After a long few months of hard work, team 6328’s Game Design Challenge has had our interview with the judges and is currently waiting for the results from the first round. So, we would like to take this opportunity to share with the community everything that we have submitted and presented at our interview for game design.
For our submission, we had a game overview summary, notable field elements, expected robot actions, and ELEMENT description, a CAD model of the field, supplementary information, a game video, and our presentation from the interview. Here it is:
In MALWARE MAYHEM, two alliances of 3 robots each work to protect FIRST against a malware attack from the anti-STEM organization LAST (League Against Science & Technology) and ultimately save future FRC game files including those for the top-secret water game. Each alliance and their robots work towards collecting lines of Code and deploying them in the Infected Cores in the CPU. Near the end of the match, robots race to share Code into a Shared Cache, and at the end of the match robots collect Firewalls and install them into the CPU.
During the 15 second autonomous period, robots must follow pre-programmed instructions. Alliances score points by:
- Moving from the Initiation Line
- Deploying lines of Code into the Infected Cores of the CPU
- Deploying lines of Code into the Uninfected Cores of the CPU
During the 75 second tele-op period, drivers take control of their robots. Alliances score points by:
- Continuing to deploy Code into the Infected Cores of the CPU
- Continuing to deploy Code into the Uninfected Cores of the CPU
During the 30 second positioning period, robots score points by:
- Continuing to deploy Code into the Infected Cores of the CPU
- Continuing to deploy Code into the Uninfected Cores of the CPU
- Deploying 5 lines of Code into the Shared Cache to achieve stage 1
- Deploying 10 lines of Code into the Shared Cache to achieve stage 2
- Deploying 15 lines of Code into the Shared Cache to achieve stage 3
During the 30 second deployment period, robots score points by:
- Continuing to deploy Code into the Shared Cache
- Installing Firewalls into the CPU
- Hanging from installed Firewalls
The alliance with the highest score at the end of the match wins.
Notable Field Elements:
CPU: A large structure that separates the two halves of the field, consisting of seven CORES on each side and a central opening (DATA BUS) for interaction between alliances. A total of 5 CORES span the upper level of the CPU, and there are an additional 2 CORES on either side of the DATA BUS near the edge of the field. Throughout the match, different CORES will be randomly highlighted with LEDs, marking them infected. The three high CORES in the center have a slot below the scoring opening for installation of the FIREWALL. An additional scoring area for the FIREWALL is a slot below the lower CORES on both sides of the DATA BUS.
Security Context: A platform that houses 3 FIREWALL units: One directly in front, and two angled on either side. The Security Context is located in front of the alliance station walls of the same alliance color.
Shared Cache: A scoring location on the opposite alliance’s driver station wall. The scoring location is a single window the same size as the windows on the CPU and is directly over the center of the alliance wall. CODE can only be scored during the POSITIONING PERIOD and DEPLOYMENT PERIOD periods, and teams will have to reach different scoring tiers to receive equal points for both alliances.
Player Stations: There are four PLAYER STATIONS located in the four corners of the field. There are blue and red PLAYER STATIONS on the blue alliance station wall and the same for the red alliance station wall, for a total of two per alliance. The PLAYER STATIONS on the opposite side of the field of the alliance station have PROTECTED ZONES around them, while the stations on the same side do not.
Expected Robot Actions:
Auto: During the Autonomous Period, teams are tasked with moving off of the INITIATION LINE such that no part of their ROBOT is over the line. Teams may score in CORES, and they may collect code from the PLAYER STATION.
Tele-Operated Period: During the 75 second Tele-Operated portion of the game, the team’s main task is to shoot CODE into the COREs of the CPU. The primary locations that teams will be able to receive CODE is from the PLAYER STATION on their own side or on the opposite side of the field.
Positioning Period: During the POSITIONING PERIOD, which spans the second-to-last 30 seconds of the match, teams may retrieve FIREWALLS from the SECURITY CONTEXT, and prepare for the DEPLOYMENT PERIOD. Teams may also race to the other end of the field and deposit CODE into the SHARED CACHE. However, any robot that passes through the DATA BUS and does not return by the end of the POSITIONING PERIOD must remain on that side for the remainder of the match.
