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Strategy Sub-Team
Last year we decided to open a new sub-team for strategy to analize the game in a better way. The goals were clear but it didnt go as plan.
Just wanted to ask how do other teams are running their strategy brainstroming, is it in a small group? the whole team? is there any format of discussion? and if a strategy group should have an influence on the mechanical desing(For Example: can burglarers or the feeder slides). Thanks in advance :) |
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In my opinion, there are 2 types of strategy...
1- Design strategy - this is your design team that try to find the best concept to maximize your team's performance. This year, they'd realize that the fastest can burglars win einstein, and that uncapped stacks are pretty much useless, so they will build a bot in consequence 2-Game strategy - This is your drive team, and people around it. They have to maximize the score by planning what they should do on the field. Who should fight who in the can battles, who should make hp/landfill, throw noodles or not, coop, play defense(not this year) I don't think that a sub team doing only strategy is useful; it is already done inside other sub teams |
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If you aren't already aware of Karthik's presentations on strategy, start there:
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Another useful activity for these folks would be to begin building the practice field, or at least the key elements. |
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Sometimes, the strategy team will need something done to show how easy/hard something is. For example, is it easy or hard to pick a frisbee up off the floor? How about stack two totes? In those cases, a quick message from strategy to the restless mechanical team should be enough to keep mechanical interested (busy) for a few hours to a few days. Example: Strategy: "We think we want to do X. But we're not sure if it's a good use of time yet. Can we get a prototype?" Mechanical: *a few hours of drilling, hammering, and sawing later* "We have a prototype for X, it's not working very well but has some promise." Strategy: "Eh... we'll put that aside for now, what about Y?" Repeat. And any team that doesn't have key field elements (scoring platforms, chutes, and the like) is going to have trouble at some point. So getting those built should also be a top priority. |
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How we do it on 2512:
We watch the kickoff video as a team. After the video we gather either at a team members home or a sponsors building. Our strategy department prints off multiple copies of the manual, studies it, and then gives a presentation on various aspects of the game such as every way to score, what fouls there are and the different aspects to the playing field. Team members can ask questions during the presentation so everyone has a good understanding of how the game works. After the presentation students and mentors are put into groups of 4 or 5 and they brainstorm robot designs. Then a representative from each group presents the ideas that the group came up with to the whole team. Designing the robot goes all through the day into the night and then more the next day until the build team has come up with a design they like. The strategy department informs the build team about the important aspects of the game and recommends certain mechanisms but it is ultimately up to the build team to come up with the robot. The strategy department studies the game more and brainstorms possible scenarios. Also before competition they look for information online about robots that our attending the same regional as us. At competition the strategy department is in charge of planning matches. They also take pictures of all of the robots in attendance, asks teams questions about their robot, and takes data on teams while they compete in matches. We use this information in a meeting that we hold the day before the playoff/elimination alliance selections. At the meeting we come up with a ranking list of who we would like to be aligned with and make sure the alliance selector knows what robot does what. Hope this helps! |
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How we do it on 2512:
We watch the kickoff video as a team. After the video we gather either at a team members home or a sponsors building. Our strategy department prints off multiple copies of the manual, studies it, and then gives a presentation on various aspects of the game such as every way to score, what fouls there are and the different aspects to the playing field. Team members can ask questions during the presentation so everyone has a good understanding of how the game works. After the presentation students and mentors are put into groups of 4 or 5 and they brainstorm robot designs. Then a representative from each group presents the ideas that the group came up with to the whole team. Designing the robot goes all through the day into the night and then more the next day until the build team has come up with a design they like. The strategy department informs the build team about the important aspects of the game and recommends certain mechanisms but it is ultimately up to the build team to come up with the robot. The strategy department studies the game more and brainstorms possible scenarios. Also before competition they look for information online about robots that our attending the same regional as us. At competition the strategy department is in charge of planning matches. They also take pictures of all of the robots in attendance, asks teams questions about their robot, and takes data on teams while they compete in matches. We use this information in a meeting that we hold the day before the playoff/elimination alliance selections. At the meeting we come up with a ranking list of who we would like to be aligned with and make sure the alliance selector knows what robot does what. Hope this helps! |
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We’ve only been running the strategy team for the past two years, but it has been immensely helpful so far in letting us know where our decisions are coming from and what our biggest priorities are.
