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#1
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Tactical information?
One one the things about this year's setup that I thought was cool is how you can query the FMS and get information about things like your alliance. What this made me wonder though, is about obtaining other information. It seems to me that the major barrier to developing some very cool expert systems, automatic strategy-processors, etc. is the lack of information such as "how many points has the blue alliance scored" or "Where is the nearest opposing robot". For our team, at least, that means that the robot's ability to operate autonomously remains limited to robot "internals"--i.e., the robot can track a target, but has to be told where and when to do it. This is turn means that most of this "tactical-level" processing has to be done by the human drivers, which is obviously not a perfect process.
The way that we're trying to solve this is by employing our drivers as extremely sophisticated sensors who input information during the match, so it can be interpreted by an expert system designed during the strategizing sessions. However, it seems like this would duplicate a lot of the data the FMS already collects, such as real-time scoring. What would be really useful would be for the robot to be able to accsess RTS and possibly other data, such as robot positions on the field. Obviously, some parts of this could be game specific, but it could be designed to use a number of flexible "channels" so that FIRST could publish specifications about how to use the system for any particular game. |
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#2
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Re: Tactical information?
Where's the fun in that?
![]() I agree that it would be helpful to have access to info that FMS already tracks, such as RTS like you point out, but by saying to FIRST "redesigned FMS to track robots and game pieces, and field elements, and ..." to me sounds like you're saying "do it for me, I don't want to." For me, most of the fun in programming is the challenge of figuring out how to make things work myself using systems that I've designed. Forgive me for being ego-centric. From another, often taken, point of view, FIRST to some degree is supposed to introduce (granted some control on the environment) real-life situations that robots might have to adapt to. Take unmanned search and rescue, for instance, a "hot topic" in the field of robotics right now. There's no "God" system that automatically tells the robots "oh hey, there's a person hidden under 20 ft. of rubble over there, go get him." That's the job of the robot to find out. If tracking the positions of other robots is something that you want to do, figure out some sensors that could accommodate that. FIRST didn't give us a powerful new control system for nothing. I'm personally very interested in exploring what vision systems are capable of; we've only scratched the very surface of what they can do. In the off-season last year (using a co-processor) I came up with a system that could very robustly identify the positions of the track balls when they were on the overpass. Yes, it took a lot of work, but it is possible. And that's just with one sensor package; you can get real power once you start combining together multiple sensor readings. To get you started, think about this year's game. They gave you bright colored targets to track robots, and the orbit balls are pretty brightly colored against a white playing field. But even if you didn't have the targets on the robots, you could still do a pretty good job of tracking robots: On the field, there are basically two classes of fast-moving objects: robots (I'm including trailers with robots), and the orbit balls. So by tracking movement in the scene, you can isolate out these parts. There will be issues because your robot is moving as well, but there are algorithms to track the ground plane so you could use these to isolate movement of other things. Then due to the fact that robots are much bigger than orbit balls, you can separate the fast-moving objects into classes. FIRST always requires an identifier in a relatively pre-defined location on the robots to show which alliance they're on (trailer bumper color this year, flags in the previous couple of years), so you can even track that if you want to. Just my initial thoughts. And now you still have essentially the whole offseason ahead of you, so you have plenty of time to experiment with these kinds of ideas. If you need any ideas on how to get started on sensing other things in the environment, talk to your mentors; that's what they're there for. Or, if you want, feel free to start a discussion on CD. There's plenty of people with years of experience in FIRST and industry who would be glad to help you out. Good luck, --Ryan |
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#3
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Re: Tactical information?
IMO, a standardized field information system would actually provide a lot more room for innovation. Right now, any team that wants to do something like your trackball-tracker has to develop it from scratch. That might be okay if you just want to look at one or two factors, like our tracking system this year, but I think that if you get up past a certain critical number(which is very easily attainable for an expert system), you end up spending all your time on the low-level sensor stuff, and not enough time on actually developing system that can use that data.
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#4
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Re: Tactical information?
I have to agree with Ryan, though for a bit different reason. it sounds to me like you want the robot to be completely autonomous which completely takes the fun out of the match. even if you put a super computer on the field it can't make decisions based on what your alliance members say or ask of it, only what it sees. Innovative? yes, but fun? not even for the programmers. Plus its asking a lot of FIRST and its FMS.
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#5
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Re: Tactical information?
The cRio is good, but I doubt that a team could implement a full AI that would replace human drivers anytime in the next 10 years. On top of the programming prowess and processing power needed to anticipate, a robot has a limited field of vision. On top of THAT, there are some truly oddball strategies out there. In one match at one regional, a team attempted to throw a match to draw a triple G14 after an alliance partner didn't make the field on time. How would a robot anticipate that?
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#6
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Re: Tactical information?
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#7
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Re: Tactical information?
This is very similar to what is done in autonomous soccer competitions.
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#8
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Re: Tactical information?
I was thinking, such information could be useful in making an automatic autonomous selector system. It would be nice if the FMS system broadcasted the teams involved in the match to the robots involved in the match by team number. From this point on the Robot could decide what would be the best autonomous path to take. This would require some good scouting and a database of autonomous paths taken by any team.
Then again, this is what a lot of drive teams do when they put their bot on the field... It'd still be cool though. |
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#9
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Re: Tactical information?
Isn't it just simpler to have jumpers on the Driver Station or in the robot? While that's cool, it seems obfuscated and a ton of work when you can flip a "turn right" switch.
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#10
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Re: Tactical information?
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--Ryan Last edited by RyanCahoon : 20-05-2009 at 00:47. |
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#11
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Re: Tactical information?
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*This is not to say there are not situations a human is currently better suited for |
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#12
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Re: Tactical information?
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