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The Highest Levels of Play
How is the game going to play at the highest levels?
That's a question I always try to ask during kickoff weekend and the following weeks during build season each year. I've yet to be right. In 2015 I believed that independent stackers and cappers could be competitive at the highest levels, and that step totes would be needed. In 2014 I believed that trussing to a catch would be necessary at the highest levels,. In 2013 I believed that all three robots on the winning alliance at the highest levels would need to be able to execute a 30 point climb. In 2012 I believed that robots would be able to accurately (>50%) shoot from their protected alleys on the opposite side of the field as their goals. I also feel that teams fail to push the game to its limitations during the championship event and IRI- either because they haven't though through the possibilities or because they realize they don't need to in order to succeed: In 2014, I was surprised how few alliances at championships attempted death cycles, and how many opted for traditional cycles despite being at an obvious disadvantage running traditional cycles compared to their opponents. In 2013, I was surprised how many alliances at IRI chose not to pick a robot with a climb, despite clearly needing at least one to have a shot of beating 1114, 2056, and 1334. In 2015, I was surprised how few alliances at championships allowed fast can grabbers to fall to lower seeds and allowed 3+ stack/match robots to last until late in the draft or go unpicked. Some games or tasks obviously are pushed to their limits: 2011 wasn't getting much better, 2015 can grabbers were unbelieveably fast, 2012 scores got exceptionally high. How does your team determine what gameplay at the highest levels is going to look like? How does this shape your robot design, your strategic decisions, your scouting and picklisting, etc? Why does it feel like the games sometimes aren't pushed to their limits? |
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I feel that games sometimes aren't pushed to their limits because the limit is almost impossible to achieve.
EDIT: What is a death cycle? |
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As far as why we don't see games pushed to their limit: It's tough for teams, even at championships, to play synchronized with eachother to push the game to their limit. Things happen, and sometimes 3 amazing teams just don't work as well with eachother on the field, even if individually they are all amazing. |
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At it's core, it involves the undefendable finish strategy that 1918 used in that match, where they sat next to the low goal, received inbounds from the human player, and shot without having to move. It was quick and undefendable. Executed perfectly, it could have been an undefendable trusser (like 900) coupled with a smart robot with a quick passback and an undefendable finisher (like 1918). A few different alliances tried variations on the strategy including: Archimedes 8th Seed: 51-2485-1918-781, Archimedes 6th Seed: 4077-195-20-4265, IRI #2 Seed (only the finish): 2056-469-1625-4039 Heck, we even tried it in a match with your team at IRI in qualifications and nearly beat a deadly alliance. |
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The only place to stop the cycle was to keep 2485 from trussing since the first possession by 51, third possession by 1918, and scoring in the high goal were all executed by the human players tossing the ball to robots in the corner. It was a brilliant strategy that led to the highest un-penalized score of the year. The only downside was it left a huge target on 2485's back (or the trussing robot on any other alliance that tried this strategy) by defenders who knew that as long as they could slow the truss down enough it would drastically slow the cycle down. |
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Only one of the four alliances you listed won with their strategy. How can it then be undefendable? |
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I can talk about scouting a little bit. I know this year, we thought of something that was more important above everything else and chose to pick off of that. I also know we chose 1 hp bot and 1 L bot at every competition since we are an hp bot. I know at week 4, week 6, and championships, we knew that we needed step cans so we formed out alliances around that since we don't have can burglars. Using some of the # data (consistency) and some of the watching data we picked (how fast the can burglars were), we picked our alliances. Now sometimes , that doesn't necessarily work. Our championship alliance was a really good alliance. We had probably the fastest can burglars on Archimedes with a few exceptions. our alliance partners weren't necessarily the best stackers but, they had really good can burglars. I felt that if we go to the finals, we could have won Archimedes with that alliance by drying the other side out from cans. Unfortunately, we didn't have a big enough stacking ability on our alliance to move onto the finals. So Sometimes, it works. sometimes, it doesn't. We pretty much make a list of the primary items we need and then come up with a bunch of secondary things we also need. As seen in our championship alliance, we had too much of our first priority and not enough of our second priority. At every event we won, we were the 1st alliance captain which helps because you automatically know who to choose first. Having a good pick list is very important so your scouter doesn't freeze on the field during picking.