Our strategy team is a small group who practice modeling games in the preseason (I'm happy to say that it’s been getting more popular; as of this offseason we already have 4 underclassmen who have been meeting every week since champs to practice). While the strategy team is at work the first few days of build season, the rest of the team is either reading the rules and brainstorming their own strategies to pitch to the strategy team, handling basic administrative tasks (getting shipping orders in, making supply runs, etc.), or preparing to build field parts. On our team we've been doing things a little differently; we strictly separate mechanism design and “strategy design”. The strategy team brainstorms, analyzes, and refines sets of game objectives the whole team will later debate. The group does not discuss mechanisms much beyond basic requirements because we want to focus on identifying the best sets of objectives before becoming invested in particular mechanisms that may not meet the best gameplay goals. After we narrow down to the top 3 or so options using mathematic models, the factors that make one strategy a better option than the other cannot be easily weighed (presence of certain partners, mechanism feasibility, etc.); such factors require the full experience of the entire team to effectively judge. After debating the top options as a full team, we hold a blind vote to determine our favored strategy. We then get to focus our prototype building around meeting the top strategy's specific gameplay requirements. It can also helpful to not just set clear goals, but to also set your design/gampeplay objective priorities in various tiers. When you need to make a tradeoff, these priorities and their tiers should make your defining factors obvious. This is very helpful because when things do go wrong, it’s much easier to pinpoint what factors you were weighing and where your design considerations can be improved for the future (ex. for us this year we made several poor tradeoffs primarily because we kept overestimating weight; weight-based decisions will thus be more carefully made in the future). |
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An exception might be made for a full team that is very small. I know whem I was on 2220 with ~110 people on the team between students and mentors, doing a full team strategy meeting was simply impossible. With my current team, 2667 (which has about 15 students and 7 mentors), it's much more likely that we'll try to get the entire team, or at least all the people interested in strategy, involved in our discussions at the beginning of build season.
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We have two presentations (slides + video) on our season strategy and scouting strategy. We are trying to get them up on our website.
We don't have "separate" strategy subteams. They are overlays from other subteams. We have the entire team in on the Kick Off design strategy for several days. This lasts about a day and an half. They we're off to prototyping. Our scouting app team spends time developing methods to capture desirable traits for our first and second picks. In that process we find other strategy nuggets. At competition, we have a student specifically tasked with setting match strategy based on analysis before the competition and updated with our scouting data on our smartphone app. Our scouting system kicks out our draft pick lists. We then have a smaller group of about half a dozen get together to set up our draft lists. That team is made up of mentors, lead scouts, match strategy and a pit scout. |
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Lead StrategistLead scout: Develops the match scouting interface, i.e. scouting app or paper sheets. Aggregates data from qualitative scouters and match scouters, to be collected by the lead strategist. Makes sure match scouters and qualitative scouters are focused, comfortable and are attending their shifts. Match scouters: collect qualitative data using the scouting app. Work 2-3 2 hour shifts per event. Makes sure that the lead scout has collected their data before leaving their shift. Qualitative scouters: dont have a schedule, but scout for 75-100% of matches out of their own enthusiasm. Collect qualitative data from matches, including notes about what a team did, why they did it, speculation on a team's strategic potential, etc. Extremely important in scouting meetings, as these are the students who see the most matches, and can provide excellent feedback on almost any team. Pit scouters: collect general technical information on every team at the beginning of the event. They also do not have a predefined schedule, but are called upon by the lead strategist when they are needed. They will be frequently called upon Saturday morning to get last-minute, very specific info needed to make the picklist as strong as possible. Our picklist meetings include the lead mentor, drive team, lead strategist, lead scout, and qualitative scouters. |
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1538 ran a similar model that worked well.
