| United States Patent Application |
20040142774
|
| Kind Code
|
A1
|
|
Kamen, Dean
|
July 22, 2004
|
Method and system for creating coopertition
Abstract
One embodiment of the invention is a system and method for creating
cooperation and gracious professionalism during a competition. According
to one embodiment of the invention, a first participating player, team,
or alliance is motivated to cooperate with a second participating player,
team, or alliance by rewarding the first participating player, team, or
alliance for assisting the second participating player, team, or alliance
to achieve a higher score than might otherwise have been the attainable.
One particular embodiment of this invention is to award the first
participating player, team, or alliance that obtained the highest number
of points during competition with a score comprised of the number of
points obtained by the first participating player, team, or alliance plus
twice the number of points obtained by the second participating player,
team, or alliance.
| Inventors: |
Kamen, Dean; (Bedford, NH)
|
| Correspondence Address:
|
Dean Kamen
c/o DEKA Research & Development Corp.
340 Commercial Street
Manchester
NH
03101
US
|
| Family ID:
|
32717927
|
| Appl. No.:
|
10/751166
|
| Filed:
|
January 3, 2004 |
Related U.S. Patent Documents
| | | | |
|
| Application Number | Filing Date | Patent Number | |
|---|
| | 60437811 | Jan 3, 2003 | | |
|
|
| Current U.S. Class: |
473/415 |
| Current CPC Class: |
A63B 71/06 20130101; A63B 2208/12 20130101; A63B 71/0616 20130101 |
| Class at Publication: |
473/415 |
| International Class: |
A63B 067/00 |
Claims
What is claimed is:
1. A method for scoring a competition between a first team and a second
team, in which one of the first team and the second team is the better
scoring team and the other is the lower scoring team, the method
comprising: a. determining the raw score accumulated by the first team
according to the rules of the competition; b. determining the raw score
accumulated by the second team according to the rules of the competition;
c. comparing the score accumulated by the first team to the score
accumulated by the second team to determining which team is the better
scoring team; and d. computing the final score of the better scoring team
by adding the raw score of the better scoring team to two times the score
of the lower scoring team.
Description
[0001] The present application claims priority from U.S. Provisional
Patent Application 60/437,811, filed Jan. 3, 2003, which application is
incorporated herein by reference.
TECHNICAL FIELD
[0002] The present invention pertains to methods and systems for
conducting competitions, and, more particularly, to conducting
competitions that foster cooperation and gracious professionalism among
the competitors.
BACKGROUND ART
[0003] FIRST (For Inspiration and Recognition of Science and Technology)
was founded in 1989 to inspire an appreciation of science and technology
in young people, their schools and their communities. Based in
Manchester, N.H., the non-profit organization designs accessible,
innovative programs to build self-confidence, knowledge, and life-skills
while motivating young people to pursue opportunities in science,
technology, and engineering. With the support of many of the world's
best-known companies, FIRST hosts the FIRST Robotics Competition for high
school students and the FIRST LEGO.TM. League for children 9-14 years
old. For more information about FIRST, please see www.usfirst.org.
[0004] The FIRST Robotics Competition provides high school students the
opportunity to work alongside professional engineers to design and build
robots from a kit of parts to participate in a specific game that changes
from year to year. Student teams work with corporate sponsors, colleges,
and other professional mentors to compete in regional competitions
leading up to the annual championship competition. The FIRST Robotics
Competition, however, is about a lot more than robots. Although the
pressure and excitement of the competition is intense, FIRST motivates
the players to know their competitors, make friends with them, and even
help them out. FIRST calls this an environment of "gracious
professionalism."
[0005] Since its inception, FIRST has impacted hundreds of thousands of
young people and continued to expand its reach every year. For example,
in 2003, approximately 700 corporations provided sponsorship and career
opportunities to the approximately 25,000 young people who participated
in the FIRST Robotics Competition that year. More than 35 Universities
offered more than $3.8 million in scholarships to these participants.
With the significant success and growth of FIRST in general and the FIRST
Robotics Competition in particular, comes the need to foster the spirit
of gracious professionalism to an ever increasing group of participates,
sponsors, and volunteers. While gracious professionalism is the very sole
of FIRST, it would be helpful to design the annual FIRST Robotics
Competition game, and any other competition where a spirit of cooperation
is desired, so that the rules of the game itself foster this spirit of
gracious professionalism. The FIRST Robotics Competition game over the
years has structured the competition so that the teams work in changing
groups (called alliances) against other groups of teams. This rotating
alliance structure fosters a spirit of gracious professionalism, because
an opponent in one round may be a partner in the next. While this
alliance structure contributes to gracious professionalism, what is
needed is a method and system for scoring such competitions to create a
coopertition.
SUMMARY OF THE INVENTION
[0006] One embodiment of the invention is a system and method for creating
cooperation and gracious professionalism during a competition. According
to one embodiment of the invention, a first participating player, team,
or alliance is motivated to cooperate with a second participating player,
team, or alliance by rewarding the first participating player, team, or
alliance for assisting the second participating player, team, or alliance
to achieve a higher score than might otherwise have been the attainable.