Since I'm a scouter, that's all I can help you with is game day strategy. Hopefully others have good things to say about design and other things you need. good luck and hopefully what I said made sense. ;) |
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Allow me to add a disclaimer, then: These opinions on strategy are my own and are not comprehensive of what is or is not true about strategy of that specific year. |
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Death Cycles were not the highest level of play in 2014, because they almost never worked. The 51-2485-1918 alliance may have won in quarters, but they lost to the eventual Division Champs in semis. 469-2056-1625 may have won IRI, but one could argue that they weren't running "Death Cycles" because 469 was moving and playing defense. On top of that, 330 proved that the robot in the corner WAS defendable, as they parked in front of 469 and made it hard for the HP to toss the ball in. If you want to see the Highest Level of Play in 2014, there are a few Playlists on YouTube of Einstein Finals. |
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Furthermore, I believe the highest possible level of play for Aerial Assist was never met, as perfect death cycles were never executed, and repeatable catching was rarely executed. The idea of this thread was to ask "How do you determine what the highest level of play is during build season?" because I seem to foresee it being higher than it ends up being, or at least different than it ends up being every year. If you want to debate the merits and pitfalls (of which there are many) of death cycles with me, we can do so privately. |
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Now, how do you determine what is going to be important at those levels of play? I typically put together a simple simulation (excel) that lets me do various what if scenarios. I then tweak the number of things and see what happens. This often shows things that aren't worthwhile or things that are limiting factors. 2013 - it fairly easily showed that climbing could be out scored by a decent shooter[1]. 2014 - showed the importance of auton and that solo cycles were almost worthless. 2015 - That uncapped stacks were worthless. Aside about Death Cycles - I think you VASTLY overestimate these. Actually, not pulling punches, I think you're full of crap when you say it was optimal AA play. Why? Because it requires 3 robots to be perfectly suited for each other. Which then has to happen in an actual alliance... which given how the draft works is all but impossible. Not only that, but given the ease of adding some PVC up to 5' to a defender bot (bonus points, backboard for inbounding) it makes the inbound to a stationary scoring bot VERY difficult. |
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Now I could be totally wrong about death cycles in 2014, but I disagree that the right alliance couldn't have formed. 900 and 1918 were in the same division (which are basically the two robots necessary IMO to make it work), and I don't see a few inches of PVC stopping 1918's inbound. (However, other problems, like 1918's occasional shooter problems and a missed inbound or two into 1918 could have spelled doom for that alliance, but it would have been incredible to see happen) I feel like Aerial Assist had more room to grow strategically (which is amazing, considering how much that game evolved throughout the year). I wanted to see perfect death cycles executed, then countered by an alliance that abuses the lack of defense by executing repeatable catching and forcing the death cycle alliance to fall apart back to a normal style of play. But I think that's part of the problem for me: I'm trying to look too deeply into a game that we don't have that much time to play. The game isn't going to evolve the way other sports do over years, it's going to evolve over 8 weeks of competition (and evolve immensely), and will be limited by size restrictions, power restrictions, etc, not just by player skill and ingenuity. |
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I also do what I call sensitivity analysis: at what point do strategies become worthless because you're taking too long to do them? |
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The first reason for why alliances made are not always as good as they should be is bad scouting. whether it's because the team is biased, they don't have enough people to scout well, or their scouts just aren't accurate, this can cause them to create a poor alliance (or neglect to pick good robots... cough cough my team at DCMP the last two years cough cough)
as for gameplay at higher levels, not every team has the resources to create a robot competitive at the highest levels. another issue can be mis-analyzing parts of the game- members of my team, including myself, though that the totes would fall flat from the feeder of their own volition, and therefore didnt make any sort of ramp. this forced us at our first divisional to quickly change to landfill, which was quite an adjustment for the drive team. many other teams made similar mistakes, and later fixed their bots with ramps, full redesigns, etc. also, to add onto andrew schriebner, 2 of the best PNW feeder bots this year, 955 and 4450, had first divisionals that were... less than stellar compared to their level of play at the end of the year. their strategies also changed completely; in playoffs, 955 was a capper, and 4450 was a landfill bot in their first competitions. both teams added ramps and became very good. nearly every bot from my division that made it to worlds this year improved an extent, but those two were the most radical changes. |
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In 2013 I was determined that full court shooters were the end all be all, and while teams like 148, 67, 303, and 469 were amazing bots, the championship was won by lightning quick cycle bots and amazing defense.