18-20 scouts on rotation collecting match data. 1-2 scout masters on rotation compiling the data in excel / getting relevant numbers for the strategy lead. 1 strategy lead who creates match strategies and relays them to the drive coach. The drive coach makes sure the strategies are executed properly, but has minimal strategic input. Really takes a lot of pressure off the drive team. We'd go to meet with other drive teams before matches, but our strategy lead would come down as well and usually be the one leading the discussion. |
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Ask yourself (or the team) who is going to consume the ___ group's outputs (fill in the blank with "strategy subteam" or with any other group's name).
If no one wants, or if no one will use, what that ____ group produces, someone's time is being wasted (or several someones' time). That leads to all sorts of predictable results. So, if you look through this end of the telescope, no matter how your team has been organized or will be organized, you don't need a strategist until someone says "I need the answer to X, and I think the answer depends on the strategy we are going to use." At that point, and not before, you need an individual or group able to answer that strategic question competently. Having a gut feeling that "strategy" is a good thing is very different from actually using the results of developing a strategy. Also, what someone needs (because someone else says they need it) is not the same thing as something they will actually use. In some teams, strategic geniuses and the results they produce would be totally wasted, because no one feels the need to have (someone else's) strategic thinking affect what they are doing. In other teams, a good strategist is considered worth their weight in gold. I'll bet that if you assign team members to jobs using this sort of thought process, and iterate a few times, you will eventually be happy with the result. You will have people producing the answers or the items that your team is actually going to use to accomplish the things your team wants to do. Blake PS: I am a definite believer in translating a selected strategy into requirements, and then turning those requirements into a design. I also know it is a hard thing to do to get a herd of cats to understand the differences between those three things, and actually follow a process that keeps them separate and in-order. However, I think the payoff is worth the investment. |
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Strategy is interesting, because I've seen so many teams run a "Strategy team" successfully in dozens of different ways.
The commonalities are:
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Don't interpret my comment to mean 1712 hasn't managed to scout with more limited manpower. Our finalist run at Chestnut Hill this year was largely powered by our alliance selections. We won the GP Award at the Upper Darby district in part because of how we helped other teams with their pick lists. We often pair up with another team to help gather data.
It was just a statement of jealousy towards the teams with sufficient manpower to do more advanced things with their scouting while not burning out their scouts. |
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First, develop your game plans, call it your strategy, which describes exactly what you want to accomplish in each phase of the game based on your analysis of the game rules (scoring options, constraints, etc.). Prioritize the strategies and elements within each strategy.
That has always been a full team exercise on teams I've been associated with. The team size has always been less than 50 and greater than 20. Second, develop design concepts which could deliver your strategy, evaluate (this is the engineering) and define your design basis. Again, mostly a full team exercise. At this point begin conceptual design, prototyping in groups. You may need to redefine your strategy throughout the build process as you learn or need to compromise ... refer to your priorities. Once your design is firm and you've locked on your machine's capabilities, begin to define your scouting needs, strengths and needs for help from an alliance partner. |
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Here is the 2013 page: http://innovators3138.org/dash/ Select either Queen City or Crossroads (We did IRI, but I don't see the data there for some reason). Select a match. The teams should load. There are checkboxes next to each of them. Select a team you're interested in and whether you want made shots, missed shots, and whether in tele or autonomous. |
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You bring up another good point about trusting your scouts to take good data or not. How do you guys train your scouts if it comes to that point? |
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To those of you familiar with how your own teams do scouting, do the scouts carry out specific evaluations defined/requested by strategists?
