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Ultimate Ascent Strategies
Hey everyone,
Our team is currently brainstorming stategies for all three parts of the game, and we wanted to hear everyone elses input! This is not for robot designs, just for ways to score or otherwise play the game. Any idea could end up helping our team or any other one. Thanks in advance, Jay |
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Right now we are stuck between a defensive climbing robot and an offensive scoring robot. Personally I want to have a good idea of how many people are going to be building each bot so that ours isn't one of a million defensive bots or vice-versa.
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Our team has developed a few strategies:
Butterfly Bot: have extremedies that drop down and make our robot wider, while staying within the 54 inch diameter, this gives us good defense abilities. With that we are able to sit infront of the feederstation and completely cut if off from being used. God bot: Do everything perfectly and make waffles/pancakes on the side (our team has gotten way to far into trying to do that) Defense bot: This is my personal strategy and I find it very realistic and feasible. Have a short robot that can reliably hang a 30 and drive under the pyramid, feed alliance partners, possibly pick up off the floor, reliably score in the low goal, and play awesome defense. Would anybody think that a robot like that would be picked at competitions? I'm trying to convince my teammates that it could be successful. There are some others but my fingers as well as my mind are tired, I'll post later when I'm a bit more rested and have more to report on of value. |
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Have two robots "pretend" to climb on either side of your pyramid. The other alliance can't get by for fear of penalties. /troll
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Plus it would look cooler at demos. |
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Also, your teams lifting mechanism in 2010 was very interesting... it was brought up a couple of times at our meeting today. |
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Watch towards the end (2:07 on). I believe many other teams used a similar method that year, but theirs was the first I witnessed live. Now, imagine one of those lifters on both sides of your robot. |
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A few of my friends predicted that the majority of the teams would have similar realizations about climbing to the 30 and playing defense. Enough to worry them that too many teams would be doing this exact strategy.
I can't decide what will happen: it seems that many teams would have learned the importance of the "endgame" points due to last year's game, but I still feel that rookies and powerhouse teams will be drawn to the traditional throwing and scoring method simply because it is the "main" way to score. The difference between rookies and powerhouse teams being that powerhouse teams will of course be able to climb as well, and would probably be more accurate at throwing than rookie teams. |
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I just still don't think that it will be reliable as scoring, I can see some scary points coming from a very refined shooter.
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Well fans didn't work for defense last year, but we all know Frisbees can have their direction changed more easily by wind or air. Sit under scoring bins with fan anyone?
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So far, our favorite strategy is getting 4 preloads, climbing to the third tier, then dumping all 4 disks in. Bam, 50 points.
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If I was to use a fan, I would not just sit under the goals. If you are able to move the disc up an inch where the goal is, it isn't going to do too much. While if you get right up in your opponents face, a change of an inch there will be much more as the disc approaches the target. |
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The commuter: A robot with a shifting drive train (acceleration and high top speed) that gets discs from feeders and shoots reliably to 2/3 pt goals. No need to collect from floor. (hangs for 10)
The Glutton: Parks at the big feeding station and continuously is fed discs that it launches at the 2 pt goal across the filed. (hangs for 10) All around: offensive, collects from the floor and scores 3 pts reliably. Mountain Climber: get 4 colored discs, climb to stage 3 (30 pts), dump discs for 20 pts |
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Thinking that defense is going to be a huge strategy thought of by most teams, and implemented frequently as well. But the best defenders will be strong and maneuverable. Seems like out-maneuvering will be vital. Climbing and third-tiering is a huge bonus.
There may be a lot of defenders, but they're going to have a huge impact this game. Lack of penalty zones means free and open fields to either fwoosh down the fielder get into competitive pushing matches. Plus, frisbee are really fragile especially at time of launch. Contact with robot while shooting might result it extreme in accuracy. So...GG. Unless fenders of course. |
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The feeder zone is also protected, so with a little azimuth, defense would be impossible. |
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I like waffles and pancakes.
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@ the shop today we had a sorta mock up of that (with a flat board and a drill running a wheel). It did O.K. but I wanted to do the 180* turn thing, now that I see it in action I will push much harder for it because it looks like it works awesome.
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I think alot of teams are going to underestimate how hard it really is to sequentially climb the pyramid.
A straight shot to the top, sure, but climbing is a heck of a lot harder. |
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The way to make the most points is with an 84" tall shooter placed in front of the feeder, with outriggers to keep defenders away. The trick is ensuring that the discs come out high enough up that a defender can't block them.
