4607 Infinite Recharge Strategy

Attached is 4607’s 2020 strategy document which we will be using to drive our strategic robot design. With no bag we are focusing on finishing quickly and maximizing our practice time by making smart, strategically driven tradeoffs. The goal is to improve throughout the year and make a return trip to Einstein! There is a lot of information in the document and I would be happy to answer questions about anything! This is likely version 1 with future editions coming as we move further into the build season, and gain a clearer view of what robots will be capable of doing, and how Infinite Recharge will ultimately play out.

2020 4607 Strategy.pdf (95.7 KB)

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That’s pretty amazing!!! How many people grinded away at that in the couple days since the competition was released!?

Mostly me… but a lot of the ideas were generated by the entire team!

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Thanks for releasing this, we’ve come to very similar conclusions for strategy purposes.

Wouldn’t the tech foul for touching an opposing robot in their feeder zone act as a deterrent to the positive feedback loop from constantly scoring?

I wouldn’t rely on the positive feedback loop. There’s very little chance that a human player station will get overloaded in quals. Plus, you can’t assume that every power cell is going to get picked up.

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Trying to understand the “Cycle Value” column of the table: should the Auto column actually be 18/12/6?

Not sure how much of a “must have” being able to grab from the highest point is. If you have an alliance partner that can grab and climb a level handle why not have them grab as close to center as possible instead of the end? They grab close to the center then you do the same. Two close to center robots have a much greater chance of a level climb than two robots on the end.

Just looked at some simulations and if two robots of almost any reasonable weight grab near the center it’s almost a guaranteed level.

In early competitions I would have a very hard time picking a team that cannot figure out how to find the timing and the ‘ballast’ to maximize the balanced climb.

I originally calculated this column for 5 balls since that was our goal at the time, but figured it made more sense to calculate for 3… just forgot to change those values!

If I’m a team that can contribute a significant portion of 29 game pieces in a match and I’m capable of doing it, the odds are low that I’ll trust another team to do the Control Panel for me given the fact that it needs to be done before my next cycle contributes to the Stage 3 Capacity.

This is a really key point. I’d encourage 70ish percentile teams and below not to bother with the control panel for this reason.

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Thank you! Very well written and thought out! One thing our team also mentioned was the control panel control is an easy bolt-on component later on in the season if necessary since it is most likely going to be a spinning wheel with a color sensor.

This is a great strategy resource. I linked it to our team, and I know some of them did some quality reading. Thanks for sharing!

For anybody preparing their strategies for their week 1 events, I recommend checking this document out. Despite being posted 3 days after kickoff, I believe almost all of it is still relevant today.

I agree that most of it is still relevant, this is a really good document. Has me thinking about picks for the upcoming events, along with robot archetypes. Thank you for posting this!

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