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A (Former) Referee's Rebuttal to Aerial Assist, and coicidential-corollary to "Spanking The Children" by Jim Zondag.
My goal is to examine how the FRC rules & therefore the role of FIRST Referees has changed over the history of FIRST. It’s not to refute the points argued in Jim Zondag’s “Spanking The Children,” but more of another angle on the subject. Apparently Jim & I both woke up on the wrong side of the bed Sunday morning after week 3 Regionals and both decided to write essays.
The Penalties will continue until Morale Improves.pdf
19-03-2014 17:04
JesseKNice paper with interesting analyses. I didn't realize there were issues with '05-'07 though. Ha.
19-03-2014 18:39
Chris Hibner
That was a fun read.
I wish we could go back to the days where real-time scoring wasn't needed. There were numerous games where you could look at the field and within 2 seconds know who was winning, unless it was REEEEAAAALLLY close (i.e. which goal had more balls in it - that team is winning).
19-03-2014 22:40
Garvs72Great article, though I disagree with you about defense. So long as a good defense doesn't completely ruin the flow of a game, I think it adds a lot of depth, makes the game more exciting, and forces teams to build robots that can do more than just repetitive cycling.
19-03-2014 23:26
Swan217
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Great article, though I disagree with you about defense. So long as a good defense doesn't completely ruin the flow of a game, I think it adds a lot of depth, makes the game more exciting, and forces teams to build robots that can do more than just repetitive cycling.
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20-03-2014 00:14
cadandcookies|
I'm not suggesting that defense doesn't have its place. In fact, defense was very influential in Florida during Ultimate Ascent. I agree with you - I'm saying that the best games are when the defense doesn't ruin game flow.
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20-03-2014 00:24
Jim ZondagWow!.....Wow!!
Great job on this paper.
It is great to hear this from the referee perspective and you have a tremendous amount of excellent details on the long history of the progression of this problem. I agree that 2008 was the beginning of the dark times for rules. The good core game design of the past 3 years kind of mask this, since the penalties were more of a sidebar, hiding how bad the penalty rules actually were, since they were more avoidable.
I have always felt that the core problem with this entire topic is a volume thing. FIRST keeps adding rules in an attempt to control gameplay. As a result, the refs are overburdened watching trivial things with black and white definitions and not properly policing the grey areas of robot interaction with their full attention. Your perspective seems to reflect this same observation.
This is what happens when Engineers try to design a sport. Engineering is all about strict rules and controls, sports are all about fair play, motivation, balance. There are lots of grey areas in sports, and this is why we need refs. Not for black and white, we need them most for the grey.
If you are a runner in baseball and you get hit with a ball, are you out or are you safe? It depends where the ball came from. Refs decide.
If your opponent's ball lands in your machine in Aerial Assist, do you get a penalty? Yes, always, even with the rules modifications. Fail. It should depend on where it came from. If an opponents rebound lands in your robot, why is this your team's fault?
All rules in an interactive game MUST have situational dependency. This is what the refs should watch, not the HPs finger tips.
FIRST likes rules. They have lots of rules about how to build robots, lots of rules about how to make bumpers, lots of rules about when you can work on your robot, lots of rules about how to get penalties on the field; rules, rules, rules, rules, rules. I think on this topic, less is more in every category. Most of these rules add little actual value and just make everything more difficult for all of us.
Quote of the day from your paper:
"most teams would rather have chaotic good rules rather than lawful evil rules."
Amen brother!
In about 4 weeks, the new VEX game will be released in Anaheim. I would bet $1000 that there will not be any 50 point tech fouls in their game.
The VEX GDC has ACTUAL competitors on the team, so their rules make sense. Just sayin'
20-03-2014 01:00
DampRobot|
Wow!.....Wow!!
Great job on this paper. It is great to hear this from the referee perspective and you have a tremendous amount of excellent details on the long history of the progression of this problem. I agree that 2008 was the beginning of the dark times for rules. The good core game design of the past 3 years kind of mask this, since the penalties were more of a sidebar, hiding how bad the penalty rules actually were, since they were more avoidable. I have always felt that the core problem with this entire topic is a volume thing. FIRST keeps adding rules in an attempt to control gameplay. As a result, the refs are overburdened watching trivial things with black and white definitions and not properly policing the grey areas of robot interaction with their full attention. Your perspective seems to reflect this same observation. This is what happens when Engineers try to design a sport. Engineering is all about strict rules and controls, sports are all about fair play, motivation, balance. There are lots of grey areas in sports, and this is why we need refs. Not for black and white, we need them most for the grey. If you are a runner in baseball and you get hit with a ball, are you out or are you safe? It depends where the ball came from. Refs decide. If your opponent's ball lands in your machine in Aerial Assist, do you get a penalty? Yes, always, even with the rules modifications. Fail. It should depend on where it came from. If an opponents rebound lands in your robot, why is this your team's fault? All rules in an interactive game MUST have situational dependency. This is what the refs should watch, not the HPs finger tips. FIRST likes rules. They have lots of rules about how to build robots, lots of rules about how to make bumpers, lots of rules about when you can work on your robot, lots of rules about how to get penalties on the field; rules, rules, rules, rules, rules. I think on this topic, less is more in every category. Most of these rules add little actual value and just make everything more difficult for all of us. Quote of the day from your paper: "most teams would rather have chaotic good rules rather than lawful evil rules." Amen brother! In about 4 weeks, the new VEX game will be released in Anaheim. I would bet $1000 that there will not be any 50 point tech fouls in their game. The VEX GDC has ACTUAL competitors on the team, so their rules make sense. Just sayin' |
20-03-2014 01:03
Basel A
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Jim, if you were to design this years game with "chaotic good rules" rather than "lawful mean rules," what kinds of rules would you make?
