Kickoff Day 2
On Sunday, we developed our high level strategy, robot priority list, and started working on ideas for prototypes. Like we did last year, we have developed our priority list using the MoSCoW prioritization method. This is a living document that will definitely change, especially in the coming week, as we realize things are harder/easier or more or less valuable than we initially thought. We will come back to this list to help with guiding all of our prototype ideas and design considerations.
MoSCoW Priority List
All items in each group are unsorted. We find that very fine sorts like you find in a lot of priority lists are too granular and you don’t really gain from it in almost all cases. Asterisked items are subject to a greater deal of change than the others, generally because we don’t know how hard prototyping will show them to be. You can click on any item for a brief explanation as to how that item ended up in that category.
Must Haves
Move
Seems important idk
Be Fast
Long cycles and many of them. Potential for defense means we need to slip by
Drive in any direction
Great for alignment, dealing with defense, and autos. Not really any downsides to swerve here beyond maybe getting up the ramp which may require higher bumpers or some other funky stuff.
Have clearance to go over bump and charging station
Important for navigation and auto/endgame points and RP.
Play defense
Good to always have the option. This means being able to retract everything as to not go into opponents frame or destroy ourselves, as well as being robust.
Pick up cones
Not specific here, as we don’t know if going from the double substation or the ground is better yet (accounting for difficulty). This will hopefully be figured out via prototyping in the coming week. We just know we need to do one of them.
Intake cubes from the ground
Seems very easy to intake the cubes, potentially easier to do from the floor than the substation. We need to intake at least one gamepiece from the floor for autos.
Score cubes in the hybrid node
Bare minimum scoring. Can get 3 nodes this way.
Score cones in the hybrid node
Would like the option to score cones there instead of cubes. Shouldn’t take away from other mechanisms as worst case you drop it from a higher height than right above the floor.
Score cubes on the mid node
Opens up higher value, and more scoring locations than just the hybrid node. Also alongside scoring cones mid allows us to score up to 6 links and achieve the RP.
Score cones on the mid node
Opens up higher value, and more scoring locations than just the hybrid node. Also alongside scoring cubes mid allows us to score up to 6 links and achieve the RP.
Indicate to human player what the robot wants (actively)
The human players are far away and we need to tell them what gamepiece we want using tools either on the robot, in the driver station, or in the stands. Purple and yellow LEDs on the robot seems like the path forward.
Automatically engage the charge station in Endgame
Important for RP and also a good number of points
Balance on the charge station in auto
Doesn’t matter for RP but gives good points and with the right bumpers/other solutions is a pretty easy software problem.
Automatic placement of game pieces
Poor driver visibility and fast cycles means we need/want fast, automatic scoring.
Semi-automatic collection of game pieces from double substation
Poor driver visibility and fast cycles means we need/want fast, automatic intaking. Does rely on needing to get game pieces from the shelf however.
Semi-automatic alignment to score
Poor driver visibility and fast cycles means we need/want fast, automatic alignment. Depth perception from the driver stations is really rough.
1 Game Piece + Balance auto
Very achievable and sets us up well for the Activation RP.
Should Haves
Pick up cones from the double substation shelf*
This is one of the two main approaches we see for picking up cones. This one allows for you to know exactly where you are getting your cone from and the exact position it is in. However it means you always need to do full field cycles if this is your only way of getting cones.
Pick up cones from floor in any orientation*
This is one of the two main approaches we see for picking up cones. This one allows for you to get cones from wherever you want on the field as well as pick up your own, (or your opponents) dropped cones.
Score cubes on the high node
Highest scoring potential location. Allows for more links, however at most levels being restricted to 6 links is fine. This is desirable both just for the raw points advantage, as well as being a good teammate for a team that maybe can only do mid/low very well or prefers them.
Score cones on the high node
Highest scoring potential location. Allows for more links, however at most levels being restricted to 6 links is fine. This is desirable both just for the raw points advantage, as well as being a good teammate for a team that maybe can only do mid/low very well or prefers them.
Semi-automatic collection of game pieces from floor*
This is pretty much tracking and automatically grabbing gamepieces. This is very nice especially for when you are intaking at the loading station and it is hard to see for the drivers.
2 Game Piece + Balance auto
Seems relatively achievable and simply scores more points and progresses towards the sustainability bonus more.
3 Game Piece auto*
A higher scoring auto for when our partner is going to be doing the charging station auto.
