Quote:
Originally Posted by Andrew Schreiber
Honestly, games where autonomous has tiered rewards that are actually worth something and that are not penalized for attempting them.
2015 - Pretty terrible, the only task you could accomplish on your own was REALLY hard. The other tasks all required your partners to also do something. (I don't count can burglaring as an auton task)
2014 - Almost good, the penalty for attempting to score a ball was pretty harsh though.
2013 - Great. 0 penalty for attempting to score in any of the goals. Even drive forward and dump 2 in the low goal was viable and provided a reasonable reward. And the reward -> difficulty scaled appropriately to even the upper tier.
2012 - Scoring was MUCH harder than 2013 so meh.
2011 - Most teams struggled to score, let alone scoring uber tubes autonomously.
2010 - Literally 0 point.
2009 - There was a game?
2008 - Great. Even just driving forward was worth points, bonus points if you could turn at the end of it.
2007 - See 2011 only strike the word uber
2006 - See 2013
2005 - meh, not a whole lot of teams attempted it. Vision was REALLY hard.
2004 - Very few teams attempted to knock off the balls. But a lot of folks prepped for teleop, kinda decent but not really.
2003 - Robot Demolition Derby isn't really a good auton, sorry.
If teams have a reason to write good code they probably will write some. But if they are penalized for attempting auton teams will just pass because the risk is not worth the reward.
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I consider canburgling an auto task- THAT WAS STILL REALLY HARD, especially if you wanted to do it at more than a regional level.
2012 autonomous was just as good as 2013 IMO, because scoring low baskets was easy, and worth 4pts/score (vs 2013's 2 pts/score), and feeding balls into a partner was another great autonomous task that was easy.
2014 would have been perfect as well, were it not so punishing to miss autonomous.
Really the GDC has gotten autonomous right 3 times. 2008, 2012, and 2013.
I think 2012 was the best year for programmers. Improved controls turned into improved results for most teams. Improved autonomous was valuable, and there were effective tasks to do for teams at every level, programming-wise.