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#1
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Re: [Official 2007 Game Design] Autonomy And Other Technology Discussions
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#2
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Re: [Official 2007 Game Design] Autonomy And Other Technology Discussions
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The problem with auton in Triple Play was that the rewards were not enough. 26 points were theoretically possible - drop both hanging tetras, get the vision tetra on the goal in the middle of the field, and cap the center home-row goal to generate a row. But how many vision tetra cappings were there all season? In reality, your alliance was doing good to get 5 points in auton, a rather insignificant number in the whole game. Aim High had a very meaningful auton reward - not only the 10 point bonus, but playing defense first. Winning auton put you in a very good position to win the match. Maybe the pendulum swung too far this year, but it certainly made auton an important feature in the game. And there were multiple things to do - high goal via either camera or dead reckoning, low goal, play defense. We need an autonomous mode with real rewards for the teams that master it. There also has to be something for those with lesser programming skills to do. IMO, this year's game provided more of those kinds of options than Triple Play did. Hopefully future games will continue the trend. |
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#3
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Re: [Official 2007 Game Design] Autonomy And Other Technology Discussions
This seems like the right area to talk about this, so here it goes. It would be nice to have more and different sensors in the KOP. I think if there are certain motors that are known to get a little warm if put under the wrong strain, then it would be nice to have heat sensors that you can attach to them for monitoring them. I'm not sure if hot motors are a big problem, but they do heat up pretty quickly when they are pushed to far. Also there could be a heat source in stead of a light for tracking during the game.
This is also a stretch, what about a small LCD screen that is used on the controls or something. This could replace some of the warning lights on the control panel. If theres enough room for memory, it could also be used for other things, like a heads up display with specific information about your robot, real time scoring, using a camera to look around, and other things I'm not thinking of. I don't know how much these would add to the cost of the KOP, but they would be cool to have. It might be a couple of years before they are cost effective for FIRST to put in the KOP, but I will just have to wait. |
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#4
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Re: [Official 2007 Game Design] Autonomy And Other Technology Discussions
It would be neat to have stereoscopic vision and advanced pixel comparison and image processing capability. Unless at intersections, you won't really find a nice green light out in the real world.
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#5
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Re: [Official 2007 Game Design] Autonomy And Other Technology Discussions
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On the note of heat sensors, why not bring back the current sensors? I'm pretty sure they were included in the 2004 KOP. LCDs would be nice, but they'd need something so we could output effectively to it. Defense was actually something I liked about autonomous this year. I want to watch the "superb" autonomous modes out there not only score effectively, but compensate for the interference of another robot and still score effectively. In 2005 they should have increased the overall time a little, but that was by far the most difficult task for autonomous (this year had a stationary target). This year was good though. I think as long as a reasonable time is found for the task every year then things are good for difficulty. |
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#6
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Re: [Official 2007 Game Design] Autonomy And Other Technology Discussions
I want to see some easy way for teams to determine their exact position on the field. It would greatly expand the possabilities in autonomous mode for those teams that don't want to build an INS.
There are lots of options: a commercial Local Positioning System, fixed ultrasonic emitters around the field (used for triangulation), overhead camera data fed to the robots (ala RoboCup Soccer), a gradient on the carpet (ala RoboCup Jr), etc. |
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#7
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Re: [Official 2007 Game Design] Autonomy And Other Technology Discussions
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This is going to sound a little silly, but knowing how many teams (mine included) like to take the "Who needs sensors?" approach to autonomous for whatever reason, would it be possible to get a smallish patch of carpet in the kit to test how the robot handles in that oh-so-critical first few feet of the program? The difference between standard-issue school tile floor and FIRST field carpet is somewhat significant. |
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#8
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Re: [Official 2007 Game Design] Autonomy And Other Technology Discussions
Keep autonomous big. Keep it REALLY big. This year was good, but it could be MORE. And KEEP robot interaction in auto.