It can operate in a lower configuration if no tall defenders appear. |
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I think many of us initially wanted to go with the climb + colored discs design because they seemed a sure way to get a solid 30 to 50 points, but we are now quickly realizing two things:
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Yeah, you can only be that tall when you are touching the pyramid or the auto zone. Your auto zone.
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Since the only safe zones for scoring this year are 1) touching the pyramid or 2) in the feeder zone, I'm thinking that a robot that is meant to by like a nagging wife may find success, particularly in qualifications matches, where everyone just looks to score the most points. This type of annoying defensive bot, built well enough, could throw off anyone trying to score from anywhere not in the previously mentioned safe zones. Consider the box on wheels to be useful if those that can't get their shooters to work see the opportunity.
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On another note, however, a solid box bot could easily plant itself in front of the low goal and just sit there the whole match to prevent low goal scoring. |
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The problem with that is that the low goal is just not worth enough for many teams to really care. You might prevent a rookie team from scoring but most veterans aren't going to depend significantly on low-goal scoring.
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As far as climbing, the rules say that you must contact the zones consecutively, and you can only contact two zones at a time. However, they clearly mark the floor as zone zero. Does that mean we cannot contact above the first horizontal before we are off the floor?
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A few things.
Some of you seem to like planning around failure. Don't do that. You doom yourself to failure Get a solid feel for the game. Run simulations. There are always things you think you know about the game until you see it played out. Try to create an environment similar to the game either in a computer or real, tactile setting. Your understanding of field size, travel time, defensive abilities vs offense capabilities, volume of game pieces in play... they are not things found in a rule book, but are just as important to consider. Play devil's advocate. Challenge the status quo with convincing evidence. This is not the time to draw lines in the sand and box yourself in. |
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And FWIW, I'm not sure "*buzzer* Wrong!" is the best way to get a great discussion going. :] |
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Autonomous scoring is hugely important. Not only are the points an important boost, but autonomous scoring is again the first tiebreaker for seeding.
Also, I think the extra autonomous points available by picking up extra game pieces and scoring them is easier this year than it was in 2011 or 2012. Last year it was hard because the balls varied, and since you didn't know where they were going to start on the bridge, you didn't know just where they'd roll to as you tipped the bridge. This year the game pieces shouldn't vary as much and they start in known locations. Plus you don't have to race your opponent to get them. I think a bunch of teams who already have floor pickup and basic autonomous scoring are going to upgrade their auto routines as the season progresses. It will be pretty tough to seed higher than a team that can consistently score 3+ discs in the autonomous period, assuming they have a good tele-op plan as well. |
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I agree. Autonomous scoring will be critical. Teams that can score autonomously will be the top seeds, if they have good enough resources along with ample drivers they will have no problem scoring. A climb and dump robot may be able to get 50 points, but a solid shooter with a 10 or 20 point climbing ability will still beat it out.
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Ok -
With all of this discussion I have another question to ask: What do you think will be the Elite hidden design? Last year we had the stinger. The year before that we had the slalom mini-bot deploy systems. What about this year? |
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My team set the priority very clearly as
Reliable Post-game (20 or 30) > Reliable Pre-game (hit the 6's every time using reflective tape) >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> picking up frisbees to be able to play the main game. As in.. Let's get those first two and determine things from there. If we think it's a good option, we'll play the game. If we don't want to risk adding more, we'll play defense in the main game |
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How about an upgraded hanger (the one I am pushing for currently): Hang for thirty, dump twenty, and deploy a net at the back of the holding area for disks to take the last two at a toss. 60 point climb, and then just have low/(maybe middle, depending on whether middle is above 60") capability. Think this would work pretty well.
Another idea was the "Ultimate Assist Bot", as it were. Camp under the feeder station, with a holding area in its back, and just shoot all the disks down to the friendly side of the field so others can go for threes. Also, going back to the pickup idea, anyone ever used a pooper scooper or something to the effect? I was doing some "testing" with my hands, and I found that two relatively flat flaps coming together, much like a backhoe or something like that, make it very, very easy to pick up disks. Just have that skimming the floor, and lifting the disks up to the holding bay. |
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I don't foresee a ton of teams being able to ground-load, unlike in rebound rumble. The teams that can load from the ground and feeder station quickly will be the top tier teams (not because its essential, but because its a sure advantage) Someone asked what the "stinger" of the year would be... first, i'd say that it's too early to guess as we've only been looking over the game for 24 hours. If I had to guess though, i think the "stinger" will be some ridiculous climbing device |
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Well, for shooting at the high goals, you could be up to 10 degrees off at the pyramid and no one would be any wiser.