Given that scouts could measure/record an infinite number of things, is a strategist explicitly the person who narrows those possibilities down to what is actually collected? |
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For example, let's say your pit scouts talk to a team about their stacking. And they say that they can do two 6-stacks, uncapped. Sounds reasonable, right? I can see teams going for that this year. But what YOU don't know--necessarily--is that that's their design/non-interference/non-spec (and, in non--RR games, non-defense) field number. The real number, as your scouts find by observation, is that they're actually doing 1 6 stack, or maybe 3 3-stacks, or one 4-stack and one 2-stack. Basically, it's not the data points that you can't verify that you get from the pit that are the problem--most teams can verify anything they get from the pit scouts. It's that many teams will be optimistic--I don't accuse them of lying outright--but this is a physics problem. (Read: Equations (gameplay) work out nicely in the theoretical frictionless vacuum world, not quite so well in reality.) Then the verification shows that optimism to be misplaced. My opinion on pit scouting is actually a bit different than most people's. My personal opinion is that it's NOT about the robot when you're scouting in the pit. The only thing you do with the robot is to take a picture (remind the field scouts what this robot looks like), and maybe note what work is being done. The TEAM is far more important, in terms of getting to know them. Let the match scouts collect the data on whether the team works on the field: if two teams work well together and are good friends, and both have decent robots, look out in eliminations if they're on the same alliance. |
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And if that is what you meant, then my response is: What data do you mean? Just about any key data point that you could pick up in the pit--like the ones you mentioned--can also be picked up on the field, given time. The biggest difference is that if you get it in the pit area, you might get it faster (given that teams don't always play all their cards on the field at any one time). That being said, I'm sure there are exceptions to that: inter-team dynamics, and what improvements they're planning on (or can be persuaded to adopt), are two of the ones that come to mind. Oh, and the all-important one for a top seed: What the odds of them accepting your selection are... |
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With respect for inter-team dynamics and improvements, most of that analysis can be done informally by the drive team and pit crew in preparation for matches, especially since they'll be the ones working directly with them during matches. |
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It may also help the field scouts select which robot each will watch. For example, if Bill and Carol watch most of the landfill 'bots and Mary, Frank, and Ted watch most of the feeder station 'bots, results are likely to be more consistent than if assignments are random. |
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I'll bet EricH and ArtK would quickly meet in the middle if they both agreed scouts should collect data that drivers, etc. want and will actually use; and that scouts shouldn't waste time collecting any other data (unless they have time to waste); and that scouts should get the needed data from wherever it is available, regardless of where that is.
If you need data from the pits, go get it. If you don't, don't do scouting there. People shouldn't have the job of pit scouting, they should have the job of getting needed data; if you know what I mean. |
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For example, in 2014 Team 20 thought that the amount of time the robot possessed the ball was going to be extremely important, and that our second pick would be largely based on that. As it turned out, that was completely unimportant, and our match scouts did far more work than necessary getting that information, and things like "What drivebase does Team X have?" and "How smart are their drivers and how well do we work with them?", both of which rely at least partially on pit scouting. However, assuming you have the manpower to make it happen (not something Team 20 lacks), it's always better to have more data than not enough. If you don't have the manpower to make it happen, either team up with another team so you gain the manpower, or find a way to narrow the data collection to only what is essential. |
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*INCOMING CONTROVERSIAL STATEMENT*
I'm truly surprised at how intensive some of you guys are with scouting during competition. I mean to be fair this year was the first time I was faced with having to make a pick list. But scouting didn't effect match to match strategy as much as Q'ing up did... |
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Smart strategy and scouting can take a mediocre robot and make it a regional contender. Smart strategy and scouting can take a decent robot and turn it into a regional lock. Smart strategy and scouting can take a good robot and make it a sure bet to win a regional. Smart strategy and scouting can take a great robot and bring it to einstein. And smart strategy and scouting is essential for an elite robot to win a World Championship. This year, 20 had the second one. Last year, 20 had the fourth one. The goal is to one day strike lightning on robot design so we can be the sixth one. |
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And they wouldn't have won had they not correctly identified the right strategic priorities during build season. |
