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#16
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Re: Efficient Points
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No one should read this as "don't focus on accuracy", but the accuracy requirements for this game, versus 2016's single ball shot, are vastly different. |
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#17
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Re: Efficient Points
Shooting 5 balls a second, and 80% of them going in, would be just fine. Will your team be doing this? Ours isn't going to even try.
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#18
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Re: Efficient Points
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- 1RP from 40kPA fuel - 1RP from 12 gears - 2RP from winning a match The first ranking point can be earned by a single robot acting alone. (Reward for individual performance) Barring defense, which is often not a factor in qualification matches, the second ranking point can be earned by an alliance. (Reward for team performance) The final 2 RP not only depend on your own alliance, but on how the opposing alliance performs. Barring defense, this is not within our control. It makes strategic sense to prioritize scoring actions in that order. First get the RP you can earn by yourself. Then get the RP you can earn with good partners. Performing those tasks will, more often than not, earn you the final 2 RP. In the final matches of an event, where alliances are more evenly matched, you may need to modify your strategy to take actions which effect the opponents ability to score. But, at that point it's smart gameplay strategy and robot reliability, not robot conceptual design, which makes the difference. So, making my own predictions for the season: 90% (or higher) of matches where 4RP are earned will have the 40kPa RP scored in the autonomous period. Also, 75% (or higher) of matches on Einstein will have a 40kPa auto period. At least 6 of the 8 Einstein alliances will be led by teams which are capable of a 40kPa auto mode. The ultimate Einstein alliance has a robot with a 40kPa auto mode, floor fuel pickup, and average gear handling, paired with two extremely fast gear cyclers. While the first robot may not be within the reach of many teams, the latter definitely is. If you are going for a gear handling bot, be sure to be far above average at that task. If your ambition is to be a championship alliance leader, you better be working toward a 40kPa autonomous mode. Last edited by ToddF : 25-01-2017 at 10:42. |
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#19
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Re: Efficient Points
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But I really see this game playing like 2009, where volume of scoring is the important thing more than accuracy. There are six hundred balls to work with, and you have another time consuming task that you will have to help with on any alliance (gears), so you want your shooting to be quick opportunistic points that occur as a thing you do in between gear cycles. In 2009 the very best (one ball wide) shooters could get six balls per second, with a game piece much harder to transfer energy to, and much less motor power available. I'm hoping as a stretch goal, if everything goes right, to double that. |
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#20
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Re: Efficient Points
We did pretty well in 2009, once we aimed our shooter down instead of up. That was an easier game as far as designing the robot---the robot only had to do one function, which was to move balls as fast as possible. This year there are three things the robot has to do. With a team of mostly inexperienced students, we decided to try for the two that have the highest chance of success.
I think we scored one high goal last year. Reality is tough. |
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#21
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Re: Efficient Points
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#22
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Re: Efficient Points
This is exactly why 4607 has what is essentially a 2 stage hopper. The first stage is large (60 Fuel) but the transfer to the shooter is relatively slow. The second stage is small (24 Fuel) but the transfer to the shooter is extremely rapid. This setup will allow us to empty the second stage hopper during every Gear cycle. Then while we're in the process of cycling our next gear, we can be transferring Fuel from our slower stage 1 hopper to our fast stage 2 hopper. This setup should minimize the amount of wasted time hopefully!
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#23
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Re: Efficient Points
Quals:
Elims:
Thus for 99.8% of teams, gears give more efficient points. Last edited by JesseK : 25-01-2017 at 11:24. |
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#24
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Re: Efficient Points
Climbing is the most efficient - although a single high value task. You'll need gears and climbing to play with the 0.2%.
David |
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#25
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Re: Efficient Points
I agree with this line of thinking if teams are forced to decide between Fuel OR Gears. But since teams can choose to do both, I think the numbers will work out differently for many teams.
