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Strategies for Rebound Rumble
What are your team strategies, ideas, or robot designs that you think will/won't work for 2012? How do you think matches will play out? How many offense? How many defense? What will YOU do?!
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I was thinking on the way home about 1 robot delivers balls to your side, 1 shoots the balls into the goals and the other plays defense.
Robot design, i have a shooter, a picking up (conveyor type) mechanism, and maybe a thing that would catch rebounds or balls from in the air like a basket or something. Definitely dont like that we can only have 3 balls in our possession. -.- |
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For any defensive bots, what would be your teams strategy? We have talked about a defensive bot to possibly block shots from opposing teams
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Defensive spoilers:
- A defensive robot that funnels in rebounds becomes just another goal, if it has 3 balls in it's possession - It's hard to block the shots of a robot taller than you are - Inbounders can bounce pass balls to the far side of the field (see field tour videos on youtube) - Entering the alley, to block bounce passes, invites G28/G44 penalties. Todd F. |
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A B robot could be made exactly like those from the 2010 game and be pretty effective. Of course, the ability to score from the defensive side of the field would be even better. But, even shooting and missing gets the B's job done. |
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zone defense or robot on robot defense?
---> having zone defense will probably be the best strategy since it allows two of your robots to continue scoring. and the robot that plays defense should be able to shoot balls across the field- there might be a chance that the robot makes the shot but it gives its alliance more balls to work with without going back and forth across the field. |
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this?: http://www.youtube.com/watch?v=IaFiC...6&feature=plcp
all the videos about the field are on youtube.com/FRCTeamsGlobal |
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You wouldn't have to bounce it over the bridge. If you enter it into the field at a slight angle, you would only have to make it over the 6 inch barrier.
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A defensive bot will be effective this year no matter if another bot is taller. If a bot is in the key, I don't know how many teams would confidently put a shooting mechanism on an arm. This means that if the ball has to be lower than 60 inches, it will not matter, and of they try to put it into the basket, a defensive bot should be able to push the opponent away.
For a general scoring strategy, I was thinking of using a similar strategy to ours last year, using an encoder to put our shooter into a position so if the strength is set to a certain limit, it would hit the same spot and the have the same outcome each time. Doing this right at the hoops, will almost always give the desired results. |
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A reliable shooter in the key is going to be the clutch. If you could put a retriever in the lane to get balls and launch them into some sort of hopper on the shooterbot you could stay in the "no-touch" zone most of the match.
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Something I see is at least one main shooter robot that can accurately fire into the top goal by sitting in the key area, one robot feeding it, and another either defending or staring the other team.
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In the spirit of FIRST, I see a great strategy in cooperating with the opposing alliance to balance on the middle bridge. This "coopertition" not only gives you points to qualify, but is also a major component of Gracious Professionalism.
Besides the "coopertition" strategy, alliances going for their own bridges is a major point-scorer: 10 points for 1 robot balancing on the bridge; 20 points for 2 robots balancing on the bridge; and 40 points for 3 robots balancing on the bridge during elimination matches only. If alliances get any robots on their bridge, it will be a major advantage. Another strategy for "Rebound Rumble" is scoring in hybrid (autonomous). If an alliance scores all of the balls they receive in hybrid (6 balls), a maximum of 36 points can be racked up. This puts said alliance in a winning position that would be very hard to catch up to. Saying all of this, I believe the best strategy would be to score as many high pointers during hybrid, and then during the last 30 seconds of the match have two robots of the same alliance balance on their bridge while the other robot balances with an opposing team's robot on the "coopertition" bridge. Excluding teleoperated ball scoring, that is a total of 56 points! I hope team benefit from these strategies. -Camron Razdar (FIRST Team 27, Team RUSH) |
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Message 13 provides a link to the episodes of the field tour, but it starts at episode 2. I've looked for episode 1 with no luck (too much search noise on utube). Is the first one worth watching? (the others were.) Where is the first one?
Steve K of 1288 |
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I was thinking that if you had a robot that could score in the lower or middle hoops 90% to 100% of the time it could stay in position right up against the hoop, then we could have another robot picking up balls scored from the feeder and shooting them right at the collection system. If they are aimed well and they can be moved before there are 3 in possession of a robot, then we could really rack up a lot of points.