Deployment Period: During the DEPLOYMENT PERIOD the final 30 seconds, teams are no longer allowed to pass through the DATA BUS. During this period, teams are expected to deploy FIREWALLS by inserting a FIREWALL into the CPU and pulling themselves completely off of the ground. Teams, if on the opposite alliance’s side, are expected to play defense on climbing ROBOTS, deploy CODE into the SHARED CACHE, and/or try to prevent their FIREWALL deployal. However, teams must be careful not to cross the INITIATION LINE.
The ELEMENT in MALWARE MAYHEM is the main game piece in our game. The ELEMENT represents lines of anti-malware CODE, and ROBOTS must deploy the CODE into the CORES, INFECTED CORES, or the SHARED CACHE to earn points. The ELEMENT itself is a 18” plastic linkage chain with 2” links. Each CODE will have a magnetic component on one end, allowing it to be automatically scored as it passes through scoring locations. All CORES will have a magnetic detector that will detect any CODE that is scored through that specific CORE. The ELEMENT enters the field through the four PLAYER STATIONS on the field. During auto, CODE will not be located on the field, instead all CODE will be either pre-loaded into the ROBOT or collected from the PLAYER STATIONS.
SHARED CACHE Stages
Points from shooting in the SHARED CACHE come in 3 stages. Each alliance in a match will only receive points after a certain number of lines of CODE have been deployed into the SHARED CACHE by both alliances. Once both alliances have deployed 5 lines of CODE each, stage 1 is achieved. Once both alliances have deployed 10 lines of CODE each, stage 2 is achieved. Once both alliances have deployed 15 lines of CODE each, stage 3 is achieved.
ROLE OF HUMAN PLAYER
Both alliances can have a maximum of three human players and there are two primary positions that the players can take during the game. One of the positions will be to put CODE onto the field through the PLAYER STATIONS on each side of the field, and since there are two PLAYER STATIONS per alliance, there will be two human players for this position. The other position of the human players is to move CODE from OVERFLOW to the PLAYER STATIONS on their alliance station side. A blue human player will be at one OVERFLOW and the red human player will be at the other. An OVERFLOW is where scored CODE in the CPU ends up.
Initiation Line (6): At the start of each match, each team’s ROBOT must start on the INITIATION LINE consisting of a long strip of white spanning the entire width of the field on their alliances side of the field. ROBOTS moving entirely off of the INITIATION LINE into either the climbing zone or scoring zone will earn points for their team. During the Endgame period of the match, this plane acts as a defense line, where, in the last 30 seconds of the match, robots of the opposite alliance are not allowed to cross this line so as to not interfere with gameplay (climbing).
Collection Line (5): This is the line that spans the width of the field at the end of the retrieval zones on each side of the field.
Collection Zone (12): This is the area of the field that spans from the COLLECTION LINE to the alliance wall. While in this zone, ROBOTS cannot attempt to deploy CODE. A ROBOT must move completely outside of the zone to be able to deploy CODE.
Scoring Zone: During TELEOP and the POSITIONING PERIOD, this is the area of the field that is in between the COLLECTION LINE (5) and CPU on either side of the field. During the DEPLOYMENT PERIOD, this zone is in between the COLLECTION LINE, and the INITIATION LINE (6) on either side of the field.
Retrieval Zone (11): These zones are the marked areas on the field surrounding the PLAYER STATIONS on the opposite side of an alliance’s driver stations. At all times during the match, defense is not permitted on ROBOTS that are in these zones.
Climbing Zone (10): This zone becomes active only during the DEPLOYMENT PERIOD. This is the area of the field in between the two INITIATION LINES on either side of the field. During the DEPLOYMENT PERIOD, no defense is permitted on a ROBOT in this zone.