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I don't understand what you mean though. What you said was: Quote:
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In the extremely likely event that you can’t totally break the game, even if you have a top tier robot, you are taking on an insane amount of risk by not scouting to your full potential, especially considering how easily various factors not based purely on your ability can murder your end performance (poor schedule, your robot’s name simply not being “out there”, alliance picks going in a crazy direction, etc.); good scouting will enable you to mitigate these risk factors. That level of risk is way more real than you would think; in 2014 we got hit hard by all of these factors one way or another. The effects would’ve been way worse had we not been scouting hardcore (and 2014 absolutely demanded hardcore scouting), and, in hindsight, there are several ways we could have applied our knowledge to make those factors have hardly any end effect. The main point is that the payoff of great scouting can easily become very high in comparison to the (relatively low) effort cost. That’s why in a competition as intense as FRC, it’s virtually essential for teams who want that extra edge. |
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Oh and they win worlds... BUt thats impossible in itself. |
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Having intensive pit scouting data can make filtering teams by their abilities easier, which is the only reason we still do extensive pit scouting. It has no other use besides giving us criteria to sort quantitative data by. Therefore, most questions we ask are either something they can't lie about (i.e. if they have can pullers, cause I'm standing in front of the robot and I can see if they have them) or something they wouldn't have a reason to lie about (their preferred starting position). Quote:
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Let me phrase it this way: I don't give a darn about drivetrain type, number of motors, or weight. Why? Because handled well, they. don't. matter. What matters is how you use what you do have. If you have a somewhat lighter 4-CIM 4WD tank, and you drive it effectively, you will do better at your role than a heavy 6-CIM 6WD drop that isn't driven well. This competition (in general) isn't all about the pushing matches--if your 4-CIM hits the corner right when a shot is lined up, they're going to be wasting time realigning while you line up for another shot at them and your partners score 3. That being said, I think y'all are forgetting something. At the Champs, it isn't just the second pick that will win you the event. It's the third as well. And then the lineups you use. |
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You cannot change my mind on this. |
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You would be telling oh-so-many people that they have wasted oh-so-much of their own time, and oh-so-much time of the people they were interviewing. You can't do that without expecting a full pitchforks & torches parade in your honor. But what if it really was true??? (or 80% true?) Empires would fall. Seas would boil. Cities would crumble and be swept into the sea. Flocks of black helicopters would emerge from Hollow Earth. Cats and dogs would start getting along. ... And many teams could invest more of their students' talents, and precious time, in something that would pay greater dividends? Blake |
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Many alliances won their division because of 3rd picks as well this year. Take the carson division winners as an example. 1711 was crucial to their Einstein appearance this year by grabbing cans from the center. Tesla division winners as well with 2526 as their 3rd pick. |
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It's a given that your performance is based on how you use your robot, but having what would be most productive for the alliance is also important. I've seen a rookie team with a 2CIM drivetrain picked by the first seed alliance because their driving was that good. In 2014 we picked 2 partners both with mecanum, who both had some amount of a defensive role. Sounds like a terrible idea, I know, but as the 8th seed alliance captain up against the two top robots at the event, we knew we have to try something daring if we even wanted a chance. We knew both of these teams could use their tall robots and mecanum drives to get in front of the much shorter high-scoring robot we would face. Instead of pushing, they just stayed in front of the opposing shooter. We were surprisingly effective, considering we were the 8th seed alliance on a field that was basically 5 teams deep. How these teams used their robots was very effective, but the fact that we knew what they actually had allowed us to better compare them to other robots with similar defensive abilities, who would not have performed as well because of what they had. Sure, the "how" is vital, but that's picked up in qualitative data reliably. Pit scouting is about the what- the basic criteria. It isn't about deciding who's better, it's about being able to easily sort out robots by their physical features. Quote:
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Long story short, pit scouting is all about the what. It's just a simple little criteria that can be used to sort teams by their physical attributes, not by how well they do it. The how is determined by qualitative and quantitative match data. Pit scouting questions are adapted to the context of the game, for obvious reasons. |
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Also, more to the topic of this thread, Amit3339 if you'd like more detail on any aspect of how our scouting team is managed, feel free to PM me.
