large-scale tournaments like IPL or World Cups that run in parallel.

3. Real-Time APIs and Webhooks

To ensure ball-by-ball data is available instantly to apps, score widgets, and broadcasters, the system relies on:

  • REST APIs for fetching latest ball IDs and stats
  • WebSockets or webhooks for real-time push updates
  • Caching layers (like Redis) for fast response times

For example, a fantasy cricket platform uses the Ball ID to update player scores in real-time when a six is hit or a wicket falls.

4. Error Handling & Edge Cases

Handling ball-by-ball data isn’t always linear. The system must account for:

  • No-balls and free hits
  • Dead balls or replays
  • Rain interruptions or match restarts
  • DRS-induced ball count delays

The scoring engine ensures the Ball by Ball ID is still preserved and accurately reflects these unique scenarios.

5. AI and Computer Vision Integration

Top-level broadcasting now includes AI tracking systems like:

  • Hawk-Eye
  • Stump Vision
  • Snickometer

These tools not only analyze the trajectory of the ball but can link video frames to Ball by Ball IDs, creating seamless integrations of data and visuals. This is how we get features like:

  • Ball speed overlays
  • Pitch maps
  • Replay tagging by Ball ID

Final Thoughts

In cricket’s digital age, a single delivery is more than just an event — it’s a data point, a statistical entity, and a content trigger. The Ball by Ball ID is what makes all of that possible. As tech continues to evolve, we can expect even more advanced uses — from predictive analytics to immersive fan experiences — all starting from that one unique identifier per ball.

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