Football controlled robots ev3 game regulations. International Robot Competitions - Rules - Robot Football

General provisions

Polygon

Polygon color is green.

The color of the marking line is white.

The width of the marking line is 15-20 mm.

The walls of the gate are firmly attached to the surface.

Figure 1 shows an example of a field. Actual field may differ from picture.

Figure 1 - Field diagram

The color of the ball is orange or red.

Ball diameter – 43 mm.

Ball weight –46 g (may vary within small limits)

Requirements for robots

Basic Specifications

3 robots from each team participate in the competition;

At launch, the size of the robot should fit into a vertical cylinder with a diameter of 22 cm. The height of the robot should not exceed 22 cm.

The robot cannot exceed these dimensions during the game.

The robot can be equipped with an impact mechanism, the extreme position of which corresponds to the specified dimensions. The robot's weight is not limited.

Each robot is controlled by one operator.

Control must be carried out externally through any wireless communication channel. It is acceptable to use any devices for wireless control.

The robot must not cover the ball with its body by more than 50%.

Each robot must have a vertical flagpole in the form of an axle for attaching a colored flag corresponding to the playing team.

The wires should be tied together and secured to the body of the robot so as not to interfere with other robots during the game.

A robot playing the role of a goalkeeper must have distinctive features (with the permission of a jury member, a robot that took a position on the goal at the beginning of the half can be considered a goalkeeper).

Each robot in a team must be equipped with a striking mechanism. The impact mechanism is a mechanism that allows a robot located in the center of the field to knock the ball out of the center circle while remaining motionless.

The robot must not grab the ball during the game. A catch is considered to be the covering of more than 50% of the ball by the robot body.

Additional Specifications

cylindrical casing with holes for the impact mechanism.

The robot number must be printed on the robot body and clearly visible.

Jury member

Powers of a jury member

Each match takes place under the supervision of a member of the jury, who have all the powers to comply with the rules of the game.

General rights and obligations

Ensure compliance with the rules of the game.

Check that the robot equipment meets the requirements.



Ensure that there are no unauthorized persons on the playing field.

Only members of the jury can walk on the field and touch the robots.

Remove all parts that have fallen off the robots outside the field.

Rights and responsibilities of the chief jury member

At its own discretion, stops the game due to detected violations.

Resumes the game after stopping and eliminating the violation.

Has the right to accept disciplinary measures against robots that commit violations, giving them warnings or sending them off the field.

Has the right to consult with other members of the jury regarding controversial situations.

Makes final decisions during the game

Rights and responsibilities of jury assistants

Control the activity of robots on the field during the game.

Notify the chairman of the jury about undetected violations or other situations on the field.

Help in controversial situations.

Jury member's decision

The decisions of the jury member regarding the facts related to the game moments are considered final.

The jury member may change his decision, provided that he has not yet resumed play.

Jury Member Signals

During the game, a member of the jury gives signals with a whistle.

One whistle during the game means that a member of the jury has suspended the game. The game is restarted with one whistle from a jury member.

A double whistle is given at the end of the half/match.

4.Players (robot operators)

Rights and obligations

Only one player can control one robot.

Know the rules of the game clearly.

Listen to the jury member's commands.

May draw (in a polite manner) the attention of a jury member to any violations of the rules during the game.

Be outside your own goal during the game.

The player may touch robots in the game only with permission

member of the jury.

The player can take on robots during halftime breaks.



A game

Purpose of the game

During the match, score the most goals for the opposing team.

Regulations

The game is played according to the Olympic system.

The match consists of two halves of 4 minutes each. There is a break of no more than 2 minutes between halves.

In the final matches, the duration of the half is 5 minutes, and the break is no more than 5 minutes.

The rules of the competition provide for an extra time as additional playing time, as well as a series of shootouts and/or games with a reduced number of teams, in the absence of draws.

Game moments

Preparing for the game

The lot is cast and the team that wins the toss chooses to put the ball into play or choose half of the field.

In the second half of the match, the teams switch halves of the field and attack the opposite goal. Teams may agree not to change halves of the field and goals with the consent of a member of the jury.

The team whose opponent kicked the ball into play in the first half of the match kicks it in in the second half.

During the game, there cannot be more than 2 robots per team in the goalkeeper area, including the goalkeeper.

A team receives a technical defeat if it was unable to place a single robot on the field by the appointed time of the match/half.