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However, I want to emphasize that, in practice, filtering pick lists based off of pit data can be very helpful. I call it "strategic generalization". For 2010-2014 era games, 1678 found that making an initial filter based on drivetrain type improved the quality of our 2nd pick. I think this is what Gregor was talking about. 2015 was a real outlier in terms of 2nd picks. We used no match scouting data for all three of our regional 2nd picks, only cheesecake pit scouting data. We initially filtered teams based off of code type, weight, willingness to work with us, etc., all data collected in the pit. Lesson learned from 2015, past generalizations will not always apply to future games. The key is not "will you generalize?" but "what will you generalize?" I won't try to change your mind, but hopefully others find some value in the practice of strategic generalization. You can hold on to your ideas and I'll hold on to my blue banners. -Mike |
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I'll wager a nice dinner that it is more than just possible; and I think that is what EricH was talking about. I'll let you guys debate which methods get you to your desired end goals at the lowest costs (in terms of team resources expended), and in the time frames when initial and final estimates are required. Quote:
That last line came across a little harshly, especially when earning your blue banners is affected by much more than just scouting accuracy. Good enough scouting is important, and pretty close to being necessary; but it is way far away from being sufficient. Blake |
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Richard can talk more about how we implemented our second filter based on field performance, I don't understand half of how they do it! :ahh: Quote:
On topics like scouting, with a wide range of opinions, voices and methods, we prefer to "steal from the best, invent the rest." We follow that motto in all aspects of our team's operations, and it's definitely worked out for us. YBBMV (Your Blue Banners May Vary) -Mike PS. For 1678, "the best" almost always refers to 254 or 973. We copy them a lot. |
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Edit: Dang Mike, you post sniped me! |
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Spending a little time and having the downstream work get a lot easier means it is worth the trouble. Spending a lot of time and only getting a minor simplification later would not be worth the trouble. I don't think outside observers can make useful generalizations about that, for other teams. There are a lot of implementation details in play. Quote:
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If a team is prefiltered to the bottom of the heap because of robot implementation, and does well on the field, do you keep them ranked lower than teams that do worse than them on the field? If a team is prefiltered to the top of the heap because of robot implementation, and does poorly on the field, do you keep them ranked higher than teams that do better than them on the field? My belief is that as the quals draw to a close, accurately assessing on-field performance, plus making a small investment in the pits near the end of quals (to find out if a team finally starts hitting on all cylinders (they fix a software bug, or complete a mechanical change, or swap drivers, or ...)), swamps any investment in early pit scouting. I think Michael wrote that pit scouting helps you a bit with deciding who gets the most scouting attention while on the field. That makes sense. However, it sounds like you are trying to tell me that in your method, at the end of quals, if you ranked the teams according to the on-field performance your scouts see, you would then also adjust those ranks non-trivially based on pit-scouting data. That sounds a bit odd. I can certainly see making a case for it because the number of qual matches played usually isn't enough to supply an excellent assessment of each teams abilities. But ... with that in mind, I think we might at least agree that as the number of qual matches increases (and for the sake of argument, lets assume everything else is constant), the value of pit-scouting data steadily declines. What I was saying in support of what I think EricH was saying, is that by the end of a typical tournament, I would side with him and be unlikely to let early pit-scouting data significantly alter any ranking I had created using on-the-field scouting. If you guys do let pit-scouting data significantly affect your end-of-quals rankings I'm surprised. And, if you do, maybe that has helped you win, or maybe you have won regardless of any possible harm done by those changes. Get out a ouija to answer that one. Regardless, congrats on the wins. Blake PS: In all of this I am setting aside aspects of team performance that depend on how well any two teams get along when they need to communicate/cooperate. For the sake this discussion, let's assume everyone is equal in that regard, and in other similar characteristics. |
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[Edit]: I did go and check on the banners Mike has won since high school. If high school were the only factor, I think I've got that hands down. But, if we're dealing with total, or current teams, he's got me by at least 3 depending on exact method used. |
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The reason that I said no in the first place is that we cannot make a fully informed decision without both. Every year the weights will change but we will always need both sets of data by the time all is said and done. We cannot make an fully informed decision with out a full set of information. It would be incredibly rare for a robot's drivetrain to change our choice of 1st pick, but by the time it comes back around for the 2nd pick things are rarely simple. The drivetrain a robot is running may drastically change our strategy as an alliance based solely on what it is best and worst at doing. Some years our pick list has contingencies, while others have contingencies within contingencies.