In 2014 I laughed off blocker poles(and this was pretty much spot on until Einstein) And in 2015 I expected to see WAY, WAY more can specialists at regional events, not only because that function only required one mechanism but they were in seriously high demand among the lower seeded alliances at both Chesapeake and Virginia. The only really top notch ones I saw at our two regional events were 540, 2537, and 2377. |
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The highest level of play in any modern FRC game minus Recycle Rush is being able to adapt to what your opponent throws at you and what sort of alliance you are playing with. A good team can carry most alliances on their own and beat most other alliances. A great team can utilize their alliance members no matter their skill level and together beat any combination of good teams.
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Sorry if I’m reviving a settled topic… but I feel the need to defend death cycles (warning: super biased perspective incoming) :o . It wasn’t so much that death cycles were hard to build for (our robot was painfully simple: catapult + wheels, no pickup required) or hard to qualify for champs with. I would think obscurity killed the concept more than anything. And even so, it almost happened! A 900+1918 alliance totally could have been made in Archimedes (single tear… If only we had been the 8th alliance’s second pick. << come to think of it, that’s a very rare kind of statement in FRC).
I’d argue that the component bots of death cycles were plenty competitive on their own. At defense-heavy regionals, an undefendable trusser might have been a huge asset for the top scorers (pure speculation from a North Carolinian here). Scoring from in front of the low goal in and of itself was also of great value for some excellent high-gaolers. Case in point: When 900 saw the trussing component of death cycles, suddenly no other strategy held a candle, even though we were aiming for regionals, not champs. We weren’t even thinking about the ultimate partners because, well …. North Carolina (no offense to NC teams, please don’t hurt me!); the benefits to cycle speed of truss to human player alone were enough to convince us. I would think the digging required to figure out death cycles is what kept the components from popping up, and, by extension, the concept’s fulfillment; teams would need to have realized that defense would be killer, cycle speed would be super important, and that human players could catch truss shots. Most teams willing to be that observant were, by no coincidence, great teams anyway, and so they didn’t need to pursue niche roles. What I’m curious about is if the possibility/value of death cycles had not been so obscure (i.e. the rulebook said plainly “you can totally throw over the truss straight to the human player” and/or the animation video warned that plowie could kick the crud out of guys on the field) if things might have been different. Do you all think more teams might have pursued the components of death cycles, or by extension, that death cycles might have been more or fully realized? |
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Back on topic- I think a better title for this thread would be- "How do you get the game right early on?
How do you figure out what robots you'd see on the World Championship and IRI Championship alliances? I'll use this year as an example: I believed at the beginning of build season the highest levels of play would compose of: Landfill Stacker, HP Stacker, Capper. No alliance would ever end up with more than 7 cans, which I believed a high-tier capper could manage to place all of, or at least most of. I figured the best human player stackers could make 4-5 uncapped stacks, and the best landfill stackers would be able to do the same. What I failed to see is that while that could be effective in theory, so could three robots building stacks underneath cans. When running human trials, we tried building stacks underneath cans and had the cans fall over and the humans couldn't carry the stacks well. How do you account for the difference in what robots are able to do vs. what humans are able to do? Robots do some things faster than humans, while humans do some things faster than robots. |
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Like Andrew, I usually use a spreadsheet to match actions with their scoring values and predicted times and difficulties to find what I believe to be the optimal strategy for my team. The priority order I usually use in picking designs is: 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. I originally did not intend to post in the thread, but I felt like I learned two important lessons since I made my post in the 2010 thread. The first lesson may seem like a cop out, but what has been most valuable to me personally in analyzing games is simply experience. The more games I see, the better handle I get on what is a "realistic" way every new game will play out. Each year I've been able to get a firm grasp of how match play will look earlier and earlier in the build season because I can relate it to previous games. This has been very helpful in guiding students to the right strategies, and asking them questions that deepen their understanding of the year's challenge. The second lesson is to never accept your understanding of how the game will play as final. This applies equally during build season and competition season. There have been years where I've analyzed the game, had an excellent understanding of it for week one, and then failed to update my analysis. The best understanding of a game comes from constantly questioning, how does my strategy hold up under X, Y, or Z circumstance. A great way to do this is during build season is to find friends on other teams and compare their strategies to yours. During competition season, I find it easier to watch as many webcasts as possible and figure out how to react to the current metagame. For example, if you couldn't pass back to the human player by 2014 championship, you were at a real disadvantage. Strategy should constantly evolve as you learn new information -- getting your strategy perfect early on is not as important as adapting quickly and getting it perfect every match. |
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1. Seed high 2. Win matches 3. Desirable to partners While typically, winning matches is the key to seeding high it is not always the case. Reading the manual and understanding HOW to seed high is incredibly important to controlling your own destiny come alliance selection time. |
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I would add playoff versus qualifying strategies as well. Recycle rush had elements that were different in qualifying and playoffs with co-op and can races. At our second event, we realized that we made more of a qualifying robot than a playoff robot. We seeded high at every event in position to be a captain, but failed to bust into the finals losing in the semi finals all year (except MSC we survived octo and were eliminated in quarters).
