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Summer Design Competition 2015
![]() We are back, and this time with the summer design competition that everyone's been asking for. We've got a new game, a longer design period, and some new awards. A huge thank you to Koko Ed for inspiring this summer's game. I'll try and keep this one short: Taken from the last competition thread: Quote:
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This is a relaxed competition. Like hella relaxed. This means you don't need to be 100% complete with your CAD. Don't leave out subsystems, but nuts/bolts/shafts etc aren't required for judging. As long as your general design gets across and you can explain it in words, you will be able to be less attentive to minor details on design. Our time frame for the competition has been increased. The competition starts today, June 1st, and ends on the 15th of August. Submissions will be accepted any time up until 11:59 on August 15th. For submission, if you use Solidworks, Pack and Go your assembly and put the zipped folder in a folder with your documentation. Otherwise simply send a STEP file along with your documentation. Submissions should be emailed to DesignComp2015@gmail.com. A final note about the rules: We have put a lot of work into developing the game manual, trying to be as thorough as possible while remaining concise. We have gotten as much outside opinion as we could, however there is still a chance that we may have missed something. We're not perfect, we're human, it happens. Ask any questions here, and we shall reply with official answers, and update the manual as needed. To prevent any confusion, we ask that you take the rules for how they are intended, and try to minimize any lawyering of them. There will always be ambiguity with interpretations differing person to person, but we hope that consistent and transparent communication between the community and this GDC will help make that less of an issue. With that being said, thank you to everyone who has helped in developing this project, and to everyone who takes the time to compete in it. Good luck, and we won't see you at the competitions because this is all theoretical. |
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The snitch is one of the coolest dynamics here.
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whatever FIRST was planning for next year they should just drop it and do this. The bad taste from the last two games will be easily forgotten.
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-Every FIRST-er after Quad Quidditch |
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It would be so cool if you could make flying robots for the game. Who cares about a silly water game when you can see your robot catch air!
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I have literally been wanting something... anything! like this since I first joined 3 years ago. This is amazing.
Thank you so much for putting the time into making this. |
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Wow, this is fantastic. I'll be using this as part of my team's summer design training.
Thank you so much for this amazing resource. |
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Under rule G10, it states that robots may not blockade the field or partake in an action that halts the flow of the match.
What classifies as "an action that halts the flow of the match"? For an example, does persistent defense count as an action that halts the flow of the match? |
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If the field drawings are not correct, it seems like the flow of the game would not work properly... so it looks as though something is up... Is there something that I'm missing? P.S. Super cool game! I love the concept! It reminds me a lot of 2013, but a lot more craziness. |
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Thanks for putting this together! Hopefully I will get the time to make something to submit.
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I have a few more questions Quote:
Is the bolded section necessary, or a consequence of your example? For instance, if one alliance mate passes the ball to another after it has been cleared, does the receiving bot need to clear it again? Does the quaffle even need to be in the possession of a robot when it is in the alliance zone in order to be considered cleared? Can a quaffle be scored through the hoops backwards to receive points? Is it indented that quaffles that are thrown through the hoops, will be kept on the field by some sort of net? What is the alliance selection order? |
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How can we submit this to FIRST?! -MM |
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Quaffles can be scored through any side of the hoop. There is a net in the field design behind the alliance walls (more easily seen with a colored background to the field), however all game pieces will be returned to the field should they exit anytime during the match. Alliance selection will be as follows: 1-8 8-1 1-8 This has been added to the manual under T3. Quote:
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But I got a good laugh out of it anyway :p Although now that I think about it, I can see some resemblance. |
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This is great, thanks for putting it together.
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I really do love the element of the snitch and I am so excited that our team is taking on the challenge this summer. Looking forward to seeing all of the designs!
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never mind the past - maybe crowd-source game design? This game would be fun! Isn't that inspirational! and clever use of bludgers as a gracious form of defense! and use of snitch. (not making comment on this year game - just moving forward) |
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Not only could you knock over stacks but you could void six stacks being carried in a robot before they make it on the scoring platform! |
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My suggestion was not adopted. |
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The only problem I can find with the snitch(blue) is when the human players(blue) are driving it, and two robots(red) from the opposing alliance are chasing said snitch, if the human player(blue) drives towards a third robot(red) from the opposing alliance to try to escape, what will be the consequence? Will the robot's(red) alliance be fouled, or will the snitch's(blue)?
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If the ball is being dragged behind the robot, of course it would be possessed. :rolleyes: But what if the rope is loose and not exerting any force on the ball? Would the ball still count as being possessed by the robot? |
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Umm... maybe I missed it in the rules but since there seems to be four stations per side so is this game played with alliances of four robots per alliance?
