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Unread 02-11-2016, 22:47
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GeeTwo GeeTwo is offline
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AKA: Gus Michel II
FRC #3946 (Tiger Robotics)
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Re: Cookie cutter game design

Quote:
Originally Posted by Ringo5tarr View Post
-Autonomous that scores some sort of points for simply moving
-(Somewhat optional) Autonomous that scores more for more advanced options
-Main scoring (the highest points for the hardest task that can be done multiple times, or perhaps a middle score for middle points)
-Secondary scoring (less points for less effort, for teams who think that doing less effort may get them more points in the long run, forming strategies)
-(Optional) Tertiary scoring (Something unrelated to the previous two scoring options, but still scores points)
-Endgame with (Optional) Climbing (Usually the marking point between good teams and the kind of teams that win events, however thats correlation, not causation.)
Even to the extent that these sorts of scores exist (though some are missing each year), the relative weights change from year to year. Even more importantly, the calculation of "qualification points" (that is, the primary determinant of who gets to be alliance captains) is always changing, sometimes in counter-intuitive ways. FIRST appears to strive to have multiple apparently viable strategies. Recognizing these recurrent "classes" of scoring may enable some simplification of strategy selection process, but the bottom line is still that you are far better off analyzing the game (1), developing your strategy(ies) to play the game (2), and THEN deciding what the relative importance of the tasks in the game are (3). Now, at step 4, you can begin to design your robot. Skipping any of game analysis, strategy, and prioritization is like rolling dice which are loaded against you.
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