After going through this season, I would say it is better to design a playoff bot that might seed lower and contend for the finals, than a qualifying bot that just can't quite cut it in the playoffs. This was a different element than previous years IMO. |
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Since the second robot is a huge time and money sink, to get the full value out of it, you need to spend a lot of time practicing with it and upgrading it. There are many teams that build the second robot, but don't execute on it right (they don't behave the same, or they don't commit to the practice schedule required to truly get mileage out of it). I believe that teams that don't build practice robots should focus on strategies with low movement that still score good points, with a focus on minimizing the impact of driver error and on game piece control in their robot design. In regards to the priority discussion--- Our priorities in 2013/2014 were these: 1. Win local competitions 2. Do well at world competitions For 2015, it was: 1. Get to Einstein --though priorities from the past years factored a lot into the design. We always try to build robots to be the #1 pick for elimination rounds and try to include all the features that might make someone want to pick us (we had a goal to have the fastest can grabber in MAR this year, in addition to wanting to have a 3-tote auto to seed high and to score points from the landfill, since we figured it was the harder task to do and would thus be more desirable at high levels where there would be a ton of feeder station bots). |
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No practice bot: 2008-2012 -2 championship appearances in 5 years -no appearances in championship eliminations -no regional wins -normally seeded 15-30 With practice bot: 2013- -2 championship appearances in 3 years -2 appearances in championship eliminations -1 division win -1 regional win -normally seed 1-10 In 2013, we simply decided we wanted to have one so we did it. We had a rough start, not actually finishing the practice bot until week 2 of regionals, but it helped immensely. It's always advantageous to have a practice robot, it will allow you to make huge improvements to your robot during competition season. |
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When does it become necessary/advantageous for a more average team to build two different robots to compete at both a regional/district level, using Robot A and strategy A and at the championship level, using Robot B and strategy B? |
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Its interesting to look at what some teams that were prequalified for champs did. Both 27 and 2848 went specialist routes, both being canburglars/cappers. I can't say whether this would have changed if they werent prequalified, but on our team, our early ideas involved being a tote specialist. We scrapped that design because we didn't want to rely on other teams for most of our points at the regional level (now our robot ended up relying on other teams anyway, but that's a different problem). At champs we thought that design would have done well, but we still had to qualify first. In short, building a champs specific robot and a regional specific robot probably won't be feasible for most teams. The time and money investment only makes sense if you know you'll qualify for champs. But if you've already qualified, why build a regional specific robot at all? There could also be an argument made for qualification specific designs vs. Elimation specific designs. |
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I'm also not sure there's a legal way of doing so within the rules of FRC. The only comparisons I can come up with are total robot rebuilds, where much of the robot is rebuilt or replaced using the withholding allowance and COTS parts, and when 2826 brought an entirely new machine with them to IRI 2013. |
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I think a more relevant example would be 503 in 2008. After seeing 1114's dominant performance at Midwest that year, Frog Force completely revamped their design and played in Newton with a very Simbot-esque design. They were obviously not as polished as 1114 that year, though, and while the designs were similar, it didn't really work out for them in the long run. There aren't any videos from Great Lakes that year, so I don't know exactly when they made the switch. Compare: Week 1 Midwest regional and Newton Division. |
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North Carolina is moving to a district model for 2016. No surprise there really. However, if you've been watching 900, you'll know that we're a fan of the niche play the last few years. It makes it fun and different for us. District play doesn't lend itself to niche roles though and if we hope to get back to St Louis (and we do) then we may have to 'abandon' our unique interpretations of the rules in favor of building a robot that is a little more mainstream. Nothing wrong with that but I'm not under any delusions that we could keep up with the teams who have been building robust and awesome mainstream robots for many years. We're good but we ain't that good. Having a more mainstream robot instead of a niche play is less valuable at Championships if we seek to go further... and we do. I suspect that the niche robots are more valuable as alliance partners during selections at Championships than they are at a district event. Of course, I could be completely wrong. |