One particular embodiment of this invention is to award the first
participating player, team, or alliance that obtained the highest number
of points during competition with a score comprised of the number of
points obtained by the first participating player, team, or alliance plus
twice the number of points obtained by the second participating player,
team, or alliance.
BRIEF DESCRIPTION OF THE DRAWINGS
[0007] The foregoing features of the invention will be more readily
understood by reference to the following detailed description, taken with
reference to the accompanying drawings, in which:
[0008] FIG. 1 shows the playing field layout;
[0009] FIG. 2 shows the structure of the competition for the Regional
competitions and the Championship Divisional competition;
[0010] FIG. 3 shows the structure of competition for the Championship
Event at the Championship competition.
DETAILED DESCRIPTION OF THE INVENTION
[0011] The game is played on a 54-foot long by 24-foot wide playing field.
A 2-foot high platform that is 4-feet wide by 12-feet long is located
across the center of the field. The platform is accessed from each of its
long sides by ramps that are 8 feet long. Two alliances of two teams each
compete in each match. Each team consists of a human player, two
driver/operators, and a coach. A match consists of a 10-second Human
Player Period, a 15-second Autonomous Control Period, and a 1 minute and
45 second Remote Control Period. The object of the game is to acquire and
stack plastic storage containers that are initially located on the
platform or placed on the playing field by human players. Each alliance
must place containers in a scoring zone on its own side of the field to
score points. The total number of points earned depends on the count of
containers located in each alliance's scoring zone multiplied by the
number of containers in their highest stack. Additional points are
awarded for any robot that is positioned on the top of the platform at
the end of the match.
[0012] Personal safety is of primary importance during all FIRST Robotics
Competitions. Because FIRST hosts events that involve robots that depend
on electrical equipment, stored mechanical energy, moving mechanical
parts, and other safety hazards, Safety will not be compromised. Please
use common sense and be safe! Safety rules will be strictly enforced
[0013] FIG. 1 shows the playing field layout. The exact dimensions of the
playing field and game components may differ slightly from competition to
competition. The playing field is bounded on its long sides by a 20-inch
high aluminum pipe guardrail system 10. The guardrail system 10 is
fastened to the field carpet with "Velcro" fasteners. Both ends of the
field have an end wall 11 consisting of a 3-foot high, {fraction (3/16")}
thick aluminum diamond plate end wall topped by a 4-foot high, {fraction
(3/8")} thick transparent acrylic safety shield, for a total wall height
of about 7 feet. The driver stations are located behind end walls 11. The
middle of the playing field contains the Platform 12, Ramps 13, and
Starting Alleys 14. The alleys at the sides of the platform are divided
at midfield by a pipe barrier whose top is 1 foot 4 inches above the
floor. A 12-foot wide Scoring Zone 15 extends from the base of the ramps
toward the Driver Stations. The area between the scoring zone and the
drivers stations is a "No Scoring" Zone 16. The alleys 14 at the side of
the platform and ramps are also no scoring zones.
[0014] The playing field and its components have a number of different
surfaces:
[0015] The playing field has a three-color carpeted surface of red, gray,
and blue.
[0016] The ramps 13 are 8 feet long by 12 feet wide (three 4'.times.8'
sections) made of open 1" by 1" welded wire mesh. They are sloped
approximately 14 degrees from horizontal.
[0017] The platform 12 top of the ramp has a smooth, High Density
Polyethylene (HDPE) surface 1/2" thick. The platform 12 is 4-foot wide by
12-foot long by 2-foot high. The approach ramps and ramp platform have a
2-foot-high, 1/2"thick, transparent polycarbonate wall along their
outside edges. These walls extend down to the surface of the playing
field.
[0018] There are 2" wide white lines on the playing field that can be used
by robot tracking systems.
[0019] Each field end has two alliance boxes 17 delineated by floor tape.
Each alliance box has two driver stations 18. Each alliance will set-up
at a driver station location as assigned by the scoring system. Competing
alliances will be placed at diagonally opposite ends of the playing
field. The driver stations 18 have 12-inch deep shelves located 3 feet
above the floor where each team's robot control system may be placed.
Teams must bring their own control systems, including radios, to the
field. Each driver station will have a 15-pin male cable to provide power
and control signal to the Operator Interface (01) of each team's control
system. These are to be plugged into the "Competition" port of the OI. No
power outlets will be available at the driver stations.
[0020] Sterilite Corporation (www.sterilite.com), Townsend, Mass.,
manufactures the plastic storage containers used in this game. The game
containers are 73-quart capacity, model 1730, and their color is Glacier
(blue). They are approximately 24-{fraction (1/4")}
long.times.17-{fraction (1/4")} wide.times.15-{fraction (3/4")} high. The
tops of the containers will be fastened securely to the container bodies
with plastic pop-rivets. Retroreflective tape will be applied to the
human-player handled containers only. Containers are readily available
for purchase at stores such as Walmart, Target, and others. Sterilite
will also sell to teams through their distributor but the minimum order
amount is $ 250 USD.
