Hi everyone! We are the Strategy Department of Team 3128, the Aluminum Narwhals. We’re a team from San Diego, California, who won our first regional last year. We look forward to sharing our thoughts on Charged Up, and providing insight into Strategy’s role on our team during build season!
Offseason Review:
This off-season, we focused on improving our digital scouting systems, creating an in-depth curriculum, and teaching our new members the basics of FRC strategy. We went to two off-season regionals (Battle at the Border and Beach Blitz). During both regionals, we strived to test the improvements made to our scouting systems, as well as the new system we drafted for strategy at competitions. For more on the department, see our recently published whitepaper
Week 0/1 questions:
- How feasible is attaining 5 links for the RP?
- Are feeders valuable to an alliance?
- Do we need a separate mechanism on our robot to reliably push game elements in low? (in case our manipulator breaks)
- How heavy is traffic in the Thunderdome? (the upper middle area that lots of robots will have to pass through while cycling)
- How impactful is defence? Are robots able to delay cycles reliably?
- Is going around or through the charging station faster?
- How many teams will score exclusively one type of game element?
Pitscouting points:
- Drivetrain type, Robot Weight, Number of Motors, Motor Type, Vision:
- These data points mainly provide technical information regarding each robot, allowing us to more accurately gauge a robot’s capabilities; for example, a robot with more motors is generally more apt for defence.
- Auto, Auto Climb, Endgame Climb, Piece Type, Manipulator, Aluminum Assistance, Miscellaneous
- These data points allow us to gain a better understanding of a robot’s capabilities, in addition to early insight into how we may be able to work alongside them in a match, making match strategizing more efficient. Additionally, it allows us to determine whether the team needs “Aluminum Assistance,” or technical help from some of our idle team members.
Scouting Data points:
- Mobility, Auto High Cube, Auto Mid Cube, Auto Low Cube, Auto High Cone, Auto Mid Cone, Auto Low Cone, Auto Fumbled, Auto Climb, High Cube, Mid Cube, Low Cube, High Cone, Mid Cone, Low Cone, Fumbled, Climb, Defence Time, Penalty Count, Oof Time
- We have compiled these data points for our scouting app, as we believe that they allow us to quantitatively and accurately rank robots based on ability.
What Strategy has been doing:
- Immediately after the game was released, Strategy examined the game manual in greater detail. A way of doing this was creating a Kahoot for the rest of the team, testing their knowledge of R rules, gameplay, as well as general scoring rules.
- Strategy created an everything list, aptly named for listing all actions that can be performed in a game, down to the ability to move. Using this, Strategy created a prioritized list of these items, determining which are more vital to success in Charged Up.
- The department reviewed our priority list with our team’s technical departments, Mechanical and Controls, ultimately creating our finalized, and viable, priority list to guide the rest of Build Season.
- Strategy also worked on an auto priority and everything list for Controls, to inform them of their work for the next six weeks.
- We formed robot archetypes, which contained all robot types we could think of, from Dozer-Esque feeder bots to high-level robots. These helped us predict scoring averages for quals matches.
- The department created a Driver’s Guide. This comprehensive manual includes strategies and cycles for particular scenarios, robot archetypes, ways of dealing with/performing defence, and general questions we have about gameplay in anticipation of regionals. Despite its name, a Driver’s Guide primarily serves to solidify Strategy’s understanding of the new game, though it can act as a catalog of strategies to implement during a match.
- Strategy used previously created robot archetypes in order to make a paper game (a staged qualification match). Three fake alliances were created by picklisting our robot archetypes, and strategies against each were drafted.
- To establish a range of scores for qualification matches, Strategy played a human game!(people on dollies to simulate robots on a field setup) With this simulation of Charged Up, we were able to estimate cycle times for various different robot types as well, which can help us create more viable strategies in anticipation of our first regional.
Predictions about gameplay
- Climbing will be worth a lot of points and it is necessary for an RP. Auto will also be important as cycles will be much slower than in Rapid React, so getting pieces early during auto will be very important.
- Defence may be influential since there is a large rectangular area in the upper half of the field which robots will have to cross through in order to go between the loading zone and the community.
- There will be a lot of congestion in the cross-section robots cycle in
- The manipulation of both game pieces allows for more versatility and higher efficiency when creating links.
- Robot archetypes, such as a feeder/dozer-type bot, may initially seem strong because they are cheap, easy, and simple. However, feeder bots are very easy to defend due to them usually having to resort to pushing, which can easily be stolen. However, if a team is a low-row scorer, they could play a feeder bot and reduce a high-scoring team’s cycle time significantly.
- Triple climbs may be widespread in higher-level regionals. To efficiently achieve this, at least 2 robots will need to have a swerve drivetrain.
- Coopertition will also be very popular within this game because there are almost no downsides for both alliances. Not only do both teams have to go through fewer cycles to gain RP, but they also don’t lose any points for making links in this specified area.
Expect another update on this thread next Saturday, and we look forward to discussing everything and anything with you all