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Unread 25-06-2015, 11:47
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Re: On the quality and complexity of software within FRC

I'm only going back to 2012, as befits my team's experience:

Quote:
Originally Posted by Andrew Schreiber View Post
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.

...

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.
Apart from the mobility bonus "gimme" in 2014 (really? drive across a line?) I thought that 2012 and 2014 were nearly identical. You got bonus points for scoring in hybrid/auto. If you miss, you have to pick up the ball again to score it for no bonus. And while the two years of experience certainly helped, scoring unopposed in AA seemed a lot easier than in RR, both high and low.

2015 was the only one that failed to reward incrementally, and the number of things that could go wrong caused a number of teams (including mine) to decide that none of our routines was worth the risk. I am surprised at how many teams did NOT have a "drive into the auto zone" auto. Granted, it was only three points, but it was essentially the same as the mobility bonus in 2014, and it seemed like the great majority of teams did it.

Quote:
Originally Posted by Kevin Leonard View Post
I consider canburgling an auto task- THAT WAS STILL REALLY HARD, especially if you wanted to do it at more than a regional level.
I do not consider canburgling as an auto task, but I can see the point - it was a scarce worm that went to the early bird. The two reasons not were that it was not rewarded directly because it was autonomous, and (more importantly) most of the canburglar programming was a single actuator with no sensor feedback. That is, it was best solved as a mechanical problem, not an automation problem.

Quote:
Originally Posted by Kevin Leonard View Post
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.
I don't recall Rebound Rumble this way at all, but I wasn't mentoring yet. As I recall, if you didn't do the kinect (and I saw few teams that did), you had either very easy (score preloaded balls; tip one bridge) or rather hard tasks (both; tip multiple bridges; pick up balls and score them) in auto/hybrid. Please expand on this.
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