Course Organization

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Subsections

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bullet Lego Robots Contest Rules
bullet Object
bullet Blocks
bullet Period of Play
bullet Control
bullet Infrared Beacon
bullet The Contest Playing Table
bullet Wall Striping
bullet Structure
bullet The $20 Rule
bullet Scoring
bullet Arbitration
bullet Rule Changes
bullet Parts List

Lego Robots Contest Rules

This year's contest is "Robo-Ball," a game played by two autonomous robots.

Object

Have your robot earn more points within a 90 second period.  Points are earned by retrieving balls from your ball feeder and moving them across the board. Additional points are earned by placing balls in your goal, and by preventing the opposing robot from moving its balls across the board.

Balls

bulletBalls are restricted-flight golf balls.
bulletAt the start of the round, 20 white balls will be in the white feeder, and 20 black balls will be in the black feeder.
bullet The balls are inert and all have identical mechanical properties.  One set of balls will be painted flat black, the other set will be white or yellow.
bullet Robots may gather any number of balls "into" their body.
bullet Robots may pick up, push, throw, kick, or otherwise move any ball at any time. Robots are permitted to move balls of either color, and may remove balls from either feeder and from either goal.
bulletThe balls may not be altered or destroyed in any way.





Figure 1.1: 2006 Robo-Ball Contest Game Board Specification

Period of Play

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The powered portion of a round will last 90 seconds. After the machines are started, they will have 90 seconds to apply battery power to their actuators.

bulletThe round ends when all machines and balls come to rest.
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The round will be started by the judges turning on the starting lights, located underneath the table in the center of each robot's starting circle, for the first one second of the round.

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The contestants will place the machines on the game board within the designated starting circles. The robots may be placed in any orientation within the starting area.

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The contestants will have 60 seconds to place their machines on the game board from the time the judges call them. If the contestants fail to prepare their machine in that time, it will be treated as a false start (see below).

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The contestants must stand a given distance away from the game board. Any contestant who touches their machine during the round of play will automatically disqualify their robot from the round.

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False Start Rule:  Robots that fail to start when the start light is activated will be awarded 1/2 of a loss and removed from the board.  If the other robot scores at least one point, it will be awarded a win and continue in the competition.  If the other robot scores no points, it will be awarded a loss.  The robot that false started will then compete against a new opponent.  If both robots false start, the round will be restarted (after awarding both robots a 1/2 point loss).  If, in the sole opinion of the judges, a robot is made to deliberately false start in order to avoid a loss against a superior opponent, a full loss will be awarded and the other robot will be allowed to compete against a new opponent.  Robots will not be penalized if the start light fails to operate correctly.

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The machines must have their own internal clock (software will be provided to do this) that cuts off power to the motors at the end of 90 seconds. Any machines that continue to supply actuator power after 90 seconds will be disqualified.

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The contest will be a double elimination competition held over two days, as follows:
bulletRound 1. All machines will play at least one round. If a machine loses its round against an opponent, it will run against an inert placebo. A machine must win (i.e., score at least one point) against the inert placebo in order to qualify for the second round.
bulletRound 2. The main competition. Machines will play until they lose twice. Losses against opponents from the first day are not included.
 

bulletAll rounds will have two robot players.

Control

bulletAll entries must be solely controlled by their onboard computer.  There can be no human intervention once the round begins.
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No parts or substances may be deliberately dumped, deposited, or otherwise left to remain on the game board surface. A machine that appears to have been designed to perform such a function will be disqualified.

bulletMachines are not allowed to destroy their opponent's microprocessor board.
bulletMachines may not deliberately cause damage to the opposing machine, although blocking of the other machine's path is permitted.
bulletAt the contestants' request during a round, a judge will deactivate their machine and remove it from the game board. This option may be invoked, for example, if the contestants believe their machine is damaging itself. The round will continue and be scored normally.

Structure

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All kits contain roughly the same components, with the exception that some LEGO parts may be colored differently in different kits. Trading of parts between teams is permitted. The instructor and/or TAs may provide additional Lego parts at their discretion.

