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-   -   The Highest Levels of Play (http://www.chiefdelphi.com/forums/showthread.php?t=137682)

evanperryg 09-07-2015 13:12

Re: The Highest Levels of Play
 
Quote:

Originally Posted by Lij2015 (Post 1489274)
Same with this year as well on Archimedes, there was no reason 314 or 3996(especially 3996 with how late they went) should have fallen that far: 2nd pick of the 8th seed and 2nd pick of the 1st seed respectively.

I suspect many teams didn't know about 314's performance at MSC. They tried landfilling during many of their qualifiers, and it generally didn't go well. Although they were great at their ramp, on paper their performance looked inconsistent and sub-par. On the other hand, we got very lucky when 3996 fell to the back of the draft. They saved our alliance a couple times, if you watch our third semifinal and second final match.

Quote:

Originally Posted by GeeTwo (Post 1489285)
I thought the same thing; that the inverted and step totes would matter on Einstein.

We thought the same thing. Those weird, seemingly useless wheels on our elevator? Yeah, those were originally to provide compression on upside down totes. The chopsticks don't close far enough to actually grab an upside down tote, but the wheels still provide extra compression on containers.


More on topic...

Generally, my speculation on the "highest level of play" is somewhat close. We immediately threw out catching in 2014 because we felt it was pretty much impossible. However, my thoughts on 2015 were a little off. I figured most teams wouldn't be building stacks taller than 4 totes + container, and we'd only see the importance of high stacks by Einstein. I knew the can battle was going to happen... I didn't think it'd get so intense.

I'd like to comment on the "highest level of play" occuring at IRI, but some of the rule changes are too significant to really compare what happens there to what happened on Einstein.

Lij2015 09-07-2015 21:16

Re: The Highest Levels of Play
 
Quote:

Originally Posted by evanperryg (Post 1489453)
I figured most teams wouldn't be building stacks taller than 4 totes + container, and we'd only see the importance of high stacks by Einstein. I knew the can battle was going to happen... I didn't think it'd get so intense.

I

This exactly was my early season soap box rant, that making stacks higher than 4 wouldn't be necessary, and to be fair at every regional we attended 3 capped 4 stacks with noodles would get you to the semi's.

On a different note I thought way more teams with just capper and stacker-only bots would be able to function at the team 27 type level, to the point where in some of our strategy breakdowns pretty much our whole team though that independent single function bots would do really well on all levels.

What I've learned on anticipating the highest levels of play is that whatever I think will be normal and a good goal, double that output and you have yourself the actual high levels of play.

asid61 10-07-2015 18:13

Re: The Highest Levels of Play
 
The highest levels of play always seem to use every possible point, and score for the maximums. It's important to do points analysis to figure out which strategy gives the most points in a match.
This year, 6 totes + can.
2014 was pretty vanilla, good drivers and speed were required.
2013 didn't require the 30pt climb, but only because it was worth more points to throw frisbees for most teams. 254 and 1114 had fast climbers, but fell short before the finals (not sure why though, it seemed very close).
2012 was shooting and balancing; 1114 got it right with the assisted balance clamps.
2011 had top rung scoring.
Etc. etc.

BrendanB 12-07-2015 01:10

Re: The Highest Levels of Play
 
Quote:

Originally Posted by asid61 (Post 1489622)
2013 didn't require the 30pt climb, but only because it was worth more points to throw frisbees for most teams. 254 and 1114 had fast climbers, but fell short before the finals (not sure why though, it seemed very close).

30 point climbs at speeds quick enough that it didn't inhibit cycles (we'll say sub 30 seconds for line up and climb) was extremely difficult and only a handful of teams pulled it off to a point that it was more valuable for them to climb than to score discs. It was also an incredibly hard task and the faster you went the more problems you ran into which I know from experience on 3467 that year. At that point in the season with some robots with 3-5 events under their belts those climbers were abused. The Championship was a nightmare of climbing issues for our robot and 1114 had their own struggles in the elimination rounds.

And whenever you start breaking down that's when your opponents are plowing ahead and outscoring you.

Climbing showed more value at IRI with climbers rebuilt over the summer (like ours was) and a higher level of play meaning quick climbs helped sway matches as the feeder stations and field were being emptied.