[0021] The object of the game is for each of the alliances to score points
by acquiring and stacking plastic storage containers in their own end of
the playing field. Additional points are awarded to alliances whose
robots are positioned on the platform at the end of each match. Prior to
participating in any match, each teams robot must pass technical
inspection and be within the prescribed weight and dimension limits. For
a robot to be eligible to compete, it must contain the minimum
components. If a robot is inoperable and unable to compete in a match, in
order for that team to obtain a score, at least one member of the team
must be in the team's driver station during the match. This team member
may be the human player.
[0022] At the start of each match, 29 containers will be stacked in 5
tiers in a line across the top of the platform.
[0023] The 1st (bottom), 2nd, and 3rd tiers will have 7 containers;
[0024] The 4th tier will have 5 containers;
[0025] The 5th (top) tier will have 3 containers.
[0026] The platform container stacks will be located approximately 3
inches apart and centered across the platform.
[0027] Robots will initially be placed within the starting areas in the
alleys at the sides of the platform/ramp structure. Each alliance's
robots will start on the far side of the midfield barrier.
[0028] Each alliance will have 2 human players (1 from each team)
positioned outside each of the two gates at their end of the playing
field. Each human player will have 4 containers stacked near him or her.
[0029] The remaining 2 players and a coach from each team must stand in
their driver station on a line that is 3' from the base of the driver
station.
[0030] Driver controls must be placed on the diamond plate shelf.
[0031] At a starting signal, all 4 human players will enter the field at
the same time from separate gates at the sides of the field. They will
have 10 seconds to place or stack their containers anywhere in their own
Scoring Zone and exit the field. The human players will then stand on a
pressure-sensitive mat located outside the playing field to positively
indicate that they have cleared the field. Any team (not the alliance)
whose human player is not off the playing field in 10 seconds will have
their robots disabled during the 15-second autonomous period. Any team
(not the alliance) whose human player is not off the field in 15 seconds
will not be powered up and will not compete in that entire match. The
autonomous operation period of the game will automatically start when the
last human player leaves the field and all 4 pressure sensitive mats have
been activated. The human players must then join their teams in the
driver stations. As soon as the game starts, all robots will be under
autonomous control (no human drivers) for a period of 15 seconds. During
this time, the robots will operate and react only to sensor inputs and to
commands programmed by their teams into the onboard robot control system.
Operator control of the robot will not be possible during this time. The
only operator control allowed during the autonomous robot control period
is activating of the Emergency Stop (E-Stop) buttons located in the
driver stations, which will disable that robot's power supply. A team
player, not a coach, is allowed to leave the 3' line in order to activate
the E-Stop button.
[0032] During the autonomous robot control period, robots may use onboard
sensors to detect features of the playing field surface (e.g., the white
lines or colored areas of the carpet), the containers placed in the
scoring zones by the human players (which have detectable strips of
retro-reflective tape on the sides of the containers), structural
elements of the play field (e.g., using proximity or contact sensors to
detect edges of the field or parts of the ramp structure) and/or other
robots. During the autonomous robot control period, the robots may move
about the field and perform any activities that would be normally
permissible when operated under human control. All robot operation and
safety rules applicable during the operator control period are also
applicable during the autonomous robot Control period.
[0033] An E-Stop button during the autonomous period. The intent is for
the E-Stop buttons to act as a safety device, not for team use to, in any
way, control/modify control of its robot during the 15-second autonomous
period. Upon completion of the 15-second autonomous robot control period,
the driver station controls will automatically be activated. Team members
will remotely control and operate their robots for the remaining 1 minute
and 45 seconds of the match. Power will be automatically shut off at the
conclusion of this period.
[0034] Robots try to acquire and stack (right-side up, upside down, on
their side, etc.) as many containers as possible in their alliance's
scoring zone 15 . The "gray carpet" alleys 14 at the side of the
platform/ramp structure and the "gray carpet" areas directly in front of
each end of the playing field are "No Score" areas, i.e., not in the
scoring zone. All containers within the alliance's scoring zone 15 will
be worth one point each EXCEPT the containers in the tallest stack. The
total number of one-point containers will determine the base score for
the alliance. The tallest stack of containers within the scoring zone is
the "multiplier stack." Containers in the multiplier stack are worth zero
points each (note that containers in other stacks of the same height are
worth one point each). The total base score is then multiplied by the
height in whole Stack Height Units (SHU) of the multiplier stack. A whole
Stack Height Unit is 14-3/4 inches, which is the height of an individual
container nested in a stack. More than one stack of the same height does
not affect the multiplier. Whole Stack Height Units will be measured with
an Official Stack Height Measuring device. The Official Stack Height
Measuring Device will be marked in increments of 14-3/4 inches (one
wSHU). An additional 25 points will be awarded to each robot that is
touching only the top of the platform 12 at the end of the match.
[0035] Both teams in the losing alliance get their own alliance score in
Qualifying Points (QP's). Both teams in the winning alliance get their
own score plus twice the losing alliance's score in QP's. A tie awards
the total of the match points to both alliances in QP'S.