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In general, I think people are over expectant of the scoring. A basketball was much easier to shoot last year than a frisbee will be. This means more will be on the ground that most are speculating. Especially in seeding, not many team will be able to hit points consistently. This makes it very important to be able to ground pick up. The discs fed from the window will be important, but are limited. The bots who can manage both will be the only ones with a good chance at being on the regional winning alliance.
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I'm not arguing your main point, but I believe the foundation for your argument is incorrect. Maybe. - Sunny G. |
I think the pyramid climbing at the end will be the big game changer. The team that can climb to the top will be the team that will consistently get picked. In other words, I believe that those teams will be the teams synonymous with the teams two years ago with the fast minibots. I also expect a few of those teams to constantly score over 50 points (climb to the top for 30 and carry at least 4 colored discs to dump them in the top bin while they are hanging there.
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As far as a frisbee being difficult to shoot, I believe many people are basing this idea off of a human throwing a frisbee. While it is true that a human throwing a frisbee has so many variables (Finger force up/down, wrist action, arm motion, etc.), designing a shooter that only takes into account the spin of the wheel and the time the disc is in contact shouldn't be too difficult. |
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I think there is something everyone is missing in these talks, and that is what happens after the Frisbees are played and shot several dozen times a day? just like with the balls from RR, wear and tear will kick in. A warped Frisbee wont fly as straight as everyone thinks. So I believe being able to pick them up from the ground will be a worthwhile investment of time.
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Think about the time to pick up a DISC and to orient it (if it is upside down).
Versus Traveling back to your Feeder, and getting 4 discs. Each alliance gets 45 white DISCs, so that is 15 per team. If you can shoot all 15 discs in 90 seconds (allowing 30 seconds for ascent), you are probably doing good. Having one buldozer that can scoop and dump into the low goal, might be worthwhile. That would let the other two bots in the alliance shoot 22 discs each. |
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My team made this mistake in 2011. We underestimated how hard it was to make a minibot and delivery system. We're not planning to make the same mistake again. We're making it a priority to design a climbing mechanism that works. |
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I think another point to be noted is that frisbees weigh a lot less. It will be a lot easier to change their course. And even though there is no arc, aiming will be a whole different deal. Aiming with a shooter no matter how accurate is hard when the shot is being taken from multiple locations. You now also have to factor in rotation, angle, and other factors. And the shape of a frisbee has a lip, a rounded top, and a hollow bottom. This adds more variables to the game. I do not think this task will be terrible to accomplish, but I do think the difficulty is being undercut. And disks will be worn in a tournament same as the balls. RR had its challenges, but I think many are still underestimating some of the challenges this game has.
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As a team, right now we are working on a way to climb up the corner rail on the outside, and score four frisbees for another 20 points. This is going to require intense, robust, lightweight mechanisms, and it might have to be very complex. However, we are also working on a shooter that can at least score 1 point goals in the beginning minute of matches. If we pick up from the player station, we can score two batches in the low goal and then climb and score. Our drivetrain this year is also going to be very robust, and be able to play heavy defense, so as to have that option, in combination with high scoring shooter robots. This giver us an opportunity to, by ourselves, score upwards of 54 to 58 points in a match.
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An idea I remember my team thought of was a robot that caught all the missed frisbees from the opposing alliance and just shot them across the field for our alliance partners, thus capitalizing on their mistakes.
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ok guys i might be in the wrong thread but to develop a strategy i would try to use catalyst as a tool but i cant get past queing. does anyone know how?
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But as hinted by the fact that you'll notice it when you throw it, it'll affect the accuracy of the shot. Hence a warped disc won't be too difficult to pick up (depending on your mechanism) but it will make a difference when you throw it large distances. |
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Alot of teams are also missing a big piece of this puzzle from what I'm seeing, and my question is "How are you going to load the frisbees into your shooters?" I don't see an easy way of loading them if you plan to just have the human player give you your four but maybe a slightly easier way if you plan to pick them up; but still, I've seen no proposed methods of loading the frisbees into the shooters DURING the match.