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Take 27 and 2848 for examples. If they weren't pre-qualified teams, 27 would have made championships (by merit of their MSC finalist appearance), and 2848 would not have, as they only made finals at their second event, where 1817 received a wildcard, and they would not have. Both were solely cappers, and both ended up in championship eliminations. Role players are likely to consistently make eliminations at their events, and thus accrue district points, as well as robot awards. And with the stuff I know 900 is capable of(building sold machines with sick controls), you should have no problem qualifying for championships via district points with your machines. |
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Obviously, every game is different, but I would put a lot of caution into intentionally designing as a "niche" or "support" robot in a district structure. Generally speaking, you're taking away your ability to "control your own destiny" when it comes to district ranking and reach the district CMP and subsequently the CMP. In some areas, a large enough portion of the population will reach DCMP that you may be willing take that risk and hope you end up on a successful DCMP alliance. In others, you may end up watching from home.
Sometimes a niche/support robot won't even be viable/useful at lower levels of play. There were teams who's only real utility was grabbing center cans that went undrafted at district events this year, because at those events, simply putting up points was more valuable than getting additional cans that weren't likely to be utilized. Keep in mind that alliance captains will often have goals other than winning the entire tournament in the district structure, as a semi-finals or finals run is worth more than a boom-or-bust run that loses in the quarters. Other times, a quality niche/support robot will curse itself to the "valley of doom." Frequently, the top notch support robots will be selected at the end of the first round or early part of the second round of alliance selection, ending up on one of the lower ranking alliances as a result. Prior to 2015, that meant a QF tango with some of the top ranked teams at the event, not a favorable scenario to be in. Each team will need to do that math to determine if a couple ~8 point selections and QF exits will be enough points for them to reach their DCMP, as it will vary based on district size. |
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With only six weeks to work on the robot and an extremely busy seven week competition season, even the best teams need to realize that doing everything perfectly just isn't possible.
The highest level of play is usually achieved by teams who pick one method of scoring, and become the absolute best at it. Reliability is just so important in FRC, and there isn't time for any team to completely master every part of every game. If build season was a year long, things might be different. 1114 in 2015 couldn't do coopertition, pick up stacks of multiple totes, or place containers on top of existing stacks, yet only missed Einstein finals by a few points because of reasons unrelated to their design. In 2013, Einstein wasn't filled with 30 point climbers because teams who prioritized shooting were simply able to score more points. 1114, one of the best robots with a 30 point climber that year ended up being eliminated after they slipped off and could no longer climb the tower. |
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We knew we wanted to get that autonomous tote stack ourselves, because the likeliness of three individual robots getting that stack together was approximately 0%. There's a bit of gut feeling involved as well; we figured a robot that could build an entire stack within itself and then score it (the bottom-up stacking style) would be more efficient than one that made stacks on the platform one at a time. I'll probably edit in more things later. |
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also, on the subject of practice robots: they only help if you make robots that are at least decent. 2013 is the smudge on my team's record, and our practice bot didn't do too much to help. heck, even when it could climb, the competition robot still couldn't on field. however, this year, our robot was about average, but because of all the driving practice, we were able to become slightly above average, and discovered that we could upright containers |
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1. Desireable 2. seed high 3. win matches at DCMP this year, my team seeded well, 17th (I think), yet we weren't picked because our skillset didn't quite line up with what other alliances wanted. at Champs, we seeded in the 50's, but were picked as the 3rd robot because our skillset was desirable to that alliance (they all liked upright containers, and we could upright them. also canburglar. you can't control your schedule, but if you show well, you could succeed anyway |
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My impression of the mid-season or CMP rebuilds was that they were not being planned as of stop build day, but arose as a teams recognized that the level and/or style of competition was different than initial expectations, or perhaps the initial design never worked out as well as was hoped.