[0036] The competition is composed of two phases: Qualification Matches
and Elimination Rounds. All matches are two minutes each plus 10 seconds
for the human player time. In each match, two teams work together as an
alliance against another 2-team alliance to collect and stack storage
containers. During the qualification matches, randomly assigned teams are
partnered to form alliances. Alliances last only for the duration of a
match. The qualification match schedule will be provided prior to the
start of the qualification matches.
[0037] At Regional Events, teams will be randomly allied with any other
team at the event;
[0038] At The Championship Event, each team is assigned to one of four
divisions and participates only with other teams in the same division.
Teams are ranked based on an equal number of qualification matches. For
ranking, the lowest match QP score is dropped and the remaining match
scores are averaged. If teams must play an extra match to fill out the
matches in a competition, this extra match score and their lowest score
are dropped before averaging. Following the conclusion of the
qualification matches, the top-ranked teams form alliances and go on to
compete in the elimination rounds.
[0039] Alliances formed for the Elimination Rounds stay together for the
remainder of the event. Each elimination round alliance is composed of
three teams. Only 2 teams play in an alliance at a time. The third team
in the 1st match must play in the 2nd match with no exceptions. Teams
should consider the robustness of the robots when picking alliance
partners.
[0040] At Regional events: Eight (8) alliances compete in a series of
elimination rounds until one alliance is declared the event champion;
[0041] At The Championship Event: Thirty-two (32) alliances (8 per
Division) compete in a series of elimination rounds, resulting in four
Division Champion alliances and one Grand Champion alliance.
[0042] Each elimination round will be comprised of 2 matches. The
elimination matches will be scored exactly like the qualifying matches
except that the points will be referred to as Elimination Points (EP's).
Both teams in the losing alliance get their own alliance score in EP's.
Both teams in the winning alliance get their own score plus twice the
losing alliance's score in EP's. A tie awards the total of the match
points to both alliances in EP's. After the two matches are completed,
the alliance with the highest combined total EP score advances to the
next round. In the event of a tied score, a 3rd and final match will be
played. The highest EP score for this match advances. If the alliances
are still tied, the winning alliance will be determined using the
following criteria:
[0043] Alliance with the highest EP score for 1 of the 3 matches in this
round;
[0044] Higher seeded alliance (1 is highest seed and 8 is the lowest
seed).
The Rules
[0045] Safety Rules
[0046] All teams are responsible for providing their own safety glasses at
each event and all team members must wear safety glasses in the alliance
stations during matches (students and coaches). Safety glasses must be
worn by everyone at all times while in the pit area.
[0047] All team members must wear sneakers or appropriate footwear while
in the pit area or competing. No bare feet, no sandals, no open-toed
shoes, etc.
[0048] The human players must wear safety glasses when they are competing
to move and stack containers.
[0049] While on the playing field, the human players must keep their feet
on the ground, i.e., they cannot stand on the field border, the
containers or each other.
[0050] The human players must immediately return to their driver stations
once the autonomous segment of the match begins.
[0051] The students and coach must remain in their driver station during
the match.
[0052] Students and coaches may not reach into the playing field.
[0053] If, at any time, the referees or the field manager determine that a
robot poses a safety hazard, the robot must be modified to the head
referee or field manager's satisfaction or it will not be allowed to
compete.
[0054] The storage containers are the only projectiles that may be
launched by a robot.
[0055] Wireless/radio control mode is never allowed in the pit area(s).
Robots may only be driven via the tether when not competing in a match.
[0056] Do not tamper with the power supply, batteries, chargers, speed
controllers, joysticks or any other control system component except as
noted in the control system rules. Tampering could result in failure or
malfunction of the control system, and lead to a safety hazard or damage
to the robot.
[0057] The 120A circuit breaker must be easily accessible.
[0058] Turn off the 120A main circuit breaker while making adjustments to
your robot. Since the motors provided in the kit are quite powerful, it
is important to keep all body parts away from all robot mechanisms while
your robot is connected to the battery.
[0059] The battery can deliver more than 200 Amperes. Do not let the wires
come into contact with any metal surfaces. Route wires carefully to avoid
damage and short circuits that may cause serious burns, fire, and/or
permanent damage to the batteries.
[0060] Game Match Rules
[0061] The "minimum robot" that may be used in a match must contain the
following components:
[0062] Battery;
[0063] Robot Controller;
[0064] Radio;
[0065] Revolving Light;
[0066] Associated Wiring, Circuit Breakers, and Fuse Panel;
[0067] Team Name/Number signs.
[0068] The minimum robot must be wired such that the revolving light turns
on when the autonomous mode/operator control mode is enabled.
[0069] Referees have ultimate authority during the competition. THEIR
RULINGS ARE FINAL! The referees will not review any recorded replays.
[0070] ABSOLUTELY NO REMATCHES WILL BE AWARDED. FIRST reserves the right
to re-play a match due to obvious catastrophic failure of FIRST-provided
field materials or human error.
[0071] THERE ARE NO TIME-OUTS. The matches must progress according to
schedule. If a robot cannot report for a match, the cueing manager shall
be informed and at least one member of the team should report to the
field for the match. Special field access badges are supplied by FIRST at
each event and must be worn by the four members per team (3"Students" and
1 "Coach") to be allowed on the playing field. The coach's badge will
have a special designation identifying him or her as a coach. The coach
may be a team mentor, student advisor or student.