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Only LEGO parts and connectors may be used as robot structure.  Rubber bands are counted as LEGO parts; therefore, rubber bands may be used to provide structural support to your machine.

bulletLEGO pieces may not be glued together.
bulletLEGO pieces may not be altered in any way, with the following exceptions:
1.
The LEGO baseplate may be altered freely.
2.
LEGO pieces may be modified to facilitate the mounting of sensors and actuators.
3.
LEGO pieces may be modified to perform a function directly related to the operation of a sensor. An example: Holes may be drilled into a LEGO wheel to help make an optical shaft encoder.
bulletString may not be used for structural purposes.
bulletA non-LEGO part may be attached to at most five LEGO parts via glue.
bulletCardboard, other paper products, and tape may be used for the purpose of creating optical shields for light sensors.
bulletWire may only be used for electrical purposes, and not structural.
bulletRubber bands may be glued to LEGO wheels or gears to increase the coefficient of friction.
bulletRubber bands may be used to provide stored energy.
bulletContestants may not alter the structure of their entry once the competition has begun, but may repair broken components between rounds if time permits. Components that are designed to be modular (for example, structures that can be quickly reversed to function in either a right-handed or left-handed manner) may be attached or detached between rounds if time permits.
bulletThe dimension of the machine may not exceed an imaginary 1 foot cube at the start of each round. Entries may however expand once the round has begun.
bulletEntries may not drag wires or string between two or more structurally separate parts of their robot.  One portion of the robot is considered structurally separate from another if when the machine is lifted from a supporting surface and held from the other portion, the two portions are supported mainly by wire.  However, two apparent structural components connected by Lego parts (e.g., lego chain links) will be considered the same structural component.
bulletNo lubricants may be used.
bulletCable ties may not be used for structural purposes.
bulletSome parts in the Lego Robots kit are considered tools and may not be used on the robot. Examples are: the plastic parts container; the small rectangular parts container; the soldering iron sponge. If there is any question about whether an object is a "kit part" or a "tool part," ask the instructor.
bulletAny machine that appears to be a safety hazard will be disqualified from the competition.

The $20 Rule

To encourage creativity, contestants may spend up to $20 of their own all non-kit-standard additions:

bulletThe following components, categories of components, or varieties of circuitry are disallowed:
bulletBatteries of any variety.
bulletMotor driver circuitry, including relays, power transistors, or any other replacements or modifications to the standard motor driver circuitry.
bulletNo single part may cost more than $5.
bulletResistors rated less than 1 watt and capacitors valued less than 100 µF may be used freely, without accounting toward the $10 total.
bulletContestants who add any non-kit parts to their project must turn in a design report that includes: description of the modification, schematic of all added circuitry, and store receipts for parts purchases. This design report must be turned in to the instructor at least one week prior to the first round of competition. Any machines found with added parts that have not been documented in this fashion will be disqualified.
bulletIf a contestant wishes to use a part that has been obtained through other means than retail purchase, an equivalent cost value to the part will be assigned by the instructor. Contestants must obtain this cost estimate in writing from the instructor and include it in the design report mentioned above.

Scoring

bullet One point will be awarded for each of your opponent's balls that is no longer in the ball feeder when the game ends. It does not matter which robot removed the ball from the feeder.
bullet Two points will be awarded for each of your balls that is on the goal side of the board when the game ends. A ball is on the goal side if it is on the game board and more than 50% of the ball is across the half-court line, which runs down the middle of the board. It does not matter how the ball arrived on the goal side.
bullet Five points will be awarded for each of your balls that is in your own goal when the game ends. These points are in addition to the two points awarded for being on the goal side. It does not matter how the ball arrived at the goal.
bullet In order to win a round, a robot must score at least one point through its own action. Robots that, in the opinion of the instructor, failed to contribute to their own score will receive a score of zero, regardless of the position of the balls. For purposes of this rule, removing an opponent's ball from the goal or the goal side of the board counts as a contribution.
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The winner will be the machine with the most points at the end of the round.

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In rounds containing a placebo, the contestant's robot must score at least one point in order to be declared the winner of that round.

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If no points are scored a double loss will be awarded by the judges.

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If there is a tie at a non-zero score at the end of the round, the round will be replayed with the robots starting on opposite sides of the board. If they tie again, each robot will receive a half loss.

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A double win may be awarded at the judges' discretion.

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The judges will decide any discrepancies in the contest play.

Arbitration

bulletContestants may approach the instructor to consult about possible designs that may be questionable under the rules listed above.
bulletFinal arbitration of any rule disputes before the day of the contest will be decided by the instructor.
bulletDuring the actual contest rounds, the decision of the judges will be final.

Rule Changes

It is possible that it will be necessary to change these rules during the semester. Any such changes will be made only by the instructor, who will announce any changes in class and lab with as much advance notice as is practical.

Parts List

This section lists all of the parts in the 2002 Lego Robots parts kit, including pricing and source information.

The prices indicated for most parts represent modest quantity discounts (usually 10 to 20 percent) from commercial suppliers like Arrow and Digikey. Considerably better prices may be attainable with some scrounging around.

Overall, the LEGO component of the Lego Robots kit is valued at about $250 retail.


 


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next up previous contents index
Next: Assembly Manual Up: Lego Robots 2002 Course Previous: Course Notes Overview

jkb
11/30/01