Start

At the start, the robots are installed on their halves of the fields.

At the start, the ball is placed in the center of the field.

The opponents of the kicking team must remain outside the center circle until the ball is put into play.

The game begins when the chairman of the jury whistles.

The ball is considered to be put into play after it is hit by the hitting mechanism of the robot of the team that starts the game.

Goal kick

Produced:

When the ball is touched and held (the ball has not been kicked) by the goalkeeper for 2 seconds when there is a player from the opposing team in the goalkeeper area;

When the goalkeeper is touched by an opposing player in the goalkeeper area, if the ball

also located in the goalkeeper area;

When the ball goes beyond the goal line (and its extension) from the opposing team.

The ball is placed in the goalkeeper area.

Players of the opposing team must travel at least 50 cm beyond the goalkeeper area.

During a goal kick, the robot taking it cannot cross the boundary of the goalkeeper's area with any part of it.

After a goal kick is taken, the kicking robot cannot touch the ball until it is touched by another robot or the ball is out of play.

After the whistle, the ball is put into play by the goalkeeper or team player.

Comment: When attacking, the ball can be immediately kicked out of the goalkeeper's area. In this case, the game continues.

Corner kick

A corner kick is awarded when the ball, having last touched a player of the defending team, has completely crossed the goal line on the ground or in the air.

The ball is placed inside the corner sector closest to the place where the ball crossed the goal line.

The opponents remain at least 50cm away from the corner sector until the ball is in play.

The ball is considered in play when it is struck and in motion.

Free kick

A free kick is awarded when a member of the jury whistles for the team capturing the ball.

opponent.

The ball is placed in the place where it was caught.

Jump ball

In case of a clinch for more than 5 seconds, a member of the jury may decide to play the ball. Then a member of the jury pauses the match with a whistle, arranges the robots and the ball at his discretion and gives the command to continue.

Free kick

Produced:

When the ball was captured by the robot of the defending side in the goalkeeper area;

After two warnings;

For exceeding the permissible number of players of the defending team in the goalkeeper area.

The ball is placed at a distance of 50 cm from the goalkeeper area and is put into play by the opposing team upon the whistle of a member of the jury.

It is counted when the ball leaves the field through the side line.

The ball is placed at the intersection of the line and is put into play by the opposing team upon the whistle of a member of the jury.

While throwing the ball, the robot cannot cross the side line with any part of it.

After the ball is thrown in, the robot that made the throw-in cannot touch the ball until it is touched by another robot or the ball is out of play.

At the moment the ball is thrown in, the robots of the opposing team cannot be closer to the ball than the robots of the team performing the throw-in.

A goal is scored when the ball completely crosses the goal line, provided that there is no violation of the rules on the part of the team that scored the goal.

After a goal, the ball is placed in the middle of the field. The team that conceded the goal gets the right to put the ball into play.

6.10. Robot replacement Robots can be replaced during the game (for example, if the robot loses connection with the control panel).

There is no limit on the number of substitutions.

Substitution procedure: the player asks the judge to submit (remove from the field) the robot that will be replaced, calling its number; after that, the robot that comes as a substitute enters the field anywhere on the field boundary.

A robot removed from the field by a player can re-enter the field as part of the replacement of another robot.

Restart

Restarting the robot/robots is possible if at the start of the half or during the game the robot lost connection with the control panel (or its battery ran out, or another breakdown occurred).

By decision of a jury member, it is removed from the field and given to the operator for restoration. The game does not stop.

Finish

The game ends when the time allotted for the match has expired.

The game ends due to a technical defeat of one of the teams.

By decision of a jury member, the game may be ended early.

Additional games

Extra time:

The half is played under the conditions that a draw is inadmissible, if one occurs. The half is played until the first goal.

Shootout game:

A shootout game may be called by a member of the jury after an extra period if there is still no winner. Each team takes 3 shootouts in turn. One team nominates a goalkeeper, the other a player. The first team to take the shootout is the team whose opponent kicked the ball into play in the last half. The ball is placed in the white circle, in the half where the goalkeeper stands. When the whistle blows, the player tries to score a goal against the goalkeeper. 30 seconds are allotted for execution.

The game is played:

· - before the ball goes into touch or beyond the goal line;

· - until the goalkeeper touches and holds the ball for more than 2 seconds (the ball has not been kicked out) or the player touches the goalkeeper;

· - until a goal is scored or until the end of the allotted time.