[0072] Special clothing and/or equipment will only be allowed on the
playing field for those who demonstrate a need based on a physical
disability.
[0073] Teams are allowed a maximum of 1 minute to set up their robots on
the playing field and a maximum of 1 minute to remove all robot parts
from the field following a match. Teams should practice the coordination
of placing their robot onto the field before coming to the competition.
[0074] During the setup for matches, each team must connect their operator
interface to a specific driver station within their alliance station as
designated by FIRST. The Qualification Match schedule distributed to the
teams will indicate either a left or right driver position as viewed from
the driver station looking toward the ramp. Teams will be directed during
queuing to their designated driver station location. Team control systems
will come in many sizes, shapes, colors, and configurations including
"wearable" controls. Wearable controls, whether they are gloves,
headgear, a platform hung from shoulder straps or whatever, must conform
to the following:
[0075] Your OI must be on the diamond plate shelf so that its competition
port can be connected with the provided DB15 cable;
[0076] Your wearable controls must be connected to one of the Ports 1-4
AND this connection must have some sort of quick connect/disconnect (of
your choice) in this line;
[0077] Upon expiration of the autonomous period, you may step forward and
use your quick connect and begin driving. During the setup for each
match, robots must be placed totally within their designated starting
areas. In the Qualification Matches, a robot will be placed in the
starting box that that is in front of its driver but on the opposite side
of midfield, i.e., as viewed from the driver's perspective, the
right-most driver's robot will be in the right starting spot and the
left-most driver's robot will be in the left starting spot. In the
Elimination Rounds, the robots can go in either position. They must sit
on the carpet unconstrained in the same position as when they were in the
sizing box.
[0078] Templates may not be used for robot placement on the field.
[0079] At the start of each match, 29 containers will be stacked in a line
across the top platform of the ramp structure in 5 tiers: the bottom 3
tiers will have 7 containers each; the 4th tier will have 5 containers;
the 5th (top) tier will have 3 containers.
[0080] During a match, four members per team (3 "Students" and 1 "Coach")
are allowed in the alliance station at the end of the field. One of the
students is designated as the "Human Player" and performs the human
player activity as described in the rules. The students must be
pre-college students from a team partner school while the coach may be an
adult or student from a team partner. Coaches who happen to be
pre-college students are not considered "students" with respect to rules
of game play and may not engage in activities reserved for students. The
students and coach from each alliance may move about within the alliance
station.
[0081] During a match, the robots may be remotely operated only by the
students and/or by software running in an on-board control system.
[0082] During a match, students and mentors must stand on the carpet,
i.e., they may not stand on containers, the driver station shelf or any
part of the field structure or on each other.
[0083] Each match lasts for two minutes plus 10 seconds for human player
activity.
[0084] Contact with the containers by alliance members, other than the
human players at the start of the match, is prohibited.
[0085] At a starting signal, all 4 human players will enter the field at
the same time from all 4 gates at the sides of the field. They will have
10 seconds to place or stack their containers within their own scoring
zone.
[0086] Human players may only travel in their own scoring zone. They are
not allowed in the gray areas or on the ramps.
[0087] Human player containers must be "stacked" bottom side facing down.
[0088] Human players can only place or stack containers. They cannot throw
the containers.
[0089] The human players must activate their own power-enabling
pressure-sensitive mats after they exit the field. When all human players
are off the playing field and all of the powerenabling pressure-sensitive
mats have been activated, the robot control systems will be automatically
enabled and the autonomous control period will start.
[0090] During the first 15 seconds of a match, the robots are controlled
autonomously by on board inputs and onboard-programmed control systems.
Subsequent to this, robot control automatically switches to the driver
control stations. Matches end when control systems are disabled by the
expiration of the match time unless the match is whistled dead by the
referees.
[0091] Two Emergency Stop (E-Stop) buttons are located in each alliance
station, one for each team. Pressing an E-Stop button will cause the
corresponding team's robot to be disabled. Any member of a team may press
the E-Stop button corresponding to their own robot. A team that has
pressed its E-Stop button may release it, thus re-enabling their robot at
any time prior to the end of a match; however, activation of the E-Stop
button during the autonomous period will result in a team's robot being
disabled for the remainder of the autonomous period AND for the first 30
seconds of the driver control period. The E-Stop buttons are intended for
remote robot shut down during a match in the event of safety hazards and
will not otherwise affect match scoring or duration. The E -Stop buttons
may not be used to remotely control the robot during autonomous mode.
[0092] Any containers that leave the playing field during a match will be
not be returned to the playing field until the next match.
[0093] Any container that might end up in a driver station area cannot be
returned to the playing field.
[0094] Only the referees may handle or move any container on the playing
field during the scoring of the match.
[0095] A damaged container may be removed from play at the referee's
discretion but only after a match has been scored.
[0096] Robot shoving will be allowed and should be expected. It is very
common for machines to run into each other at full speed, get into
shoving matches, become entangled, and to experience the resultant forces
from these actions. This should be taken into consideration when robots
are designed and built. Design to endure.