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Extra balls not placed on robots will be put on the co-op bridge. An autonomous program could suck those balls up after firing the two balls already on. This will be the equivalent of the double hang this year for autonomous.
Two balls will be placed on the alliance bridges. A team with a "tipper" could gain a speed advantage by placing one ball from that robot on the co-op bridge, grabbing the balls from the alliance bridge, and then another robot (or the same, but only after firing the one ball) could take the center ball. I'm meandering a bit, but a device to tip the balances will be useful on any team's robot and should be incredibly easy to implement. |
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so is their a 84" height limit of the robot on its scoring side? And where does it say that a robot can't touch the basketball hoops while scoring?
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Also, what would be good for scoring is to not be in the key unless you have an extremely reliable shooter. A bot with 6 or 8 wheel tank drive, or even 4 wheel drive will be hard to move from the side if it has a low center of gravity, and will not move and make it easy to score quick baskets close to the hoops. |
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someone on my team today said that we should calculate the Center of Mass for each robot and calculate the I value so we will be able to balance the bots in the end game efficiently!
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It was shot down in our meeting, so here is my idea:
Make a robot with a ramp allowing another robot to drive on top of you, and you then solve the problem of how to get 3 robots on the bridge. Also, you can use it with your opponent's robot so you and your opponent can easily balance on the Coop bridge together as one entity rather than two. |
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In other words, for a defensive robot would just dominate with that! |
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But since the rest of the team wanted a very offensive robot, I stood down and will love to see any other team take that on. |
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Of course, you'd still need to make the robot able to score baskets, but still! |
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I mean, I imagine one robot right under the Inbounder, and with a high powered burst of speed you rocket the ball straight from the Inbounder to the other side of the field (and up your bridge too, if you set it right). Imagine how easy that would make gathering balls to your team mates.
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Perhaps aiming at a certain point on the rim to bounce the ball in would work - FIRST must've replaced the springs for a reason. |
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also there is nothing stopping you from going onto the fender as of right now.
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What about building a super small robot that is great at climbing the bridges? Their likely won't be 24 teams that can score hoops or shoot balls, so if a top alliance's 3rd robot gives them a huge advantage in getting 3 teams balanced for 40 points, I think they could be valuable.
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So, if we were to have defensive robots, we'd be at a slight disadvantage due to height of the hoops versus the 60 in height limit on the robot. That makes sense - we'd just have to find a way to implement the defensive strategy in some other ways. Does anyone else have an idea about the defensive line of the game?
One other thing: Do we have to play the game as full court? As in, crossing over the barrier at least once or all the time. Along with that, is it against the rules to have a robot stay in a corner during the game? |
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Perhaps the nature of defense for this game is not to prevent opponents from shooting but forcing them to shoot from positions with a higher chance of missing? |
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Defense for this game will just be preventing scoring by any (legal) means possible. That means forcing bad positions, starving balls and blocking shots.
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If a robot was heavily balasted to one end, it would balance much easier, even hanging off one end. |
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You will still be limited to going outside the frame perimeter .. You are allowed a single projection of 14" ... with a 3" bumper your projection is only 11" outside the robot bumper. The unit at the bottom of the baskets extends 38" approximately from the wall. So your frame perimeter is approximately 41" from the wall. With a 14" extension that would mean that you would be 41" - 14" = 27" from the wall... I am not sure how far the hoops stick out... but with a 20" circular hoop and its associated hanger it is pretty close. i would imagine that the game planners figured this out pretty well so that touching the hoop would not be possible. Obviously no matter what size the hoops are... no one could EVER touch the top hoop...(it is beyond the allowable height... |
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Big strategy = ball control.
