Viper Scouting App 2025

Yeah, yours works really well, thx. We’ll use this

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Team update 002 makes it clear that scoring in your opponents processor can give you the coopertition point.

So I think scoring in both processors will need to be scouted.

Our drive coach (the one that uses the whiteboard on our team) thinks that it would be clearer if the algae were colored.

Team 3128 has been thinking about scouting:

My notes on this:

  • The pit scouting questions about the robot are going to be very similar in Viper
  • We don’t see the value in asking teams about their robot’s capabilities in pit scouting. Instead, they will demonstrate those abilities on the field and we’ll see them in our match scouting data.
  • Viper should be scouting algae removed from the reef, but not collected, somehow.
  • I don’t like scouting misses by location. Viper will have one “algae miss/drop” rather than “algae net miss, algae processor miss”. It isn’t always clear which the robot was going to go for if they drop driving around the field.
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The FIRST API is not ready for the 2025 reefscape season yet. If you try to import 2025 events into Viper from the API, you will get this error:

To be clear, that is an error from the API itself and not a problem with Viper. FIRST will fix this problem at some point before competitions start.

However, Viper is also not ready for the 2025 season yet. Even if you createt a 2025 event, the scouting interface for it isn’t available yet.

When do you think Viper will be ready form the 2025 season?

Now that field build is wrapping up, I can focus on Viper. I expect we will have something to show off within two weeks.

We will be using Viper week zero, so we will have an official release the Wednesday before week 0. There will be weekly official releases with improvements on Wednesdays before each competition weekend.

I think the scouting interface this year would benefit from using an icon set similar to what Oli created for us for charged up.

We can color code the icons for game pieces just like we did for cones and cubes. We’d have algae colored green icons and maybe white icons with black borders for for the coral.

We’ll need Icons for:

  • Collecting (claw)
  • Dropping (X)
  • Placing (+)
  • Knocking off (down arrow?)

How about a curved arrow from the top corner to to the opposite bottom corner?

Something like:

:arrow_heading_down:

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Here is my initial attempt. Each icon has an disabled coloring as well.

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Here is how it might look in a scouting interface

There are a lot of details still to implement here:

  • Disable and enable the buttons, both the initial state and in response to using the buttons.
  • Make visible counters associated with each of these buttons
  • Label L1 through L4
  • Make a version for scouting each alliance color
  • Make a version for scouting from each side of the field
  • Make a version for teleop
  • Add an undo button

The scouting interface may need to be rotated 180 degrees depending on which color alliance you are scouting and on which side of the field you are sitting. When you first start scouting, you will need to specify both of these things.

Viper hasn’t had to track which side of the field you were sitting on since 2019 when the game was cargo, hatch panels, and rockets. The interface for choosing your robot is going to look very similar to the 2019 interface:

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I’m finding the mockup a bit unclear. I’ve read the game manual and still only have a vague sense of what any of this means. I’m concerned that the scouting process might be a bit too complex for students to easily follow.

Is there a reason why your team prefers the top-down view over something like thepurplewarehouse view given above? I feel that in a game where the scoring platform is so cluttered a side view would be more advantageous. (especially since the side they score the coral on shouldn’t really matter)

Your concerns are completely valid. Too much complexity in the scouting interface makes it unusable and leads to bad data.

The reef absolutely should be a sideways view, not a top down view. Here is a modification that makes it a little clearer that this is actually the case:
image

There is a whole list of things that I want to do to make the interface less cluttered and clearer:

  • Use an image of side view of the reef.
  • Hide or disable inputs that are not currently possible. For example after placing a coral on the reef, it is not possible for the robot to place another coral on the reef. Picking up a coral should be the only available option.
  • Allow teams to turn off things that they don’t want to scout. The biggest of these would be pickup. You can halve the number of buttons by only scouting placement. If you don’t scout pickups, you lose useful data, but the tradeoff of easier scouting may be worth it to some teams.

That graphic for the reef is definitely much cleaner! What is the purpose of the two sets of icons on the right again? Also are you envisioning that scouts will click on the reef and then this image pops up, or are you working on changing the whole field to be a sideview?

There are two levels of algae in the reef that can be removed. The upper ones are between L3 and L4. The lower ones are between L2 and L3. The claw is for removing algae from that level and taking possession of it., the down arrow is for knocking it off without taking possession of it.

I’m envisioning the field being overall top down, but have a side view of the reef on it. All parts of the field other than the reef are clearer with a top-down view. I’m thinking about this hybrid approach because I never want scouts to have to click twice to record a single action.

The scouting interface for Reefscape is up on the demo

Feedback is welcome.

Choose your bot screen

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Choose your match screen

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Pre-match scouting screen

Auto scouting screen

When a piece was preloaded, showing options for placing coral and picking algae

After coral is placed, showing options for picking both coral and algae

After an algae is picked up, showing options for placing algae and picking coral

After a coral is picked up at the same time as an algae, showing options for placing both.

After algae is placed in the processor, showing an option to record if the opponent human player scored that algae into the net.

Teleop scouting interface

Very similar to auto, but options for picking from marks on the carpet have been replaced with options for picking up off the carpet from anywhere.

Scouters can expand the “Values” section and see the counts that have been recorded.

image

Scouters can expand the “Timeline” section and see the timestamps at which buttons were pressed

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End game scouting interface

What I feel is that the buttons are small, especially when your not directly looking at it but rather looking up and down between the field and the phone. This all is excusing the fact that if you are using a tablet it probably would be better. I like the approach of using the field to place buttons on as I feel that it can be useful to new scouters.

Yeah, I am in agreement with @VihaanC buttons double the size would be my personal preference, with how fast paced things could get this year the larger touch targets could really help.

Is there a red and a blue side layout? I see the rotate field (which is awesome) I am not convinced there needs to be color changes with the layout (rotation).

The rotate field does help with left vs right handed folks too.