To plan to build two robots, you would probably want to design your drive base to support both configurations, and limit yourself in the second design to things which can be built from COTS and a few pounds of manufactured parts in a few hours. You would also want to build at least three drive bases: Competition, Driver practice (initial configuration), and development (second configuration, and driver practice). I would also wait until after week 2 to get serious on the build of the CMP configuration, as the game style doesn't even begin to gel until then. Do designs and maybe a prototype, but unless you have the manpower to build and tweak several designs simultaneously, hold off building until you can pick the one with confidence. Of course, you always have the option of not changing to your second design. As you obviously have lots of people to pull this off, you may also want to have a backup drive team to help tune the second robot, if not to drive it at competition. |
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1. win matches 2. desirability 3. seed high I have no problem with being a pick if I can consistently win matches, and being a desirable robot generally increases your likelihood of being picked by another high scoring, less in-demand robot that corresponds with your design. (landfill & feeder, trusser & finisher) Generally, winning is going to make you seed high, and you'll be desirable because you win. Just my two cents. |
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In terms of teams building two robots to compete well at both the regional and championship level, I think we have already seen that to an extent (I don't consider the long list of teams who realized they made a design mistake and rebuilt their robot once they saw how the game was played). I don't have any examples, but I'm sure there were top teams, realizing the value of getting the cans quickly in auto at the high level of play, putting off spending too many resources into can-burglers until later in the year when they were more valuable and instead putting more of their effort in the traits that help early in the year (such as stacking and capping). |
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Now, personally, I believe that trying to be in control is preferable to resigning myself to being at the mercy of the serpentine draft gods, but I can see how a reasonable person would come to a different conclusion. |
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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. |
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I think the best way to actually answer Kevin original question - how can you predict what's going to matter in high level play? - would be to analyze past mistakes and see what things your analysis is missing, then focus on strengthening those missing areas. In a way it seems like it's not a matter of going "what's going to be the most important?" as much as "is this game task going to matter, how much?".
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I think the most obvious thing missed with a specialist alliance versus an all around alliance is that the specialist alliance basically must work slower. Stackers (for the most part) remain just as good at stacking whether or not they manipulate a can. They take barely any time at all to get a can on top, and then from there it is just as fast to build a stack. Also important is that the time investment involved for most stackers to get a can in position is BEFORE building a stack, not after. A pure stacker is not really doing much more tote stacking than a stack and cap robot, and a pure capper is most certainly not using its time as efficiently either. This was an easy thing to call wrong this year; in basically every other FRC game there was a strong argument for specializing on tasks. This year was kind of the perfect storm against specialization - the same manipulators could stack totes and bins, so there wasn't much compromised in going for both. It was actually faster all around to score both, as well. In almost any other game, building an all around robot involves some big design compromises, the "jack of all trades is the master of none" principle of splitting engineering load, etc. etc. As for step totes, I'll be straight, I have no idea why you thought they were important at all. Did you think seven stacks from the HP and / or landfill wouldn't be enough? Quote:
The choice to make catching a lower priority was fairly obvious from the game layout. In a cycle game, what's less important than points per cycle is the overall rate of scoring. Catching adds 10 points to a cycle, enough that five catching cycles is the equivalent of six non catching cycles. Six cycles in roughly 2 minutes is roughly 20 seconds a cycle; five cycles is roughly 25 seconds a cycle. Does a good catch add less than 5 seconds to a cycle? Defense on both sides of the equation, the relatively narrow target for the ball to land in, the swiftness and ease of trussing in the vague general direction of the undefendable human player, all of these factors worked against catching from the beginning. Properly identifying the truss to human player strategy, the somewhat awkward role of a second-assist midfield robot, and being realistic about defense are what was necessary to see that catch just wasn't going to happen. (Stop trying to make catch happen!) Quote:
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So what are the common themes here? A lot of times it's hard to judge what teams are capable of building. This gets easier with experience, but oftentimes trying it yourself is the fastest way to find out if it's really possible. And don't be afraid to revise strategic decisions after learning it wasn't as easy as you guessed - way too many teams don't do this. In your other cases, it seemed you didn't have a good grasp of match flow and how that effects what designs work best. How easy the task is to complete, how seamlessly it integrates itself into other strategies, how much coordination is required to pull off the task, how "worth it" the task is, all of these considerations are important. Think about what matches without that feature and what matches with that feature would look like. What would the alliance without the feature do to compensate? It's not always as simple as "score a little bit more in other ways". Hope this wasn't a totally useless post. |
Re: The Highest Levels of Play
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I thought that the "top 8" threshold for a typical regional would be a bit lower (regularly scoring about 50 tote+RC points), but that the alliances heading to Einstein would be stronger, needing to score inverted and/or step totes to beat the others on Einstein. |
Re: The Highest Levels of Play
My team doesn't worry about how the game will play at the highest levels. We figure the odds of our getting there aren't good enough to need to be worried.