[0097] Robots may not intentionally:
[0098] Detach Parts (no connection at all to a robot);
[0099] Remove the lids from the containers;
[0100] Damage another robot;
[0101] Tip over another robot;
[0102] Attach themselves to the ramp mesh or framing material;
[0103] Attach themselves to the railings/walls of any field structure.
[0104] Robot Field power will not be re-enabled after a match; however,
teams may use the tether feature to make any necessary adjustments to the
robot in order to release containers or to release from each other. For
information on using the tether, please refer to the control system
documentation from Innovation First.
[0105] Referees or field staff are not responsible for damage to robots
while attempting to retrieve containers. Please design your robot so that
retained containers may be released quickly and easily after a match is
over.
[0106] The outer field barriers are safety features of the playing field
and robots should not be designed to react against them. Reacting is
grabbing or using the top of the field borders, the top of the driver
stations, the top of the pipes at midfield, and the top of the
platform/ramp polycarbonate sides with the intent of supporting a robot
or robot part. It is also unacceptable to grab onto or push hard enough
against multiple surfaces simultaneously in order to wedge and make
immovable a robot. Contact with all of the barriers is acceptable.
Pushing a container against a barrier is acceptable if the forces applied
are not sufficient to damage the barrier or otherwise deform the playing
field. Minor forces associated with activating contact sensors carried by
the robots or similar minimal-force contact methods to detect and locate
the field barriers are permissible.
[0107] Robots that become entangled in the field barriers, platform/ramp
structure or other robots will not be freed until after the match has
finished unless the entanglement represents a safety hazard. Any
entangled robot may be disabled if a referee deems it necessary.
[0108] During the qualification matches, teams will not play any matches
back to back, however, it is possible that a team's scheduled matches
could be very close in sequence. Teams should anticipate this situation
and be ready for all of their matches.
[0109] The qualification match schedule will be available Thursday evening
or Friday morning. This schedule will indicate alliance partners and
match pairings. It will also tell the alliance its color, RED or BLUE,
for each match. The color is used to determine the placement of each
team's robot, students, and coach around the playing field.
[0110] During the elimination rounds, alliances will have at least four
minutes between scheduled matches.
[0111] FIRST reserves the right to randomly re-inspect and reweigh robots
during the qualification and elimination phases of the competition.
[0112] Scoring Rules
[0113] The referees make all decisions regarding scoring. Referees have
the ultimate authority during the competition. THEIR RULINGS ARE FINAL.
The referees will not review recordings of the match.
[0114] The "Scoring Zones" for containers are the RED and BLUE carpeted
areas.
[0115] The "Scoring Zone" for the robots is the top of the platform.
[0116] The "No Scoring Zones" are the GRAY carpeted areas and the ramps.
[0117] If tape is used along the "Scoring Zone" borders to protect the
carpet seams, the lines will be considered part of the scoring zone.
[0118] Final scoring begins when containers and robots come to rest, which
should be within 10 seconds after the match ends or upon a referee's
decision. Prior to this, the referees may not see all final positions and
cannot make accurate scoring decisions. If, while waiting for objects to
come to rest, an object on the field changes position once a match ends
and the power is turned off (i.e., a stack tips over or moves in and out
of a scoring zone, etc.) and such movement causes a change in the score,
the post-movement score is recorded.
[0119] Scoring containers touching the Scoring Zone in front of the RED
alliance that meet the conditions in [0080] and [0081], count for the RED
alliance. Scoring containers touching the Scoring Zone in front of the
BLUE alliance that meet the conditions in [0080] and [0081], count for
the BLUE alliance.
[0120] When determining the base score for the alliance, the referees will
evaluate the containers with the following criteria:
[0121] The height of the tallest stack (tallest place/location/point)
located in the scoring zone (the "multiplier stack") is measured in whole
Stack Height Units (as defined in [0081]);
[0122] The total number of containers "in" a Scoring Zone will be counted
and assigned one point each. A container or robot will be determined to
be "in" a scoring zone if at least some part of the container or robot is
touching the colored carpet that defines a scoring zone or is supported
exclusively by:
[0123] Other containers "in" that zone (note: this means that if one
container rests entirely in the gray "no score zone" and another
container is stacked on top of it that overhangs the scoring zone,
neither container will be considered to be "in" the scoring zone; the
converse is true that if one container is touching a Scoring Zone and
another container is stacked on top of it and overhangs the "no score
zone", both containers will be considered to be "in" the Scoring Zone);
[0124] An opponent's robot "in" the scoring zone. This means that an
opponent's robot holding a container in the air would count. This bullet
is worth reading several times as there are some subtle and very
interesting results and consequences.
[0125] The height of the tallest stack located in the scoring zone (the
"multiplier stack"), measured in whole Stack Height Units (as defined in
[0081]) is subtracted from the total number of containers to establish
the "base score." Containers in additional stacks of the same height will
be scored normally;
[0126] If ANY parts of your own alliance's robots are in contact with ANY
container in your own Scoring Zone in a stack (alone or in a
multi-container stack), ALL containers in that stack will be worth zero
points.