Edit: Haha, thanks for the response! :) |
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That said, bludgers present an extreme danger to robots. What penalties are given for teams that damage opposing robots with bludgers? How do you quantify "unintentional" bludger damage and "strategic" bludger damage? I get this is for fun, but the entire bludger dynamic combines the demolition derby and subjectivity of Aerial Assist, and the predictability of Recycle Rush. Another thing, what happens when a snitch inevitably dies in the middle of the field? Would the alliance picking up the dead snitch still get points? How will a ref know the exact 6 foot radius around the snitch, cause there would be plenty of teams arguing with refs about it. |
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-Launched bludgers must make contact with a robot before contacting the ground for their effect to take place. This has been clarified in the rules under G16. The game design committee believes that a good design will be able to utilize bludgers successfully without a high level of skill or precision. If you feel your design is incapable of this task, we suggest that you spend more time iterating. -There are no rules supporting your idea that a bludger "ejected from a robot 2 seconds into teleop couldn't be picked up by the oppposing alliance". Unless this is a product of not reading the rules carefully, we ask that you cite the rules that would cause this statement to be true so that we can fix it. -The game design committee does not believe that bludgers are any more dangerous to robots than prior years game pieces. Design your robots robustly and you should be fine. Intentional damage will be judged as it always has been. The idea of intentional damage is not a new innovation. -Each alliance provides their own Golden Snitch (which goes through inspection and is regulated so that all are the same), so each alliance is responsible for their snitch not dying on the field. This is similar to the minibots of 2011. -The 6 foot radius was chosen as an arbitrary value that the game design committee decided was a large enough space to deter robots not in pursuit of a snitch to stay away from, as well as one large enough that pursuit of the snitch could be clear and relatively easy to follow. -All of our refs are trained in martial arts, and nobody can fight a ref's decision and win unless their robots are powder coated blue (because that's just how we roll). I hope these answer your questions. Thank you very much for your interest in our project. In the event you still haveconcerns about the viability of the use of bludgers, we suggest that you train your drivers to dodge wrenches. |
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Going along with this whole "first-second" thing, I'd like to present:
Robot in 4 Days Since I Saw This Thread http://imgur.com/bQrxgob http://imgur.com/rjDBJIM http://imgur.com/g0jGvPN Features: -Ability to hold 5 quaffles in the hopper, up to 7 balls total -Ground collection compatible with quaffles and bludgers -Potential for human loading, just need to change the hopper a little -collector articulates up to allow balls up into the shooter elevator -6x 4" custom traction wheels driven by 2 2 CIM custom gearboxes geared for 5.5fps and 16fps -Anodized black for superior performance Just like RI3D, very unrefined but demonstrates the concept. |
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Given the rules here, and my lack of desire to actually make a CAD model, I'm just going to theorize a couple of different robot archetypes:
The "Fender Shooter" Given that the maximum robot height outside of starting configuration is 10 ft, I expect quite a few robots to attempt to shoot and/or dump in the hoops. The high goal is just out of reach for a dump, but also only worth 2 points more than the middle goal. The biggest problem these robots would have is with extended defense, as the area near the hoops is not a safe area, and there is likely to be a defender there, possibly blocking hoops as well. The "Key Shooter" These robots are optimized to shoot from the semicircle, as it is a safe zone, however, since the opposing alliance's semicircle is adjacent, you're not entirely safe from defensive action, and smart teams might touch the circle with just the corner of their robot, or an extension to contact the semicircle while shooting. The Keeper Generally defensively-oriented robots with "goalie sticks". Unlike in 2014, the goals are small enough that one goal can be blocked by a goalie stick relatively easily. These robots will be very useful during autonomous if teams aren't planning to have multiple options or trick autos. Some of the better robots of this nature will be able to spend their time clearing quaffles and feeding their partners on the other side of the field. Some of the best might even be able to score quaffles during autonomous or even teleop from the keeper zone. Keepers will also have to deal with anti-defense teams ready to push them out of the keeper zone during both autonomous and teleoperated periods. Bludger Specialists Bludgers are the "X Factor" that makes this game so different from any other game in FRC history. Many top-tier robots will focus on scoring goals in the hoops and capturing snitches, ignoring the bludger mechanic other than maybe grabbing some of them so the other alliance can't have them. Bludger Specialists will be able to shut down top-tier machines who are taking a long time to set up to shoot in their semi-circle, and can destroy alliances who aren't smart about how they play the game. I think one of the most interesting rules regarding this mechanic is this one: "Bludgers will have no effect if POSSESSED by a robot upon contacting another robot." This makes it sound like if the robot in question catches the bludger, their balls do not become grounded. I wonder if the best robots in this game might have some sort of net-style catching mechanism to ensure they do not take grounding effects. Lastly, the golden snitch. Not every robot will have the ability to capture a golden snitch, as only two robots on any alliance can be chasing down the snitch, and the snitch is worth nothing if the alliance scores no hoop points during the endgame period. Most of the top seeded teams in their divisions will, as that endgame score is the tiebreaker for seeding, and it would be interesting to see what kinds of mechanisms would emerge for this task. As such, does the keeper stay where he is to lower the opponent's endgame score? Does he go for the snitch? Does the Bludger Specialist save a bludger or two for the endgame to ensure the opponents get no points during this period? How does the endgame strategy differ between qualifications and eliminations? A couple questions now:
This is a really cool game to think about, and it supports a wide variety of robots to play this game. 2012-style shooters, 2014-style goalies, 2009-style power dumpers, and a bunch of crazy styles of play yet to be seen in an FRC game. The wide open field necessitates robot durability, and the bludger mechanic even more so. Good strategy and good robots would be required to win this game, and I appreciate that. Thank you for posting this game and giving us an exercise in strategic design during this part of the off-season. |
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A note before answering your questions - The rule stating that "Bludgers will have no effect if POSSESSED by a robot upon contacting another robot." was made with an intention of preventing teams from just holding a bludger in front of them and playing tag with the opponent's robots, however we really like your interpretation that would facilitate catching as a means to cancel the bludger's effects. Unfortunately that would change the game mechanics to ones that some others who have already started did not interpret, and it would not be professional for us to change the intention of a rule after releasing the game, so we must leave the catching aspect out for now. Now for your questions: Attach is meant in the terms of grapple, or to securely hold on to. In short, the intent was to prevent teams from grabbing / climbing the poles. A good test to see if your design matches the intent of the rule is to ask yourself, "Can another robot push me away?" if not, then you are in violation of the rule. If so, you're perfectly fine (this would make the slot you are referring to, as well as the long robot, perfectly legal). During design we often likened the poles to the bases of the minibot poles from 2011, in regards to attachment rules. |
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As we're getting into our final 20 or so days of the competition, we'd like to post a reminder of how to make your submission:
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We look forward to seeing the solutions you have all come up with. |
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Thank you to everyone who submitted. We will be reviewing the entries over the next few days and will announce a winner shortly.
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Any word on the results?
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This season, for Quad Quidditch, we decided to have two awards. These awards are the following:
The Design Award : This award is design specific. The design is visually appealing, and contains some sense of practicality in designing. It demonstrates a large variety of techniques used in CADing. The Strategy Award : This award encompasses both the written component and the design component. The robot displays a well thought out strategy, and proper documentation of the design process further displays this. The strategy is the most ideal/points worthy/useful out of all submissions. And now, our winners. The design award goes to 955. Their robot was a work of art, utilizing several mechanisms to cover a large variety of the possible tasks in the game. Their design can be seen as outside of the box, and a very modular robot in the sense of what it can do for their alliance (shooting at different areas, etc.) The strategy award goes to 3481. Their design encompassed some of the key strategic points the GDC decided were the most important. They included a shooter and a snitch capturing mechanism in a very compact space, maintaining a low center of gravity.Their design can be seen as a sturdy and efficient robot, and demonstrated key strategic principles. Thanks to those who participated, and congratulations to our winners. (On an extra note, participants, individual feedback will be sent to your shortly.) |
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http://www.chiefdelphi.com/forums/sh...highlight=3481 |
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Love the Bronco shaped cutout. :) |
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http://www.chiefdelphi.com/forums/at...d=14417795 68 I'll cover a few of our strategy points first off:
This was the robot we created to satisfy those design points: Drivebase: A simple 6 wheel west coast drive. Single speed, single reduction 6 cim gearbox, geared for ~17 fps (theoretical). With more time, bumpers would have been added due to the physical nature of the game. Elevator: The whole point of the elevator was to have the ability to shoot quaffles near the max height (10 ft). This would put our shooter right behind the goals during teleop, and would allow us to blast the quaffles through, hopefully back to the other side of the field. It would also aid our ability to shoot from the keeper zone during auto, as we would likely be able to shoot over defense. It's a single stage elevator, cable driven by a bag motor on a 49:1 reduction on a versa planetary. With more time, we would have used rs775's, and incorporated a mechanical brake in the elevator system, so we wouldn't stall the motors. A simple polycord system fed the quaffles into the shooter. Intake: Well, it's pretty obvious, but this intake was heavily inspired by 973's 2012 bot (https://www.youtube.com/watch?v=p0_YOm5fjC8) We saw this style of intake to be very effective in collecting quaffles, and did not demand accuracy from the driver to use. Shooter: We decided on a two wheeled shooter, mainly as we didn't want the backspin of a single wheeled shooter when shooting across the field from behind the goals. The shooter consists of two 6 in wheels powered by two rs775's on 3:1 versa planetary reductions. Team 955 would like to thank the design committee for releasing this wacky game. We used this as an opportunity to teach cad to incoming students, and to practice strategic analysis for the upcoming season. Due to a larger focus on teaching, many parts of our robot (the shooter, holes/bolts, polish, etc.) weren't as fledged out as we would have hoped. Ya, we know that shouldn't be an excuse ;). Just curious, but does anyone know how many submissions there were? |
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