Instead, we focus on how we can bring our highest level of play to the game--and hopefully get those odds higher and higher. Because of that, extreme high-level play is tagged with "godbot" when used in strategy discussions, and used primarily to figure out how to get picked as an ally to such teams, as well as to help determine a more achievable play level for our robot to have--but still a stretch. For example, if we think that Poofs will score 4 noodled 6-stacks/match, we'll be targeting more on the order of 2 noodled 5-stacks and one totes-only 5 stack. (I don't remember exactly what we figured for this year--but it was something along those lines.) |
Re: The Highest Levels of Play
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My assumption for the best alliance in the world at the beginning of build season was: Human Player Stacker; Capable of making 4-5 stacks uncapped from the human player station Landfill Stacker; Capable of making 4-5 stacks uncapped from the landfill Capper; Capable of capping 5-7 stacks I figured the best landfill robots in the world would be able to make stacks out of upside-down or step totes to come up with the extra landfill stacks. Quote:
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We did terrible prototyping in 2012 under extremely controlled conditions where we used the exact same ball to make the shots because for some reason we thought balls at competition would be more consistent. That came down to me not understanding how engineering worked at the time. :D Quote:
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Re: The Highest Levels of Play
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Current Discussion Topic: Strategic Decision Making for "bad" teams. Andrew is confused. Andrew hurt himself in his confusion. Ignoring the whole concept of resigning yourself to mediocrity and how that's bad... the topic is how to predict what high levels of play are going to look like. In essence, we're asking "What Would Beatty Do?" So, discussing what "bad" teams do/should do is pointless. |
Re: The Highest Levels of Play
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However, there is an argument for not caring about seeding highly to compete at the highest levels of play. Let's say you're a low resource team in 2012 who wants to compete with the best. Should you attempt to build a top-tier scorer so you can maybe seed (even though that was NOT an easy thing to do that year), or should you build a wide feeder bot in hopes of being a desirable third robot. For teams looking to compete at any level, priorities could be different than yours or mine. |
Re: The Highest Levels of Play
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ATA identified the highest level of competition and built a tiny robot that could steal balls and make it so two long robots could triple balance. They did this with a robot made mostly out of 80-20. I also want to point out that they seeded pretty well: 13th at GTRE and 16th on a really deep Archimedes field. For all intents and purposes, they tried their best to control their fate (which is pretty admirable for a robot that couldn't score any balls). This case study just shows that it's possible to: analyze the game to identify the highest level of competition, realize you can't be a "main" robot at that level, identify a niche on the ideal alliance, build for that niche, while also not sacrificing seeding ability. 4334 built a simple robot that seeded a lot higher than plenty of ball-scoring robots, because they figured the game out. |
Re: The Highest Levels of Play
The best robot in the world in 2012 was built mostly of 80/20.
http://www.thebluealliance.com/team/341/2012 |
Re: The Highest Levels of Play
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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. |
Re: The Highest Levels of Play
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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. |
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. |
Re: The Highest Levels of Play
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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. |
Re: The Highest Levels of Play
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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 |
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?
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Re: The Highest Levels of Play
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-Ronnie |
Re: The Highest Levels of Play
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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:
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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