[0127] Opponent robots in contact with containers in the alliance scoring
zone will not affect the determination of the base score;
[0128] A container may touch the field border.
[0129] When identifying the multiplier stack, the referees will base their
evaluation on the following criteria:
[0130] Only stacks located "in" a scoring zone (as defined in [0080]) are
eligible to become multiplier stacks;
[0131] The tallest stack in the alliance scoring zone will be determined
to be the multiplier stack. Its height is measured in whole Stack Height
Units (SHU) as described previously in Section 7.6;
[0132] Multiplier stacks must have a continuous chain of contact through a
set of containers from the Scoring Zone (stack starts with a container
touching the carpet in the Scoring Zone) to the highest point on the
stack (e.g., stacks supported EXCLUSIVELY by an opponent robot, in which
there is no direct contact between the stack and the Scoring Zone, are
ineligible to be the multiplier stack-any containers in such a stack are
only included in the base score, as identified in Rule [0080]).
[0133] If ANY part of an alliance robot is in contact with ANY container
in a stack, that stack will not be eligible to be the multiplier stack.
In this event, the next-tallest stack will become the multiplier stack;
[0134] There will be only one multiplier stack. If there are multiple
stacks of the same height, the redundant stacks will be scored normally
as part of the alliance base score;
[0135] Opponent robot contact with a stack will not affect multiplier
stack eligibility.
[0136] In the event that a robot is damaged to the point where parts
become detached from the robot, the detached parts are not considered
when determining whether or not the robot is "on" the platform or "in
contact" with a container. In the event that large sections of the robot
break apart, the section containing the Robot Controller is considered
"the robot." Any part that is still connected to the robot, no matter how
loosely is considered part of the robot.
[0137] A team is declared a no-show if no member of the team is in the
alliance station at the start of the match.
[0138] Qualification Matches
[0139] All teams start each competition event with zero (0) qualification
points (QP's) and accumulate QP's throughout the qualifying matches.
[0140] Teams that do not show up for a scheduled qualification match will
receive zero (0) match points and zero (0) QP's. Participating teams will
receive their match score and QP's as normal.
[0141] The winner of a match is the alliance with the highest score. In
each qualifying match, all teams that participated in the match receive
QP's as follows:
[0142] Each team in the losing alliance receives their match score in
QP's;
[0143] Each team in the winning alliance receives their own score plus
double the number of match points of the losing alliance in QP's;
[0144] If 1 team is disqualified, the match will be played as a 2 on 1 and
scoring is as normal; the DQ'd team will receive 0 QP's;
[0145] If an entire alliance is disqualified, the other alliance receives
double their own score in QP's; the DQ'd alliance will receive 0 QP's;
[0146] Ties are allowed. In the event of a tie, all 4 teams get the total
of the scores of both the RED and BLUE alliances;
[0147] At the conclusion of all of the qualification matches, teams are
ranked by dropping their lowest QP score and averaging the rest. If teams
must play an extra match to balance out the matches in a competition, the
score of the extra match and their lowest score are dropped before
averaging.
[0148] Teams will be ranked using the following hierarchy of criteria (in
order from most to least important):
[0149] 1. Highest average qualifying point total;
[0150] 2. Highest number of matches won during qualification matches;
[0151] 3. Highest match score;
[0152] 4. Flip of a coin.
[0153] Elimination Rounds
[0154] All teams start the elimination rounds with zero (0) elimination
points (EP's) and accumulate EP's throughout the elimination rounds.
[0155] Alliances that do not show up for a scheduled match will receive
zero (0) match points and zero (0) EP's. Participating alliances will
receive their match score and EP's as normal.
[0156] The alliances play 2 matches. The elimination rounds will be scored
exactly like the qualifying matches.
[0157] The winner of a match is the alliance with the highest score. In
each elimination match, each alliance will receive EP's as follows:
[0158] The losing alliance receives their match score in EP's;
[0159] The winning alliance receives their own score plus double the
number of match points of the losing alliance in EP's;
[0160] If 1 team is disqualified, that entire alliance is DQ'd; the DQ'd
alliance will receive 0 EP's and the other alliance receives double their
own score in EP's;
[0161] Ties are allowed. In the event of a tie, both alliances get the
total of the scores of both the RED and BLUE alliances;
[0162] The alliance with the highest total EP score advances to the next
round;
[0163] In case of a tie, one more match is played, whereby the highest EP
score for this match advances. If still tied, the winning alliance will
be determined using the following criteria:
[0164] Alliance with the highest EP score for 1 of the 3 matches in this
round;
[0165] Higher seeded alliance (1 is highest seed and 8 is the lowest
seed).
[0166] Game Violations
[0167] Any safety violations during the match, e.g., not wearing safety
glasses, is at least 2 minor penalties and increases with the severity of
the violation.
[0168] All alliance members must remain in the alliance station during
play. The human player must remain in the human player area until his/her
play is done at which time he/she must return to his/her alliance
station. If an alliance member steps out of the alliance station for
reasons of personal safety, no penalty will be imposed. If an alliance
member inadvertently steps out of the defined driver-station area during
a match and it does not affect the outcome of the match, then they will
receive a minor penalty.