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20-03-2014 01:49
Tristan Lall|
I have always felt that the core problem with this entire topic is a volume thing. FIRST keeps adding rules in an attempt to control gameplay. As a result, the refs are overburdened watching trivial things with black and white definitions and not properly policing the grey areas of robot interaction with their full attention. Your perspective seems to reflect this same observation.
This is what happens when Engineers try to design a sport. Engineering is all about strict rules and controls, sports are all about fair play, motivation, balance. There are lots of grey areas in sports, and this is why we need refs. Not for black and white, we need them most for the grey. If you are a runner in baseball and you get hit with a ball, are you out or are you safe? It depends where the ball came from. Refs decide. If your opponent's ball lands in your machine in Aerial Assist, do you get a penalty? Yes, always, even with the rules modifications. Fail. It should depend on where it came from. If an opponents rebound lands in your robot, why is this your team's fault? All rules in an interactive game MUST have situational dependency. This is what the refs should watch, not the HPs finger tips. |
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FIRST likes rules. They have lots of rules about how to build robots, lots of rules about how to make bumpers, lots of rules about when you can work on your robot, lots of rules about how to get penalties on the field; rules, rules, rules, rules, rules. I think on this topic, less is more in every category. Most of these rules add little actual value and just make everything more difficult for all of us.
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20-03-2014 02:15
fb39ca4|
The rules for bumpers and pneumatics have awful return on investment, and are long overdue for an overhaul.
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20-03-2014 03:12
Tristan Lall|
I have no experience with pneumatics, but why do you say bumper rules are subpar?
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20-03-2014 06:39
GaryVoshol
Dan, how did you forget minibots? Those sensors worked flawlessly too.
I love your "Do I look like an idiot?" rule.
20-03-2014 06:41
cglrcngAn absolutely great paper! Kudos.
It is really nice to know from a Ref's. point of view, that I'm not actually crazy in absolutely disliking the majority of the "rules of this particular game"...Love the game and actually excited about watching it... from home...IF it is played as intended & designed on the field. As a coopertition among your own alliance type game (with some good zone type defense when you are not offensively on the ball, and there has been some really good matches, just not enough)....But, it is also a whole bunch of battle bots in a major way.
It may get a bit better this week though...We'll see.
Hope to see you back officiating in the future.
20-03-2014 10:28
Swan217
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Dan, how did you forget minibots? Those sensors worked flawlessly too.
I love your "Do I look like an idiot?" rule. |
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Originally Posted by cglrcng
Hope to see you back officiating in the future
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Originally Posted by Tristan Lall
Despite the improvements, there are still too many vague bumper rules.
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Originally Posted by Jim Zondag
This is what happens when Engineers try to design a sport. Engineering is all about strict rules and controls, sports are all about fair play, motivation, balance. There are lots of grey areas in sports, and this is why we need refs. Not for black and white, we need them most for the grey.
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20-03-2014 11:56
artdutra04
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Dan, how did you forget minibots? Those sensors worked flawlessly too.
I love your "Do I look like an idiot?" rule. |
20-03-2014 12:32
BJC|
Jim, if you were to design this years game with "chaotic good rules" rather than "lawful mean rules," what kinds of rules would you make?
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20-03-2014 14:37
JesseK|
Minibots would have been much more interesting if you could deploy them onto the tower at any point in a match but if they hit the top trigger before the last ten seconds the tower is disabled.
Bam, no more refs and drivers needing microsecond judgement accuracy for determining if a deployment was legal or not. It also would have been interesting since you wouldn't necessarily need to use a 1 second screamer to do well. |
05-04-2014 10:03
F ElliottInteresting reads, this paper and the original "Spanking the Children".
This year I was a rookie FTC coach with a rookie team. FIRST FTC is a tremendously valuable and important STEM opportunity for my students. There is nothing to compare. I am an "all in" FIRST Evangelist. I was a bit overwhelmed by the FTC rules and procedures but we worked our way through them.
My administration is encouraging me to "think big" and not rule out an FRC team in the future. Last month I spent a day observing and walking the pits at the Dallas FRC Regionals. Very exciting. Had no clue what was going on.
My biggest reluctance to dive into FRC has stemmed from the funding and infrastructure hurdle I sense exists. Having now read these two papers only confirms my reluctance to get into FRC. Rookie teams can easily get chewed up and spit out by this entire process. What would my students learn from that?
Rookie teams have few resources, spares, or fabrication capability. Every part, every component is precious to us and the kids. To see their robots destroyed or broken on the field of play is a harsh lesson to learn for a kid trying to nurture their dream to become a STEM professional. "Get tough" is schoolyard bullying. "Losing makes you stronger" is bad Little League. As educators, we are better than this.
Struggling with a online encyclopedia of build and games rules --- written by a collection of professional engineers and lawyers --- creates a confused thicket of confusion and substitute logic in the minds of a student. In response, they come up with and do all kinds of stuff no "sensible" adult ever imagines. If you want designs and game play to make sense, write them for the kids, not the adults.
Just a rookie outsider's thoughts. As I said, I'm "all in" with FIRST. 
06-04-2014 08:07
JesseK|
Struggling with a online encyclopedia of build and games rules --- written by a collection of professional engineers and lawyers --- creates a confused thicket of confusion and substitute logic in the minds of a student. In response, they come up with and do all kinds of stuff no "sensible" adult ever imagines. If you want designs and game play to make sense, write them for the kids, not the adults.
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