I'm sure many teams are going to do what I call "Super Cycles" where they score a Gear and Fuel in the same repeatable sequence. For these teams I suspect they will choose to intake Fuel while driving to and from the Retrieval Zone and after they are finished depositing their Gear, they'll make a quick pit stop in the Key to score their collected Fuel. The time it takes to do this pit stop will determine the effectiveness of the Super Cycle vs. cycling Gears only. If things work out the way I'm thinking they will, teams that do Super Cycles will be more efficient (and a more valuable alliance partner) than teams that only have Gear cycling capability. |
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#26
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Re: Efficient Points
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Additionally, I don't see how point 2 leads to the conclusion of point 3. How do we conclude margin of victory in winning matches predicts winning more total matches, unless you are predicting a higher average points scored per match for gear bots (wins and losses), which means a greater probability of winning matches in the first place (counter point 1)? |
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#27
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Re: Efficient Points
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*so long as partners at least drop their auton gears, this is likely so trivial a good gear bot can use the extra time to play defense on the super cycle bot Quote:
Point 3 does contradict Point one, but Point 1 was a supposition rather than an assertion. Your second paragraph is correct - I presume that more points = more wins, and since starting the next rotor means many more points than an average cycle of balls into the boiler, it is likely a gear bot will win more. Sorry this wasn't clear. Last edited by JesseK : 25-01-2017 at 13:33. |
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#28
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Re: Efficient Points
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In the case of the Gear specialist, assuming you're paired with 2 average robots, you'll be able to deliver 6+(2 or 3)+(2 or 3) = 10 - 12 Gears. This means that you'll be heavily dependent upon your alliance partners to turn 4 Rotors, and you will be heavily susceptible to defense that slows you down just enough so that you just miss 4 Rotors. I think in situations such as this where you know delivering 12 Gears will be close, you're better off just planning on delivering 6 Gears, and spending the rest of the time doing other valuable tasks like defense, or scoring Fuel (which isn't possible in the case of the Gear only robots). If I'm playing against an alliance that might just barely score 12 Gears, I'm going to play extreme defense towards the end of the match to ensure you just miss your 12th Gear. In the case of the Super Cycle robot, continuing the assumption that you're with 2 average robots, you'll be able to deliver 3+(2 or 3)+(2 or 3) = 7 - 9 Gears. I personally like this situation much better. You have a decent buffer against defense/mistakes and you are also shooting 3 hoppers worth of Fuel into the Boiler. The value of this Fuel will be completely dependent on the effectiveness of the shooter, but some Fuel points are basically guaranteed. These Fuel points will more often than not be the difference in matches where both alliances turn 3 Rotors and have the same number of climbs. Disclaimer: Obviously this analysis is simplified and doesn't include factors like autonomous. The analysis also changes if you assume the average robot can cycle more than 2-3 Gears. In this case, Gear specialists will likely be able to turn the 4th rotor more consistently and in doing so will be a much more sensible design choice. TL;DR: Designing your robot to handle solely Gears is risky because you're dependent upon alliance partners to achieve a Rotor advantage vs. the opposing alliance. |
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#29
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Re: Efficient Points
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You make a good point though. It seems like the MCC for a gear specialist is a reliable auton and then at least 3 full-field gear cycles under even the heaviest of defense (2v1). Other than that, I'm not sold that it's riskier than over-extending a team's capabilities by doing more mechanisms and dividing attention during an event. This bias is based upon my team's history of over-extending. With an all-gear Quals alliance as you described, I'd probably start the match with an understanding that we would attempt 4 rotors and adapt from there with preset milestones and knowing who would play what defense if a call was made to abort. The gameplay strategies (and a little luck in execution) are the secret sauce for making 4 rotors work in that situation, so I won't reveal too much .Last edited by JesseK : 25-01-2017 at 14:54. |
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#30
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Re: Efficient Points
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I think this year the "cool factor" of a wiffle-ball-machine-gun-robot is going to hurt the competitive level of a large portion of FRC teams. The arguments I'm making apply to the relatively few teams that can effectively pull it off. On another note, you have me thinking about what strategies you could employ to counteract a defensive blitz at the end of the game. My first thought was that you could just shuttle Gears to the base of your Airship during the early game, ejecting all the Gears on the ground near your springs. Then during the late game defensive blitz, you could just sit by your Airship and use your Gear ground pickup to quickly score all the Gears you cycled earlier in the match. High risk, high reward strategy... sitting on a bunch of Gears for most of the match would be pretty terrifying. |
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