GAME SPECIFIC PENALTIES
|Shooting outside the Scoring Zone
||5 points per CODE segment
|Deploying the FIREWALL prior to the DEPLOYMENT PERIOD
|Contacting an opponent in their RETRIEVAL ZONE
||5 points for every contact
|Passing through the DATA BUS during the DEPLOYMENT PERIOD
|Contacting an opposing ROBOT in the CLIMBING ZONE during the DEPLOYMENT PERIOD
||Climb awarded to opponent
GAME RULES: ROBOTS
G1. ROBOT height, as measured when it’s resting normally on a flat floor, may not exceed 36 in. (~91 cm) above the carpet during the match, with the exception of ROBOTS intersecting their alliance’s defense zone during the DEPLOYMENT PERIOD.
ROBOT CONSTRUCTION RULES
R1. The ROBOT (excluding bumpers) must have a frame perimeter that consists of fixed, non-articulated structural elements of the ROBOT.
R2. In the starting configuration (the physical configuration in which a ROBOT starts a match), no part of the ROBOT shall extend outside the vertical projection of the frame perimeter, with the exception of its bumpers.
R3. A ROBOT’S starting configuration may not have a frame perimeter greater than 120 in. (~304 cm) and may not be more than 36 in. (~91 cm) tall.
R4. ROBOTS may not extend beyond their frame perimeter, with the exception of ROBOTS intersecting their alliance’s defense zone during the DEPLOYMENT PERIOD.
R5. The ROBOT weight must not exceed 125 lbs. (~56 kg). When determining weight, the basic ROBOT structure and all elements of all additional mechanisms that might be used in a single configuration of the ROBOT shall be weighed together. The following items are excluded:
- ROBOT bumpers
- ROBOT battery
R6. A bumper is a required assembly which attaches to the ROBOT frame. Bumpers protect ROBOTS from damaging/being damaged by other ROBOTS and field elements
AUTO - The first 15 seconds of the match where the ROBOT moves by using autonomous code
CODE - An 18 inch long chain that is the main game piece, ELEMENT
CORE - One of 7 scoring locations that are on each side of the CPU
CPU - The central scoring unit that divides the two halves of the field
DATA BUS - The tunnel under the CPU that allows for interaction between alliances
DEPLOYMENT PERIOD - the last 30 second period following POSITIONING PERIOD
FIREWALL - A suitcase-shaped object with a handle
FIREWALL INSTALLATION PORT - location on the CPU below CORES where FIREWALLS are scored
INFECTED CORE - Scoring areas on the CPU that are highlighted with LEDs
INITIATION LINE - The line 8 feet from the CPU
LAST - League Against Science & Technology
MALWARE MAYHEM - The name of Team 6328’s concept game
PLAYER STATION - the station where a human players interact with CODE to give to the ROBOTS on the field
POSITIONING PERIOD - The 30 second period following TELEOP
PROTECTED ZONES - Areas on the field in which defense is penalized
ROBOT - the mechanism used to complete the tasks
SECURITY CONTEXT - A trapezoidal platform which stores the FIREWALLS prior to deployment
SHARED CACHE - Scoring location for the Coopertition mission
SHARING CODE - This is used to allow the alliances to cooperate
TELEOP - The time after AUTO where players control the ROBOT (2:15)
UNINFECTED CORE - Scoring areas on the CPU that are not highlighted with LEDs
For Malware Mayhem, the points earned in each individual match is your team’s score. Every match, the score that your alliance earns will be totaled into a total score. Teams are ranked by their total score, which consists of the scores from all of their matches for that event, combined. In addition, teams earn a 50 point bonus if they win the match, or a 25 point bonus (to each alliance) if the match is tied.
- PLAYER STATION
- SHARED CACHE
- SECURITY CONTEXT
- SHOOTING LINE
- INITIATION LINE
- FIREWALL INSTALLATION PORT
- CLIMBING ZONE
- RETRIEVAL ZONE
- COLLECTION ZONE
Malware Mayhem (2).pdf (3.8 MB)
All of the questions that the judges asked us after our presentation were game specific questions, like clarifications and further inquiries about how are game worked.
6328’s Game Design Challenge team had a very fun time going through all of the steps in developing our game and really enjoyed the alternative challenge for our team’s strategy/scouting sub-teams, who made up the majority of the Game Design team. We would be happy to answer any clarification questions about our game or any game specific questions.