Could Haves
Pick up cones from the ground (upright)*
Depends a lot on what the other mechanisms look like but this opens up being able to do cone autos, as well as grab cones located in the midfield during teleop. This also allows us to pickup cones that happen to fall vertically from the substation.
3 Game Piece (Link) + Dock/Engage auto*
Going to be tight on time but achieves a link in auto as well as contributes to the climb RP. The engaging part is potentially removable as the difference between docking and engaging in auto does not matter for the RP.
* Can access (intake) game pieces within the hybrid nodes
Allows us to pick up game pieces we may have dropped and had fall into the hybrid node. Also allows us to move gamepieces that were score in the hybrid up to a more valuable node or to complete a link elsewhere.
Score on both sides of robot
This has the potential to save on cycle time, especially in auto, without as many downsides of only being able to score on the opposite side.
Intake game pieces within frame.*
Allows us to “steal” fallen gamepieces from the opposing loading station or community.
Active manipulation of the charging station bridge to force it into a position*
Unclear on usefulness or practicality currently, more testing needed.
Won’t Haves
Pick up cubes from the double substation
Picking cubes up off the ground seems too easy to be wanting to get them from the substation. Potentially adds too much weight to the end of whatever device is holding the intakes.
Score (only) on opposite side of intake
Scoring only on the opposite of the intake seems like it will lead to annoying scenarios where you are repeatedly turning around in the community either when you are moving gamepieces around or when you are picking up dropped ones.
Extra small footprint to fit on charge station comfortably with alliance partners
We found that with two average sized alliance partners, you are looking at a <=24" horizontal dimension of your robot. We feel this is outside our scope, as nice as having a mini robot would be.
Assist one alliance member in climb
In this case it refers to lifting a partner up the climbing station. We don’t see this as especially useful or necessary for the amount of complexity.
Assist both alliance members in climb
In this case it refers to lifting two partners up the climbing station. We don’t see this as especially useful or necessary for the amount of complexity.
Some Notes
- There is a bunch of potential nuance in the different heights of scoring and intaking from the ground vs the double substation. Such as a robot that can score one or both gamepices low, mid, and high from the substation, but only low from the ground.
- The Golden Corral (pictured a couple posts up) remains unranked, as we expect it to be canned in a Team Update, or at least we can hope.
- Autonomous and programming specific considerations are somewhat difficult to position because developing them often takes almost no resources away from the other aspects of the team. Almost all development happens in simulation.
Conclusions
- We don’t think you need to score on the high nodes to play at a good level. Especially considering a strong high node team will often not value high nodes that much when it comes to alliance selection, as there are a restricted number of them.
- When it comes to late first picks and all second picks, we think being strong at one game piece is almost exclusively better than being middle of the pack at two.
- Engaging the charging station in auto essentially does not contribute to the RP, so in matches that aren’t tight, you can potentially sacrifice that to continue scoring game pieces.
- Reorienting cones from any position seems difficult and we expect to have prototyping both from us and other teams drive how much we prioritize this. If getting it off the floor is slow enough, it could very well be faster to do the full field cycle instead.
- We are aiming to at the minimum be a fast low-mid cycler with a ground cube intake and substation cone intake. Hopefully we do more, but this is where we will go back to as our base.
- We think defense will be somewhere between 2020 (somewhat mid) and 2019/2022 (strong). With the lack of pinch points it can be hard to pin teams, but the full field cycles and high visibility means defenders have a good amount of room to play with.
- Docking / engaging the charging station seems challenging to do with 3 normal sized robots, and is not necessary for the RP. We want to see if we can avoid even wanting to do this.
Moving into Week 1
We are going to be immediately moving forward with full team prototyping efforts. We’ll have some pictures and videos out as soon as we can. Our initial focuses are primarily cube floor intakes, cone floor intakes (and subsequent handling), and cone substation intakes. We have a few ideas for multitools that can do both as well.
Things we are looking at:
401 in 2019: Elevator on a pivot
233 in 2011: Telescope on a pivot
1619 in 2018: Full width intake on pivot
1684 in 2019: Dual position intake for two game pieces. Similar version could potentially work here
2011 Logomotion Matches: We expect a relatively similar field dynamic to 2011
Other OA threads: Be sure to check out 3467s and 3847s fantastic posts
Ri3D Redux: Most notably this post about swere on the charging station.
If you have any questions or comments, feel free to post here or shoot me a PM.
-Connor