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Re: The cheesecake runaway
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While it might not have been directly specifically at me, the usage of the phrase "icky" and arguing that posts (like mine) are based on "feelings" (implying, not logical), are basically ad hominem comments. We're all reading the same posts, and clearly there are stories of teams that have benefited, and I'm honestly happy for all involved. I don't think that in the short time between the Q/A clarification and champs, this could have evolved in a problematic way. In fact, I'm not even arguing against your claim that "only good CAME of this". My argument is that I would not extend that to say that "only good could EVER COME of this". I do not want to see a bar set that the most competitive team is the one that can show up with 3 complementary robots, and bypass the alliance selection process by providing them to their selections. More clearly, up until now I worked under the assumption that you can make anything you want in the build season (twinkie robots, strategically building complimentary robots with a friend, etc), but this is tempered by the fact that once you got to a regional... there is no guarantee they will be on your alliance. Having a single team show up with all three robots and the ability to give them to anyone... after the alliance selection process, seems hard to explain to a spectator. I don't seriously anticipate it occurring, but I also wouldn't want to encourage low resource teams to design around the ability to be cheese-caked. I'd rather continue to see them encouraged to come up with basic but effective mechanisms such as those shown in BuildBlitz / Ri3D that allow them to be effective 2nd picks and contribute to their alliance's success. A bit redundant, but once again, this is all forward looking, not looking back. I am not suggesting ill-intent on any of the now-notable examples, but instead voicing concern of what it might mean for the meta-game in 2016. |
Re: The cheesecake runaway
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This means that if a team would like to cheesecake, they have two options: sacrifice their own withholding allowance (which has a weight limit) or sacrifice their own time at the event. It keeps teams from sharing huge mechanisms, while still allowing teams to help each other out within reasonable extents. This is a great rule. Kudos GDC. |
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As we left the event the inspectors saw it differently so we went back to one bag and used these parts as our witholding allowance since we didn't use much from event to event. |
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Re: The cheesecake runaway
I think part of the solution can come from the definition of COTS and what vendors provide.
Can I give an assembled gearbox to another team? If AndyMark sells it assembled with popular modifications, no problem. |
Re: The cheesecake runaway
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At Championship, the extreme examples were made more feasible by: (1) the long delay between the end of qualification matches and alliance selection and (2) having a 4th bot on the alliance that could be kept off the field for modification. Item #1 could be addressed by having the final qualification matches, alliance selection, and playoff matches on the same day (not something I would favor). Item #2 could be could be addressed by going back to 3-team alliances with a backup bot list. I like your suggestion of limiting hardware changes after qualification matches are complete. |
Re: The cheesecake runaway
I don't understand why this is such a big deal. Teams shouldn't be unable to help alliance partners due to the rules of the game.
The rules of the game need to not necessitate such extreme measures. I read the rules on kickoff weekend and knew that things like this would happen. It wasn't hard to foresee. Don't make the game come down to a challenge of whether or not a team has resources. Plain and simple. |
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When I started this thread I intended it to be used to discuss how much cheesecaking effected a teams performance in a vastly positive way, and how the first community felt about extreme cheesecaking. |
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If you look at the video that 900 posted with the GoPro feed, you can see that two FIRST teams are working harmoniously together to do what this is all about: build robots and amaze people. Teams like 1114 and 148 give you a model to look up to and gave us inspiration to do better. As human player, i could not believe the amount of help and courtesy I was shown when 1114 and 148 came to our pits, when we competed with them, or anything. They didn't become good by being arrogant people who thinking that their design is better, they became better by absorbing and emulating FIRST ideals. I have been so inspired and motivated by them that I don't even care that we didn't win finals. Their significant contributions and help showed me that FIRST still has more to give me and that this truly is an amazing program. I also wanted to say that the students of 1923 and 900 helped this alliance both on and off the field. When 148 came to our pits, they told us what they had planned, listened and accommodated to our needs/wants and asked courteously if we were okay being cheesecaked. As a student, I can tell you that these two teams have taught me more than I could ever hope to learn in just one season. Just to summarize, 1) 1923 was involved in the design process as well as the build process for any cheesecake done to our robots 2) 148 and 1114 are the most inspirational teams I have ever worked with or even seen at an event. 3) Cheesecaking allows FIRST teams to not only have better robot competition, but also allows teams to learn from other teams and get inspired 4) Being graciously professional involves working with other teams to learn and succeed. I learned a ton, and succeeded. 5) I looked around me standing in queue in Einstein, I saw a happy drive team from 900, saw my team extremely excited and crying out of joy. I think that 1114 and 148 not only donated their resources and time to two teams, but made us realize the potential that we all have. Your assumptions only put blemishes on an otherwise perfect experience for me, and for my fellow students. |
Re: The cheesecake runaway
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First, I believe there are two ways to cheesecake. One, where a team adds parts/mechanisms to another robot, but the robot still serves an important roll besides just having those parts (usually can grabbers or ramp) Or two where a team adds parts/mechanisms to another robot, but then is told to after using those mechanisms to just sit in a corner so they dont screw anything up. Number two is where I have a problem with cheesecaking. If you pick a team and you know they are that much of a hazard to the alliance then you should have just picked a different team. Do your scouting and know which teams are reckless and topple stacks or which teams have careful drivers who are precise. Second, for our team going into alliance selections on hopper I could pretty much guarantee, being ranked 52nd, that if we were picked we would be cheesecaked in some fashion. Being picked by 987 we knew they had can grabbers for us. And the only thing I asked was to involve our students somehow in the process. I know our team wasn't going to do the whole thing, but with our capable students in the pits I thought we should utilize all of the available resources. We then collaborated with 987 on how to best attach the grabbers and then proceeded with the process. Overall I thought our alliance handled it all very well, and was very pleased with the balance of work being done by all the teams. |
Re: The cheesecake runaway
Putting aside the discussion about whether or not cheesecaking being allowed is a good or bad thing, just for a moment... I think calling for a rule to regulate or ban the practice is a huge overreaction that's just going to result in some overzealous volunteer somewhere disqualifying some alliance for upgrading each other's robots based on the subjective interpretation of an imperfect, knee jerk reactionary rule.
Instead, we just need to realize that there's a reason this behavior was so strongly emphasized this year. It's the game design. We just need the GDC to never design a game with this perfect storm of unique attributes again:
When you have this, you'll have essentially mandatory cheesecaking if you want to win the world championship. While there was some upgrading in 2014 to get robots to provide assists, and in 2013 to block frisbees, all of these upgrades were fairly simple, limited, and things that teams could probably have done with all of the parts they had themselves lying around their own pits. The biggest instance of "cheesecaking" to the same scale and importance I can think of in the past was actually 2011, with the minibot race. My team went to an event where the event winner survived a scorched earth alliance selection by picking the best tube scorer in round 1 (despite lacking a minibot), and a kitbot in round 2 that they could mount their minibot and deployer to. A few alliances at the Championship played with placing the spare minibot ramp of the fastest robot on the alliance onto a second alliance robot. If you look at the list of attributes above, you can see why it happened in 2011 as well - a chokehold strategy was present with the minibot race (unbeatable score), there was a strong incentive to do the task best / first (denies points to other alliance), and the task was extremely difficult to do well. Can we eliminate these features from our games? Then we don't have to write some complex or subjective rule to eliminate a behavior that at least some people really don't like. We can sidestep this discussion entirely by just not playing with these terrible game mechanics. |
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