Saturday, March 14, 2020

WHMS StrikerBots 2.0


StrikerBots 2.0
StrikerBots 2.0 is a robot soccer game where striker robots try to kick, push, or roll a ball into a goal guarded by the opponent's goalie robot. Strikers can be wirelessly controlled or programmed. The game will have two 5-minute halves with a 5-minute halftime break.

Playing Field

       ·         The playing field is 12' by 24'.
       ·         The width of goal is about 8' and height is 2'.
       ·         The penalty area is the area inside the goal (2' x 8').


Ball

·               A foam soccer ball with a diameter of 4 inches shall be used.

Robots

      ·         Robots will be measured in an upright position and with all parts fully extended. The upright robot must fit inside a 2.5' x 2.5' x 2.5' (length x width x height) box.
      ·         All teams shall consist of two robots. Any substitution of extra robots during a tournament is forbidden and disqualification will result.
      ·         Robots must have guards around the body to prevent the ball from getting caught under the robot. The ball must bounce off when rolled towards any point of the robot. Failure to have the guards will result in disqualification of the game.
      ·         A robot cannot trap, carry, throw, enclose, or hold a ball momentarily. The robot may push, roll, or kick the ball in a manner that the ball must always be in contact with the field, in rolling motion, be visible, and be accessible by other robots during the game. Body extensions may be used for guiding the ball when being moved but it must not be longer than the ball's radius.
      ·         Robots must have a particular dominant color to be identified.

Game Play

       ·         The length of game will consist of two 5-minute halves with a 5-minute break in between the halves.
       ·         The game clock will run for the duration of the game (two 5-minute halves), without stopping except when referees call for a time out.
       ·         Teams can be penalized one goal per minute at the referee's discretion if they are late.
       ·         If a team does not report within 5 minutes of the game start, it will forfeit the game and the winning team will be awarded a 5-0 score line.
       ·         The game will start by a toss a coin. The winner of the toss can choose either (a) which end to kick to, or (b) to kick off first.
       ·         The loser of the toss will take the other option.
       ·         The team not kicking off in the first half of the game will kick-off to begin the second half.
       ·         Each half of the game begins with a kick-off.
       ·         Robots must not be moving in the start of each halves.
       ·         The ball is positioned in the center of the field by the referee.
       ·         The team kicking off places their robots on the field first in the center circle. Robots cannot be moved once they have been placed.
       ·         The defensive robots not kicking off must park in the corner of the offensive side (where the ball is heading to) with any part of the robot touching the end wall.
       ·         On the referee's command, team members will start all robots immediately.
       ·         Any robots that are started before the referee's command will be given a warning first. For the second offense, it will be removed from the field for one minute.
       ·         A goal is scored when the whole ball crosses the goal line and is inside the goal. The referee will blow whistle to indicate when a goal is made.
       ·         A penalty goal will be awarded if a ball deemed to be traveling into the goal strikes a defensive robot that has some part of it over the goal line and in the penalty area (area inside the goal).
       ·         After a goal is scored, a kick-off will occur. The non-scoring team will be awarded the ball.
       ·         Robots that, for a reasonable amount of time and has no chance of being freed or if no robot has any chance of retrieving the ball in a reasonable amount of time (ex. ball stuck on a corner, out of bounds), the referee shall call a time out, place the ball on the center circle, and ask the teams to position the robots on any corner of their side.
       ·         Robots that do not move for 30 seconds, or gets stuck against walls, or is immobile, will be considered a damaged robot, and will be removed from the playing field.
       ·         The referee or players (with the referee's permission) may remove damaged robot(s) from the field.
       ·         A damaged robot must be repaired and may be returned with the referee's permission to any corners of the other half of the field where the ball is not located. The robot must be in the corner area with a part touching the end wall before starting to play again.
       ·         Play will continue during removal, repair and replacement. The referee may choose to interrupt play if robot damage occurred because of a collision with an opposition robot.
       ·         If a robot turns over by itself, it will be treated as a damaged robot and removed. If the robot is tipped over after a collision with another robot, it can be righted by the referee and continue playing.
        ·         A ball is considered out of play if it leaves the playing field.
        ·         After a ball is considered out of play, it will be moved to the center circle for a kick-off by the robot that was not the last to touch the ball. The robot that caused the ball to be out of play will be positioned on any corner in the opposite direction of the kick-off.
        ·         A foul will be charged to a robot that continuously attacks a robot with the intention to cause damage. The offending robot will be taken off the field for 1 minute and will start on any corner on the opposite side of the ball after the penalty is served. The other robot, assuming that it is still structurally fit to compete, will start a kick-off immediately after the offending robot leaves the field.
        ·         During gameplay, the referee's decisions are final.

