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Re: [Official 2005 Game Design] Game Elements and Subtasks
Im also still interested in the "invisible to the human eye" identifiers of scoring objects.
For example, have a scoring object that emits a "point" or "no point" IR pulse code. Human eye can't see it, but the robot's gripper could have a receiver to read the pulse, and relay that information back to the driver so he/she can determine whether to score that box or not.
It would mimic real world robotics problems today, forcing robots to feedback information to their operators who are unable to fully understand what's going on in the robot's environment (robots in iraq, robots in space, robots undersea, robots in nuclear facilities - all places where a human cant visibly be there with the robot and has to rely on sensor feedback).
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