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Andrew Schreiber 12-04-2010 13:26

Re: Robot Diversity
 
I have to ask, is diversity a good thing? I have some crazy ideas for drive trains but why should I use them when a standard tank drive robot is an effective solution? Saying that all robots should be different is like saying all teams should have to custom build their transmissions. Why should I build a custom 2 speed transmission when the Super Shifters work? Too often we are encouraged to "Think outside the box" WHY? Why should we think outside the box if the box is a valid solution? Early this year 397 scraped the idea of building a custom chassis because the KOP chassis is an effective solution. We decided not to build custom transmissions because the KOP ones solve our problems. You know what two systems had 0 problems all year?

Engineering is not about coming up with the coolest way of doing something. It isn't about the flashy solutions. It is about effectively solving a problem. Take 1114 in 2008 as an example (my favorite example); They were a simple robot, simple 6wd, simple COTS 2 speed shifter, simple roller claw. It allowed them to focus on execution rather than implementation.

Yeah, I like creative solutions to problems, I think they are cool. But for most problems the effective solution is to do the simplest thing possible but do them well.

Just some food for thought, perhaps the GDC is trying to make us see something by "discouraging diversity".

Racer26 12-04-2010 17:26

Re: Robot Diversity
 
Quote:

Originally Posted by santosh (Post 948986)
In my opinion, this game allows for rookie teams, less experienced teams, and less endowed teams to excel easily. This game levels the playing field a bit allowing all to play. However, I do agree that parts of it limit the amount of creativity that can go into the game.
This is why I will always love the 2003 game Raising the bar.
It allowed for these aforementioned teams to do simple things such as play defense and herd balls while at the same time presenting the 2 other very complex issues (handling a ginormous ball/ climbing steps and hanging from a 10 foot tall bar) that allowed for very creative designs.

Since the game with the tetrahedrals, there has only been 1 game piece to deal with. (Tetrahedral, ball, tube, ball, ball, ball). There have been multiple ways to use these items and various other driving challenges but none really that drove people to think like they did in Raising the Bar.
That is just my opinion. And well... I like robots


FIRST Frenzy: Raising the Bar was 2004's game.

Stack Attack was 2003's game.


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