Others

       ·         Other team members within the area of the playing field are to remain at least 4 feet from the field while the ball is in play, unless otherwise directed by the referee.
       ·         Members of the committee or organizer may make rule clarification.
       ·         If a rule clarification is needed, the referee will call a time out, stop the clock and confirm the ruling before continuing with the game. All robots should be motionless during a time out.
       ·         Specific modifications to the rules to allow for special circumstances, such as unforeseen problems and/or capabilities of a team's robots may be agreed provided a majority of the teams agree.
       ·         Robots will be examined by inspectors before the start of each game.
       ·         Any violations of the inspection rules will prevent that robot competing until modifications are effected.
       ·         Modifications must be made within the time schedule of the game and teams must not delay gameplay while making modifications.
       ·         Robot must be designed and constructed predominantly and substantially by students.
       ·         Students may be interviewed to explain how their robots work in order to verify that the construction and the programming of the robot is their own work.
       ·         If there is too much mentor help or the work on the robots is not substantially original work by the students, then the team will be disqualified from the game.
       ·         Robots that cause deliberate interference and repeated damage to structurally sound robots during normal gameplay will be disqualified.
       ·         Robots that cause damage to the field or the ball during normal gameplay will be disqualified.
       ·         Humans that cause damage to robots, the field or the ball will be disqualified.
       ·         Participants who misbehave and show unsportsmanlike conduct may be asked to leave the building and risk being disqualified from the game.

     Engineer Tips


       ·         The most desirable quality in this contest is speed, then maneuverability.      
       ·         Use gears to increase speed.  
       ·         Use high speed, low torque motors to maximize speed output from motors.
       ·         Use tires that will grip the turf.  The standard Tetrix wheels are inadequate.  
       ·         Practice moving the ball everywhere.      
       ·         Use nylok nuts to ensure all parts that move or make contact with the opponents don't come off.  They are harder to get on, but won't back off once they come loose.



Property of robotnook.com
©2015 Mario Malabunga. All rights reserved.

Friday, March 13, 2020

WHMS BattleSumo

BattleSumo 2.0

BattleSumo is a game where two robots push each other off the ring and avoid falling out or avoid being pushed out by the opponent robot. The first robot that touches the ground loses the game.

Octa Field

1.    The playing field is 8' octagon.
2.    Outer ring's width is 2" and colored white.
3.    The rest of the inner area is black.
4.    The starting box is 2.5 feet square marked by light thin lines.

Robot Specifications

1.       Must be capable of autonomous and remote-controlled mode.
2.       Maximum size of robot is 2.5' x 2.5' x 2.5' (length, width, and height) at stationary (off) position.
3.       Maximum weight of robot is 10 kilograms.

General Rules

1.       Failure to show at the playing area 2 minutes after scheduled time will cause the team to forfeit the game.
2.       Judges decision is final.
3.       The referee may recall teams for a tie-breaker round if needed.
4.        Robot must not damage the other robot. Harmful robots will be disqualified. The objective is to push the opponent, not to damage.
5.         Robots must not emit smoke, fire, or fluids, throw or shoot projectiles, jam, electrocute, electromagnetically interfere, employ nets, strings, or rope.
6.         No person will be allowed 4 feet near and around the ring when the game starts except referees.
7.         Inspection of robot weight and size will occur before the game and will be left on the table to avoid modifications after inspections.

