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#46
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Re: The Highest Levels of Play
My impression of the mid-season or CMP rebuilds was that they were not being planned as of stop build day, but arose as a teams recognized that the level and/or style of competition was different than initial expectations, or perhaps the initial design never worked out as well as was hoped.
To plan to build two robots, you would probably want to design your drive base to support both configurations, and limit yourself in the second design to things which can be built from COTS and a few pounds of manufactured parts in a few hours. You would also want to build at least three drive bases: Competition, Driver practice (initial configuration), and development (second configuration, and driver practice). I would also wait until after week 2 to get serious on the build of the CMP configuration, as the game style doesn't even begin to gel until then. Do designs and maybe a prototype, but unless you have the manpower to build and tweak several designs simultaneously, hold off building until you can pick the one with confidence. Of course, you always have the option of not changing to your second design. As you obviously have lots of people to pull this off, you may also want to have a backup drive team to help tune the second robot, if not to drive it at competition. Last edited by GeeTwo : 07-07-2015 at 17:59. Reason: backup drive team suggestion |
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#47
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Re: The Highest Levels of Play
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#48
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Re: The Highest Levels of Play
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1. win matches 2. desirability 3. seed high I have no problem with being a pick if I can consistently win matches, and being a desirable robot generally increases your likelihood of being picked by another high scoring, less in-demand robot that corresponds with your design. (landfill & feeder, trusser & finisher) Generally, winning is going to make you seed high, and you'll be desirable because you win. Just my two cents. |
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#49
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Re: The Highest Levels of Play
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In terms of teams building two robots to compete well at both the regional and championship level, I think we have already seen that to an extent (I don't consider the long list of teams who realized they made a design mistake and rebuilt their robot once they saw how the game was played). I don't have any examples, but I'm sure there were top teams, realizing the value of getting the cans quickly in auto at the high level of play, putting off spending too many resources into can-burglers until later in the year when they were more valuable and instead putting more of their effort in the traits that help early in the year (such as stacking and capping). |
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#50
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Re: The Highest Levels of Play
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Now, personally, I believe that trying to be in control is preferable to resigning myself to being at the mercy of the serpentine draft gods, but I can see how a reasonable person would come to a different conclusion. |
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#51
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Re: The Highest Levels of Play
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#52
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Re: The Highest Levels of Play
We didn't go to champs in 2013, my rookie year, so I had no idea what to expect but I did expect WAY more scouting than what occurred on Galileo in 2014. Seeding high is just the most important thing in trying to win an event because as we've learned first hand that if you aren't going to sell yourself you cannot trust other teams to scout. We've never really had a problem in my three years at any of the regional events as we always are pretty near the top seeds or get picked pretty early, but we always seem to get absolutely amazing second picks from really high seeds(looking at 623, 4050, 2068 and 1610 here) that really should have gone WAY earlier.
2481 was easily the 4th best robot and maybe even tied for 3rd on Galileo in 2014 and was the 2nd pick of the 5th seeded alliance, seriously? Same with this year as well on Archimedes, there was no reason 314 or 3996(especially 3996 with how late they went) should have fallen that far: 2nd pick of the 8th seed and 2nd pick of the 1st seed respectively. Even more so at regional events for some teams however, considering we attend events that often have really weird seeding when you get past the 3rd or 4th position. You might feel like you have a great robot but you seriously just cannot trust teams to scout. |
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#53
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Re: The Highest Levels of Play
I think the best way to actually answer Kevin original question - how can you predict what's going to matter in high level play? - would be to analyze past mistakes and see what things your analysis is missing, then focus on strengthening those missing areas. In a way it seems like it's not a matter of going "what's going to be the most important?" as much as "is this game task going to matter, how much?".