RonnieS 12-07-2015 14:57

Re: The Highest Levels of Play
 
Quote:

Originally Posted by Lij2015 (Post 1489274)
We didn't go to champs in 2013, my rookie year, so I had no idea what to expect but I did expect WAY more scouting than what occurred on Galileo in 2014. Seeding high is just the most important thing in trying to win an event because as we've learned first hand that if you aren't going to sell yourself you cannot trust other teams to scout. We've never really had a problem in my three years at any of the regional events as we always are pretty near the top seeds or get picked pretty early, but we always seem to get absolutely amazing second picks from really high seeds(looking at 623, 4050, 2068 and 1610 here) that really should have gone WAY earlier.

2481 was easily the 4th best robot and maybe even tied for 3rd on Galileo in 2014 and was the 2nd pick of the 5th seeded alliance, seriously? Same with this year as well on Archimedes, there was no reason 314 or 3996(especially 3996 with how late they went) should have fallen that far: 2nd pick of the 8th seed and 2nd pick of the 1st seed respectively.

Even more so at regional events for some teams however, considering we attend events that often have really weird seeding when you get past the 3rd or 4th position. You might feel like you have a great robot but you seriously just cannot trust teams to scout.


Ehhh, there was a reason. We had an alright performance, granted I think it was over looked heavily. We still had a badass alliance...
-Ronnie

IKE 13-07-2015 06:07

Re: The Highest Levels of Play
 
Relevant to this thread Ronnie, 314 was really really good at MSC. What made you guys decide it needed upgrades?

RonnieS 14-07-2015 16:26

Re: The Highest Levels of Play
 
Quote:

Originally Posted by IKE (Post 1489969)
Relevant to this thread Ronnie, 314 was really really good at MSC. What made you guys decide it needed upgrades?

We had changes planned for MSC, I had the mechanism designed before week 6 actually in hopes we would modify by our 3rd district and fine tune for MSC and champs. We saw where our bot was...and then where 1023 was. To us, that was our main competition for MSC and champs. They had been super consistent and beat us by having the 20pt auto. We felt to better our chances of winning, we needed four stacks or can grabbers. We had both designed but ended up going with the movable can stabilizer. Due to some programming and mechanical problems, the best we got was 3 stacks can and noodled plus a few totes I believe. It really wasn't working best until elims at worlds...I thought our alliance performed well enough to make a finals appearance and knock out the number 1 seed; I think we missed it by what 6 points? We never reached that goal of 4 but we put a ton of effort into it and were happy as a team with the results. Also, at MSC in the octo-finals match 2, we broke our can stabilizer which caused us not to move into quarters (it broke after our first stack placement, we were pretty much getting 3 stacks so those 80 points hurt; also enough for us to move on).

-Ronnie

thefro526 14-07-2015 20:37

Re: The Highest Levels of Play
 
Quote:

Originally Posted by EricDrost (Post 1489186)

1. Win matches.
2. Seed high.
3. Desirable to partners.

Depending on where a team sits on the "food chain", this priority is likely to shift.

Drost, Schriebs (didnt quote you but I know you're watching). The priority list is actually.

DO SOMETHING.

Then win matches, if that means you'll seed well.

Seed well, if you hope to win at the end of the day.

Be the most desirable team in the field.

The most desirable team in the field usually builds a machine focused on execution, not results. I would rather lose 10 matches to 1114/148/254 than win 20 matches at 50 pints up, to a field of nobodies. Execution, not results, it's the step stool to success. Successful teams produce results, but they always always need someone that can execute. The alliance at MAR CMP in 2014 was once such case -2590 was a cornerstone of execution in a difficult field, but then 341 and 11 played a game that no one really understood. We went out to the field to complete objectives, rarely, if ever to actually win a watch. We activitely devalued and worked against our opponents efforts, while also highlighting our own.

Quote:

Originally Posted by Lil' Lavery (Post 1489313)
The best robot in the world in 2012 was built mostly of 80/20.
http://www.thebluealliance.com/team/341/2012

Correct.

341 focused on execution and consistency in 2012 - reliability; a roomba and the inability to remove luck cost them a championship. Had they had not built on a platform of Bosch, they'd have handily taken Einstein, without actually trying. Their underlying reliability issues stemming from compromise after compromise ultimately cost them at the championship, a bit of bad luck with a bridge and a rooms forced them to play an extra match where a transmission failed, a backup ticked was lost lost, and a shooter wheel delaminatated.

No matter what level you play on, remove variables... Win championships.


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