[0169] All alliance members must remain in the alliance station after a
match has ended until the referee or field manager signals that the field
can be cleared.
[0170] Repeated minor infractions will result in increasingly severe
penalties. Referees will indicate penalties by throwing down flags color
coded to indicate which alliance/team is being penalized.
[0171] Minor Penalty #1: Warning;
[0172] Minor Penalty #2: Warning;
[0173] Minor Penalty #3: Final warning and disablement for the remainder
of the match.
[0174] In the qualification matches, the penalties are given to an
individual team; in the elimination rounds, the penalties are given to
the alliance.
[0175] Tournament Rules
[0176] Competition at each FIRST Robotics Competition event is composed of
two phases:
[0177] Qualification (Seeding) Matches;
[0178] Elimination Rounds. The qualification matches are open to all
event-registered teams that pass robot inspection. They consist of a
series of matches in which teams are randomly allied with each other.
Based on the results of the qualification matches, teams are ranked. The
top seeded teams automatically qualify to advance to the elimination
rounds. Additional teams are chosen as alliance partners by the
top-seeded teams and also advance to the elimination rounds.
[0179] During qualification matches, randomly assigned teams are partnered
to form alliances. Alliances last only for the duration of a match. The
qualification match schedule will be available Thursday evening or Friday
morning.
[0180] At Regional Events, teams will be randomly allied with any other
team at the event.
[0181] At The Championship Event, each team is assigned to one of four
divisions and participates only with other teams in the same division.
Following the conclusion of the qualification matches, the top ranked
teams form alliances and go on to compete in the elimination rounds.
[0182] Prior to the start of the elimination rounds, one student member of
the highest-seeded team from each alliance must be identified as the
alliance captain. She/he cannot delegate her/his captain authority to
anyone else once selected. Alliance captains must be part of the field
crew for the team. Each alliance captain must wear the "alliance captain
designation" supplied by FIRST to indicate his/her spcial role in the
alliance. Alliance captains are responsible for selecting which two of
the three alliance teams will compete in each match and they are the
final arbiters within the alliance.
[0183] Alliances formed for the elimination rounds stay together for the
remainder of the event and may not be changed. Each elimination round
alliance is composed of three teams. Only 2 teams play in an alliance at
a time. The third team in the 1st match must play in the 2nd match with
no exceptions. Teams should consider the robustness of the robots when
picking alliance partners.
[0184] Alliance Selection
[0185] Eight (8) alliances at Regional Events and thirty-two (32)
alliances (8 per division) at The Championship Event qualify to advance
to the elimination rounds. The alliances are formed as follows:
[0186] For Regional Events: From the top eight (8) seeded teams, starting
with the #1 seed and proceeding sequentially through the #8 seed, a
pre-college student representative selects an alliance partner from among
the remaining un-partnered teams. After all eight teams have selected
their first partner, the process repeats and a second partner is
selected.
[0187] For The Championship Event: Teams are evenly divided up into 4
"divisions." Within each division, from the top eight (8) seeded teams,
starting with the #1 seed and proceeding sequentially through the #8
seed, a pre-college student representative selects an alliance partner
from among the remaining un-partnered teams. After all eight teams have
selected their first partner, the process repeats and a second partner is
selected.
[0188] Teams may decline an offer when asked to ally for the elimination
rounds; however, if a team declines, they are no longer eligible to be
chosen as an alliance partner. In the event that there are not enough
eligible teams to complete the number of alliances needed for elimination
rounds, teams that have declined may be chosen only after all eligible
teams.
[0189] Alliances competing in the elimination matches are paired as
follows:
[0190] For Regional Events and the Divisions at The Championship Event:
All series are 2 matches. In the event of a tie after the 2 matches, the
winning alliance will be determined as described in [0085]. The alliance
led by the 1st seed competes against the alliance led by the 8th seed in
a series of quarterfinal matches; the alliance led by the 2nd seed
competes against the alliance led by the 7th seed in a series of
quarterfinal matches, etc. Winners of the quarterfinal matches compete
against each other in a series of semifinal matches. Winners of the
semi-final matches compete against each other in a series of final
matches with the winning alliance becoming the Regional Champion, as
shown in FIG. 2.
[0191] For The Championship Event Championship: All series are 2 matches.
In the event of a tie after the 2 matches, the winning alliance will be
determined as described in [0085]. Division Champions compete against
each other in a series of semi-final matches. For the semi-finals, the
Division Champions will compete against each other based on the divisions
they came from and will not be ranked relative to each other. The
division pairings will be announced in the future on the FIRST web site
after the division names have been finalized. The winners of the
semi-final matches then compete in a series of matches with the winning
alliance becoming The Grand Champions, as shown in FIG. 3.
[0192] The described embodiments of the invention are intended to be
merely exemplary and numerous variations and modifications will be
apparent to those skilled in the art. All such variations and
modifications are intended to be within the scope of the present
invention as defined in the appended claims.
* * * * *