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.



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