Your inbounders hold their 2 balls each, your robots hold their 3 balls each, and suddenly the opposing alliance is ball starved to only 3. you keep one robot right in the alley to shoot back across the court whenever an extra ball is scored and an inbounder has to let one go. Thus each time the opposing alliance scores they have to drive all the way across the court to get the ball again. Balance for bonus points and the win assuming your opponents cant. |
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1> when your opponent scores you also are assessed a foul because you now have a ball in the corral that none of your inbounders can immediatly take (they each have 2)(and even if 1 of the inbounders enters a ball onto the field they will be out of position to immediately take a ball from the corral). 2> The recieveing robot is in your opponants alley, and if contacted (regardless of who initiates the contact) will incur a foul. 3> you assume your opponant cannot balance ... I'd not make that assumption. |
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That being said, this idea is still very useful as a delaying tactic. |
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I believe the secret is actually in the coopertition bridge. If you create a robot that can line itself up on the bridge and it would be right in line to score. Also, by remaining on that bridge for periods of time, the opposing alliance can only use their own bridge. Also, towards the end of a match, you're already where you need to be to possibly score coopertition points!
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Our team was thinking of just waiting underneath the hoops on the opposing alliance's side. This way, for all the balls that are missed, they could fall into a funnel on our robot that would focus them into a launching device and shoot them back onto our side.
So based on this idea, is our robot allowed to remain in front of the hoops for the whole match as long as it is under five feet? |
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For EVERYONE- not matter defense or offense- make sure you have a way of picking the ball off the ground. Even the most perfect robots will miss the shots from different angles- its a great chance to get rebounds and get some easy points! |
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I love the idea of coopertition but honestly I believe the best way to score points is 3 robots on the alliance bridge. Obviously during qualifying it would be very hard to do but once in elimination you have an established alliance. You can then focus on finding the correct way to balance all 3 bots and score 40 points. That could easily turn the tides of any match. Especially when this year's game is so reliant on an accurate shooter for high scoring matches. One thing that Im going to bring up with team 1678 is to make a computer program which you just input the weight and some other values into it and it outputs a configuration for all 3 bots.
Another strategy I have thought of is to have a bot sit right at the inbound station and pretty much have the inbounder hand load the bot which then fires the balls across the court and to the other alliance members. This would help keep from ball starvation and allow the inbounder to be more effective. |
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For Rookie Teams: consider making a very small bot that can easily squeeze onto a bridge as the 3rd, and can herd balls to your alliance, or maybe flip them over the barrier. This will make you a very desirable 3rd pick for Eliminations.
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1.) Qetting the coopertition bonus is the equivalent of winning the match even if you lost it. Think of it this way: Going through extra trouble to add more robots might win you the match, and you'll get the 2 qualification points. Or you can go and put one bot on the coopertition bridge...and get 2 qualification points whether you win or lose. No matter how you pick it, your action will only get you two qualification points. 2.) There aren't additional points for balancing three robots in the qualification rounds so there's no reason to really try, except for practice. 3.) In the elimination round there is nothing gained from using the coopertition bridge, so the choice is once again a moot one. Edit: ninja'd Quote:
As an aside, three offensive bots seems like a risky trick considering the long time needed to get new balls after you score/get your rebounds yanked. |
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having one robot able to shoot 5 or more balls in Hybrid mode. Even scoring 3/5 gives a huge advantage. 18 Points! It is going to be hard to recover in telleop mode.
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Has anyone mentioned that 2 24 inch wide robots can fit on a ramp side by side?
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genius... not sure if it can be done... (24 " robot width would have to include two bumpers in between... but certainly a great approach.. |
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This is one thing that my team found out about a hording strategy. That if you put the balls in the lane as a safe zone so the other team can not get them that does not work.
Because there is no rule that your robot can't go into the lane. The only rule is that your bot does not touch any of the other teams bots. This is true for the key as well. [G28] Robots may not touch an opponent Robot in contact with its Key, Alley, or Bridge. |
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- You can't win a head-to-head Teleop, but you beat them in Hybrid - You know you can't win a head-to-head Teleop, and the best bet for your alliance is the Bridge. Even if it's not guaranteed, it could be your best shot if that's the way the alliances are skewed. Essentially, If you can gain a considerable lead in Hybrid or get within your Bridge differential, but know you can't hold it once their Teleop scoring picks up, shutting down ball control could be very effective. Don't assume the only way to get ahead it to do something that hoarding inhibits. |
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Is there a rule against using your kinect as a sensor on your robot?
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Some remaining problems to solve are::
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One clarification you may need is: Who supplies the Kinect for the Hybrid mode? |
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