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I think the most obvious thing missed with a specialist alliance versus an all around alliance is that the specialist alliance basically must work slower. Stackers (for the most part) remain just as good at stacking whether or not they manipulate a can. They take barely any time at all to get a can on top, and then from there it is just as fast to build a stack. Also important is that the time investment involved for most stackers to get a can in position is BEFORE building a stack, not after. A pure stacker is not really doing much more tote stacking than a stack and cap robot, and a pure capper is most certainly not using its time as efficiently either. This was an easy thing to call wrong this year; in basically every other FRC game there was a strong argument for specializing on tasks. This year was kind of the perfect storm against specialization - the same manipulators could stack totes and bins, so there wasn't much compromised in going for both. It was actually faster all around to score both, as well. In almost any other game, building an all around robot involves some big design compromises, the "jack of all trades is the master of none" principle of splitting engineering load, etc. etc. As for step totes, I'll be straight, I have no idea why you thought they were important at all. Did you think seven stacks from the HP and / or landfill wouldn't be enough? Quote:
The choice to make catching a lower priority was fairly obvious from the game layout. In a cycle game, what's less important than points per cycle is the overall rate of scoring. Catching adds 10 points to a cycle, enough that five catching cycles is the equivalent of six non catching cycles. Six cycles in roughly 2 minutes is roughly 20 seconds a cycle; five cycles is roughly 25 seconds a cycle. Does a good catch add less than 5 seconds to a cycle? Defense on both sides of the equation, the relatively narrow target for the ball to land in, the swiftness and ease of trussing in the vague general direction of the undefendable human player, all of these factors worked against catching from the beginning. Properly identifying the truss to human player strategy, the somewhat awkward role of a second-assist midfield robot, and being realistic about defense are what was necessary to see that catch just wasn't going to happen. (Stop trying to make catch happen!) Quote:
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But seriously - we talk a lot about strategy before design, but that doesn't necessarily mean committing to a strategy before prototyping. Learning how foam balls would travel differently over longer distances required putting them in wheeled shooters and letting them fly, at which point it would be pretty obvious that range beyond the key would be at best difficult. So what are the common themes here? A lot of times it's hard to judge what teams are capable of building. This gets easier with experience, but oftentimes trying it yourself is the fastest way to find out if it's really possible. And don't be afraid to revise strategic decisions after learning it wasn't as easy as you guessed - way too many teams don't do this. In your other cases, it seemed you didn't have a good grasp of match flow and how that effects what designs work best. How easy the task is to complete, how seamlessly it integrates itself into other strategies, how much coordination is required to pull off the task, how "worth it" the task is, all of these considerations are important. Think about what matches without that feature and what matches with that feature would look like. What would the alliance without the feature do to compensate? It's not always as simple as "score a little bit more in other ways". Hope this wasn't a totally useless post. |
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#54
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Re: The Highest Levels of Play
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I thought that the "top 8" threshold for a typical regional would be a bit lower (regularly scoring about 50 tote+RC points), but that the alliances heading to Einstein would be stronger, needing to score inverted and/or step totes to beat the others on Einstein. |
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#55
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Re: The Highest Levels of Play
My team doesn't worry about how the game will play at the highest levels. We figure the odds of our getting there aren't good enough to need to be worried.
Instead, we focus on how we can bring our highest level of play to the game--and hopefully get those odds higher and higher. Because of that, extreme high-level play is tagged with "godbot" when used in strategy discussions, and used primarily to figure out how to get picked as an ally to such teams, as well as to help determine a more achievable play level for our robot to have--but still a stretch. For example, if we think that Poofs will score 4 noodled 6-stacks/match, we'll be targeting more on the order of 2 noodled 5-stacks and one totes-only 5 stack. (I don't remember exactly what we figured for this year--but it was something along those lines.) |
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#56
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Re: The Highest Levels of Play
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My assumption for the best alliance in the world at the beginning of build season was: Human Player Stacker; Capable of making 4-5 stacks uncapped from the human player station Landfill Stacker; Capable of making 4-5 stacks uncapped from the landfill Capper; Capable of capping 5-7 stacks I figured the best landfill robots in the world would be able to make stacks out of upside-down or step totes to come up with the extra landfill stacks. Quote:
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We did terrible prototyping in 2012 under extremely controlled conditions where we used the exact same ball to make the shots because for some reason we thought balls at competition would be more consistent. That came down to me not understanding how engineering worked at the time. ![]() Quote:
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#57
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Re: The Highest Levels of Play
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Current Discussion Topic: Strategic Decision Making for "bad" teams. Andrew is confused. Andrew hurt himself in his confusion. Ignoring the whole concept of resigning yourself to mediocrity and how that's bad... the topic is how to predict what high levels of play are going to look like. In essence, we're asking "What Would Beatty Do?" So, discussing what "bad" teams do/should do is pointless. |
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#58
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Re: The Highest Levels of Play
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However, there is an argument for not caring about seeding highly to compete at the highest levels of play. Let's say you're a low resource team in 2012 who wants to compete with the best. Should you attempt to build a top-tier scorer so you can maybe seed (even though that was NOT an easy thing to do that year), or should you build a wide feeder bot in hopes of being a desirable third robot. For teams looking to compete at any level, priorities could be different than yours or mine. |
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#59
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Re: The Highest Levels of Play
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ATA identified the highest level of competition and built a tiny robot that could steal balls and make it so two long robots could triple balance. They did this with a robot made mostly out of 80-20. I also want to point out that they seeded pretty well: 13th at GTRE and 16th on a really deep Archimedes field. For all intents and purposes, they tried their best to control their fate (which is pretty admirable for a robot that couldn't score any balls). This case study just shows that it's possible to: analyze the game to identify the highest level of competition, realize you can't be a "main" robot at that level, identify a niche on the ideal alliance, build for that niche, while also not sacrificing seeding ability. 4334 built a simple robot that seeded a lot higher than plenty of ball-scoring robots, because they figured the game out. |
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#60
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Re: The Highest Levels of Play
The best robot in the world in 2012 was built mostly of 80/20.
http://www.thebluealliance.com/team/341/2012 |
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