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After analysing 166 different shooting + climbing strategies, here are the stats... They take time and accuracy into account, but nothing about defense, coloured discs or any other strategies.
http://i.imgur.com/05Egq.png |
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Heres something my team has been having problems coming up with: whats the best type of wheel to use? For a shooting/climbing bot, would it be better to have fast wheels to fly around and collect or slower more manuverable ones to position for the shots?
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Picking discs off of the floor definitely seems worth the time. Especially if you design something that flips the discs if they are upside down. Even still, getting the colored discs and climbing the pyramid and dumping them somehow is very tempting for 50 points.
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Is it possible to shoot the Frisbees upside down? That would fix the problem of either picking up only right side up ones, or having a flipping mechanism.
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Our team had about the same idea too. And if you get some white disks before the climb your alliance has a good chance
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Hey guys i thought of this really cool loophole in the game. We can use martians to score for us. That way we can have a robot dedicated to climbing. I think this is a really solid strategy for gameplay, and I advise you all to follow. it works because they arent human so they can be on the field. Boo-yah
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Personally, i believe in a Small, speedy bot, that not only can score, but also would be able to hang for a few extra points. I will continue looking for effective climbing mechanisms and i'll post again with my findings.
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http://www.youtube.com/watch?v=iyE4Ir6dkY8 |
Re: Ultimate Ascent Strategies - Scoring possibilities
Here's an assessment of this year's game's scoring:
Parameters: - There are 72 potential points in autonomous. - With 45 discs, the maximum points from fed discs is 135 points. - Assuming that the colored discs are used at the end of the game, and most likely dumped directly in the goal after climbing the pyramid, an alliance can score 120 points on the pyramid. A single team can score 50 points by climbing and placing 4 discs. This procedure might even be easily automated. Observations about likely outcomes: - A single robot can probably score about 36-45 points in autonomous in cooperation with another robot feeding it. But most robots will score only 12 at best. - We can expect roughly similar (or worse) teleop accuracy as last year's game. The best teams were scoring no more than 60-70 points in teleop, and most were less than 40. - Unknown points can be scored with discs "owned" by the opposing alliance, but most likely, these will not be additive to the maximum available points. - The floor will be littered with discs late in the game. This may affect strategies and tactics for the endgame. - The best alliances will score 120 points in their endgame. Given the parameters and observations, I expect the following scoring breakdown in the Einstein round: - Autonomous: 36-45 points: - Teleop: 60-70 points - Pyramid: 120 points - Total: 216-235 points Note that the pyramid strategy has a high probability of reaching a full score in every match (unlike balancing 3 robots) once the climbing and placing tasks are mastered. On the other hand, the teleop scores will be highly variable and therefore riskier. |
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Has anybody thought about trolling the feeder station that isn't in the safe zone? If you were against an alliance that was disorganized you could potentially pick up discs right next to your scoring zone, which would make things a lot easier and faster. And even if that wouldn't work, which it probably won't, you could still block off that feeder station entirely. That would be easy D while you are waiting for opportunities to pick up discs or pin, since the opposite alliance's feeder station will now be really congested.
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Of course, in Week 1 quals we'll probably have human players trying to enter discs without alliance robots even nearby :rolleyes: in which case of course you get to gobble up from both stations. Remember the benefits of discretion, though. *There's also quite a bit to be done the loading zone... |
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There have been prominent members of the community that think floor loading will make or break a robot. If you have a consistent 3pt shooter, a drivetrain that can win shoving matches and move you across the field, and a fast wall loading system, you could probably get 4-6 loads from the feeder every match, depending on the defense. That's 48-72 points. This isn't like Logomotion where you can easily ricochet a game piece halfway across the field, but then again the volume of game pieces is incredibly high and accuracy of shooting outside of the elite will be paltry at best. On the other hand, you have to consider how much weight you would be willing to dedicate to the robot depending on the climbing system you want to create, how your team deals with the decreased frame perimeter, and a host of other things. When you start putting things together, remember these common traps: You will probably overestimate the field size. You will also likely overestimate the frame perimeter this year. With the first flat, unobstructed, largely open field since 2009, you can underestimate the potential defense will have. In theory everything is perfect, in practice it could all catch on fire and/or melt. |
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I would like to pose a question: Ultimate Strategy for What?
- Ultimate Strategy to Qualify #1 - Ultimate Strategy to Get Picked - Ultimate Strategy to Win a Regional - Ultimate Strategy to Win Championships - Ultimate Strategy within your team's abilities I would strongly argue that these goals are not all the same. |
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