Game Rules

1.       Each match is composed of 3 rounds
2.       Each round has a maximum of 2 minutes. Time and game stops when a winner is called for a round.
3.       Round 1 and 2 is played in autonomous (Auto) mode or pre-programmed.
4.       Round 3 is played in remote-controlled (RC) mode.
5.       Robots always start inside the box in every round.
6.       A robot or any of its parts that touches the ground first loses the round.
7.       A robot not inside the box during the start loses the round.
8.       Robots cannot be touched during game play. A robot touched by any team member loses the round.
9.       Any means of interference on the robots by a team will cause that team's robot to lose the round.
10.     For round 1, robots face each other.
11.      There is a 1-minute break after round 1. Game can resume early if both teams are ready.
12.     For round 2, the winner of the previous round positions their robot first, and then the opponent will follow.
13.      If there is a tie in round 1, or if robots are deadlocked, both robots face outwards and opposite each other to start another round. This is considered round 2.
14.      There is 3-minute break after round 2 in which teams has to convert their autonomous robots to remote-controlled. Game can resume early if both teams are ready.
15.      For round 3, robots are remote-controlled facing in any direction but will still have to start inside the box.
16.      Referees can add a round with unlimited time in remote-controlled mode to determine the winner in case there is none for the first 3 rounds.
17.       The first robot to win two rounds, wins the game.
18.       Referee's' decision is final.

Engineering Tips

            1.        Build wide and low and relatively heavy.
            2.       Use the highest torque motors available.
            3.       When possible use high density/high tack drive wheels or tracks with silicone treads.  You need the most friction possible in order to push your opponent. 
            4.       When available use a high gear ratio to multiply the torque being produced by the motors.
            5.       When possible, use either Arduino or Raspberry Pi controllers with line sensors to stay in bounds on the field.
            6.       Build an angled or wedged body cover to reduce impact of opponent.

  

              7.       Attack opponent from oblique angle if allowed.
              8.       Protect your wheels.
              9.       Mount your on-off switch in an easily reached, but protected location.
            10.      Test, Test, Test.

WHMS GAME OF DRONES 3

GAME OF DRONES 3
Game of Drones is a competition of modified drones where the goal of the remote pilot is to go through obstacles and complete missions in 5 minutes. The drone with most number of points with the fastest time wins the game.

Playing Field

                  1.       The playing field consists of ground loops, air balls, targets, rotating loop, and landing missions.
                  2.      The base has a diameter of 30".

Drone Specifications

                 1.     Maximum size of drone is 8" x 8".
                 2.     Weight should be less than 55 pounds.
                 3.     Any FPV cameras, monitors, or goggles, and electronic upgrades are allowed.
                 4.     There is a maximum of 3 playing drones per team.

General Rules

                 1.      Failure to show at the playing area 2 minutes after the scheduled time will cause the team to forfeit the game.
                 2.     Referee's decision is final.
                 3.     The referee may recall teams for a tiebreaker round if needed.

Rules

                 1.      The team will have to decide first if their trial is a coded trial or a remote controlled (RC) trial. It cannot be both at the same trial.
                 2.     Programmed trials are worth three times (3x) the RC points.
                 3.     The drones will start at the landing pads (base).
                 4.    When the signal to start is given, the remote pilots will have the drones take off and do any of the missions in any order.
                 5.     All missions or challenges are on a one-time credit only. Points will not be gained on repeated tasks. 
                 6.     Mission 1 is to go through loops 1-3, in any order.
                 7.     Mission 2 is to knock out the floating balls in the air. Ball must touch the ground to get credits.
                 8.     Mission 3 is to push the targets 1-3 in down position.
                 9.     Mission 4 is to go through the rotating loop.
               10.     Mission 5 is to land at any base safely with drone in disarm mode (propellers not spinning). This is a signal that the team has decided to stop the game at their discretion, and can be done at any time. Referees will record the time of the drone that last landed.
                11.    If all missions and challenges are completed, and a drone wants to attempt to land again on the base (to get perfect landing points), it must go through any one of the loops first before landing again.
                12.    Spotters and other team members currently playing are allowed in the field but must have a protective gear like goggles, otherwise, the team will be disqualified.
                13.    Touching, retrieving, fixing, repositioning, or resetting a drone by a human person is allowed but that drone will have to restart at the base without the time stopping. The other drones in flight and not touched will not be affected by this rule.
                14.     A negative five (-5) points will be awarded for every instance a drone is touched.
                15.     The team will have to signal the referee to stop and record the time and points by using an alarm or horn at any given time (to quit or to let the referee know that their last drone had its final landing at base).
                16.     Maximum time of a trial is 5 minutes.
                17.     The best of the two trials will be taken for the final score and time.
                18.     The drone team with most points and the fastest time wins the game.