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-what's the difference between a 4 and a 5? You'll need a list of differences between a 4 and a 5, which will include even more subjective criteria. -how important is the difference between a 4 and a 5, versus the more objective quantitative data? What if there's a team with a 5 that can't do any scoring, but there's a 4 that could score a few points in auto, and a few in teleop if needed? It's probably possible, but it's the kind of thing that would get very messy very easily. It's better to do your first-order sort by easily-quantified information, then take into account more subjective information to do more detailed sorting. It makes the entire picklisting process more efficient. |
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For some reason, in 2013, we had a metric on some of our match scouting sheets called "Speed". It was a rating of 1-5 based on what they saw during the match. We never used it for strategy (so I don't know why we had it), but it was funny to see what different students rated different robots. Sometimes teams with 2-speed, aggressively geared drivetrains were given 1's and 2's, while some robots with single-speed, relatively slow drivetrains were given 4's and 5's. Most notably was the fact that somehow our single speed 12 fps tank drive from that year had the highest "average speed rating" at the event, due to obvious bias in the scouts. We've tried since then to weed out poor, subjective rating systems like that. |
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I understand what you are saying. I suppose I just reach a different conclusion when I think about the minimal set of observable variables I would use at the end of quals. STEM robotics has plenty of room for both approaches. Blake |
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I think this is where I take over from Mike. The next twist is that we use our quantitative scouting system results and the match scores from the previous competitoin to run predicted scores. We then add in our qualitative scores as defensive effects and minimize the squared error using Solver by varying the weights of those qualitative scores. We're then able estimate the defensive contribution expected for a given qualitative score and the relative weights for each dimension. For example, I think we found the 4814 contributed about 20 points a match (maybe higher?) in defense in the 2013 Curie Division which was multiples of the next robot. Quote:
We get pit scouting and drive team information as the competition goes on. We've had specific task questions the last two years about robot configuration that we can't really see from the stands, and that our scouts probably can't discern. Our drive team and match tactician gives input about working with particular teams. We do the quantitative ranking and then we use the pit scout and drive team info to move teams up and down. The fact is that 10-12 matches is not enough observations, and those observations are not independent of each other. Teams change performance over the tournament. The initial ranking is a starting point. Then we introduce the non quantifiable factors such as drive train configuration (no mecanum until this year), robot configuration and team cooperation. And we include our past experiences. We moved both 1671 and 5012 up our list because of positive experiences with their organizations. So in the end, it may not be pit scouting that trumps our initial rankings, but it is qualitative assessments that are not feasible by our field scouts. |
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Re: Strategy Sub-Team
Our strategy sub-team is pretty small (4 members, 1 leaving this year), but we play a great role at competition in terms of communicating between teams and planning matches.
We've recently converted to a tablet scouting system, which has the benefit of giving us real-time data on the performance of a team at a competition, allowing us to plan matches better, using hard data as the base. To answer OP's questions: -Strategy Brainstorming At the start of every build season, 610 watches the game release and then we break for approximately 2 hours while each team member reads the game rules. In that time, a collaboration between the Strategy and Administration heads create a rules quiz that each member must pass in order to participate in the build process. People who pass are allowed to participate in the Textbook Strategy discussion, which is basically a round-table discussion between the entire team, led by the Strategy division, where ideas are thrown around and considered. By doing this as a team, we can get on the spot estimates of whether or not something is feasible, as well as getting the attitude of the team on a certain idea. For example, this build season, there were a few people who were initially opposed to our idea of being a container specialist without the ability to handle totes, but by calculating the maximum possible score with containers won on our side, the Strategy division showed that the middle containers were incredibly important to any Einstein-winning alliance. The Strategy should drive the Mechanism, not the other way around. By designing a component that specifically fulfills a task, it's more likely to be successful, and it also gives your Mechanical guys a goal to work towards (eg this year: We need a 4-bin mechanism). In terms of Strategy's purpose at competitions: -Plan matches with Alliance Partners using scouting data off tablets -Organize expert scouts and create a list of special traits to watch out for (This year again: opposing canburglars, strong stacking robots that synergize and robots that may have the potential to add canburglars for Playoffs). -Explain match strategy to the Drive Team, making sure that they know where our Alliance Partners will be throughout the match and what they'll be doing. This makes it much easier for our Drive Team to focus on what they need to do without worrying about the rest of our Alliance. -Walk around the pits and act as "superscouts" who look for tiny traits that may be useful in an alliance partner. If you have any other questions, feel free to shoot me a message. |
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