While rookies and some teams may suffer from big auto modes, with auto modes that enable and even promote interaction by having big rewards and close starting positions you can create simpler auto codes that can alter the autonomous portion of the game. A simple "drive straight" code could change whether or not the opponent managed to hit a bunch of shots in the center, or none. It allows for basically a lesser function autonomous to acheive an important goal. You don't even need an advanced manipulator to accomplish it. Another cool idea would to be follow FVC's example. Many people have talked about having auto portions of the field. FVC had two seperate games, autonomous and operator controlled. Your rankings in both games were averaged to form you overall seed, then you picked your alliance partners and played the operator controlled for the elimination rounds. The auto game also had slightly different rules (the field was divided into 4 sections, one for each team, center goal was worth 2 points, no ownership of goals, and only 30 seconds instead of 2 minutes). I would have liked to see it have the same rules though, with the exception of maybe staying 30 seconds instead of 2 minutes. Interaction and alliance partners would have made interesting strategy discussion, along with deciding which goals to pursue, as you couldn't adjust to the opponent's strategy afterwards. Scouting and pre-game strategy would become incredibly important. |
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#9
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Re: [Official 2007 Game Design] Autonomy And Other Technology Discussions
I'm not sure what year the current sensors are from, I just know we have 2 current sensors sitting around from either 2004 or 2005.
How did you get an INS accurate enough to not be off by 2 meters in 15 seconds (this was what I was expecting to potentially get from the high end Analog Devices accelerometers)? You know, they could do that nice field position thing if they bring back those IR beacons from '04. |
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#10
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Re: [Official 2007 Game Design] Autonomy And Other Technology Discussions
If the field is as open as this years was, then during autonomous could there be a max Feet Per Second rule? The max FPS could be 8-10 FPS or something, but that all depends on the game and the field setup. I was watching web cast's of qualifying matches of Nationals and in three straight matches my teams robot was knocked over in autonomous.
In the first two of those matches it looked like there should of been a high speed ramming called. Later, threw some communication with team members at Nationals, I found that anything goes in autonomous, even high speed ramming. I really haven't talked to anyone in person since before Nationals, so I might be interpreting it wrong and please correct me if I am. It's really hard for teams to stay encouraged when you tip over three straight matches. |
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#11
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Re: [Official 2007 Game Design] Autonomy And Other Technology Discussions
That sounds like it may be a center of gravity problem with the individual robot. Tipping/disabling/damage in autonomous was very limited from my expierience.
Also, I beleive there were still high speed ramming calls in auto (or there should have been), but there was a generic lack of them the whole season in both portions of the match. |
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#12
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Re: [Official 2007 Game Design] Autonomy And Other Technology Discussions
I never saw a ramming penalty called once during any autonomous portion I saw of a match, but I also never saw any matches where I thought robots were moving fast enough to warrant it. As for a speed limit, I think that should only apply if you hit someone at that speed; there is no harm in charging at an opponent 20 ft/s if you slow down to 3 ft/s before you hit them.
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#13
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Re: [Official 2007 Game Design] Autonomy And Other Technology Discussions
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Last edited by 987HighRoller : 23-06-2006 at 15:26. |
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#14
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Re: [Official 2007 Game Design] Autonomy And Other Technology Discussions
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#15
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Re: [Official 2007 Game Design] Autonomy And Other Technology Discussions
I'm not sure if this one can be implemented cheaply enough to work in FRC, but after reading this thread, I was highly intrigued by some of the concepts in the video mentioned within.
Suppose that as part of the competition, teams could also (optionally) field a smaller, all-autonomous robot in addition to their regular robot. I imagine the robots being slightly bigger than an FVC robot in dimensions, and could possibly dip into the FRC kit motors if you were feeling frisky. (If you went this route, teams would still only have, say, two Fisher-Price motors for all of their combined robots.) For example, imagine that a large supply of balls (or perhaps more valuable balls) was on the field in front of the player stations on each side of the field. A barrier to keep the FRC robots at bay would run across the full field, just at where the field gates are. Human players could introduce their team's autonomous robot into the blocked-off section to move the balls into their choice of position on the field. To keep with the safety mindset, robots would be required to have a two-second delay after being given instructions to start, to give human players time to push the button and get clear. Hey, it could work, right? |
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