Property of robotnook.com
©2015 Mario Malabunga. All rights reserved.


Thursday, March 12, 2020

WHMS Search and Rescue Activity Bot

SEARCH AND RESCUE ACTIVITY (S.A.R.A)
The goal of this game is to search and rescue people in the area, activate the rocket, read the hidden code, retrieve bombs, and release the alien/spaceship in 5 minutes. The robot with most number of points with the fastest time wins the game.
Playing Field
1.      The base is 4' x 8'.


Robot Specifications
1.     Maximum size of robot is 6' x 6'.
2.     Weight and height is unlimited.
3.     Any FPV cameras, monitors, or goggles, and electronic upgrades are allowed.
General Rules
1.     Teams must stay inside the enclosed tent, without view of the field.
2.     Failure to show at the playing area 2 minutes after the scheduled time will cause the team to forfeit the game.
3.     Referee's decision is final.
4.     The referee may recall teams for a tiebreaker round if needed.
Rules
1.     The robots will start at the Base (4'x8' board).
2.     When the signal to start is given, the drivers will drive the robots to any area in the field to do any of the Missions in any order.
3.     Mission 1 is to retrieve the persons and bring them back to the base (must be completely on the base).
4.     Mission 2 is to activate the rocket by flicking the launch toggle switch. (credit given if switch is flicked even if rocket failed to take off)
5.     Mission 3 is to do a reconnaissance task and know the hidden code in the building.
6.     Code must be reported to the referee.
7.      Mission 4 is to release the alien/spaceship (balloon tied on the ground).
8.     Mission 5 is to retrieve the bombs and bring it back to the base (must be completely on the base).
9.     Mission 6 is to return back to the base. This is a signal that the team has decided to stop the game at their discretion, and can be done at any time. Referees will record the time when the robot has parked.
10.   No spotters and other team members are allowed in the field except to retrieve the robot back to the base for repairs (see Rule 10).
11.    Touching, retrieving, fixing, repositioning, or resetting a robot by any team member is allowed but the robot will have to restart at the Base without the time stopping.
12.   Team members are allowed to do any activity related to the robot like setting attachments, unloading gathered items, etc. but must be done only on the base.
13.   The team will have to signal the referee to stop and record the time and points by using an alarm or horn at any given time (to quit or to let the referee know that their robot has parked at Base).
14.   Maximum time of a trial is 5 minutes.
15.   The best of the two trials will be taken for the final score and time.
16.   The robot with most points and the fastest time wins the game.



Engineering Tips
        1.    When possible, build a wide framed quad motored design to ensure driver contact at all times. 
        2.    Articulated suspension can assist with obstacles. 
        3.    Ensure the claw functions adequately for the task required. 
        4.    Same with any arms necessary with appropriate servos and rotation. 
        5.    Practice each mission until it can be one smoothly and efficiently.  The Army has a saying: Slow is smooth, smooth is fast.
        6.    Ensure your camera on the robot is giving you the whole picture.  If not, there will be tasks you can’t complete. 
        7.    If you see the code while executing a previous mission, read it.
        8.    Conduct a post mission analysis for next year.