The goalkeeper may not leave the penalty area. If after a series of shootouts the winner is not identified, then, according to the decision of a member of the jury, the teams either shoot through shootouts one by one until the first goal is scored, or play a 1 on 1 match. By decision of a jury member, the game may be ended early.

Disciplinary penalties

Warnings are issued for:

Delay in restarting the game;

Causing damage to the ball or field;

Entering the field of the robot operator;

Attacking (or holding) the goalkeeper in the goalkeeper's area when the ball is not in it;

During a game, an operator touches a robot that is on the field without the permission of a jury member;

Exceeding the number of robots on the field during the game.

A penalty kick is awarded when two warnings are received and a penalty kick is awarded to the target team.

Removal from the game occurs when:

Upon receiving 3 warnings, one of the robots of the penalized team, by decision of a member of the jury, must immediately leave the field until the end of the half.

If the opposing team has no robots left on the field after removal, then it is given a technical defeat.

After removing one of the robots from the field, all warnings for this team are canceled.

9. Rules for determining the winner

All teams have 3 robots;

The winner of the match is the team that scores more goals to the opponent.

For each victory, the team is awarded 3 points.

For each draw, the team is awarded 1 point.


Appendix 6

Blitz tournament in the “Robot in a Bag” category

“Robot in a Bag” is a competition for those who want to test their strength, but are not ready to spend weeks preparing.

· 1 completely new surprise task that everyone will learn at the same time - on the day of the competition

· 3 hours to solve it

· and just a couple of minutes to prove that your robot is the best.

Everyone is invited to participate in the tournament - students of schools, technical creativity centers, as well as independent participants.

Football
managed
robots
Completed
students of the association
"LEGO Robotics"
Novouralsk
Dmitry Karpov,
Maxim Palkin
Supervisor:
additional teacher education MAU DO "SUT"
Kalinina Olga Anatolyevna

Object area.

ROBOTICS - applied science,
engaged in the development of robots.

Object of study -

Object of study: Robots – soccer players from construction sets
LEGO Mindstorms NXT and EV3

Subject of study

The design of a robot football player and
remote control methods

Regulations for the competition “Football of controlled robots”

Requirements for robots
2.1. Basic Specifications
2.1.1. Participants in the competition:
In the “Football 3x3” category - 3 robots from each team In the category
"Football 5x5" - 5 robots from each team
2.1.2. When starting, the size of the robot should fit into a vertical cylinder
diameter 22 cm.
2.1.3. The height of the robot should not exceed 22 cm.
2.1.4. During movement, the dimensions of the robot must remain
unchanged.
2.1.5. The robot's weight is not limited.
2.1.6. Each robot is controlled by one operator.
2.1.7. Management must be carried out externally through any
wireless communication channel. Acceptable use
any devices for wireless control.

Problematic question

How to create a robot football player,
compliant
Position and worthy to accept
participation in competitions?

HYPOTHESES

If you use overdrive,
then the speed of the robot will increase.
If you connect a third motor, you can
make a putter.
If you use additional weight, then
the football player will be more stable and powerful.
To control apply
bluetooth connection.

Target

Creation of a robot football player,
compliant
Position and capable of being
competitive in
competitions

Tasks

1. Find photos of remote-controlled robotic football players on the Internet.
2. Determine the most important qualities that
must have a robot.
3. Design different models robot football players.
4. Conduct experiments with different
models and management,
to choose the best.

10. Research methods and work plan

Watch videos of football matches on the Internet.
Search websites for photos of robot football players at
remote control.
Determine the most important qualities that should be
possess a robot.
Design different models of robot football players.
Conduct experiments with different models
and management to choose the best.
Prepare the text of the project defense.
Create a computer presentation.

Robot football

Playing field

  1. Field
    1. The playing field for competitions has dimensions of 1220 x 1830 mm. A border is drawn along the perimeter of the field - a white stripe 300 mm wide.
    2. The surface of the field has a wear-resistant vinyl or plastic coating.
    3. The central part of the playing field must be absolutely flat and strictly horizontal. All white borders, including those at the ends of the field, are raised outward by 10 mm.
    4. The playing field should be placed on a carpet or felt mat.
    5. The playing field can be deployed both on the table and on the floor.
  2. Enclosing walls.
    1. There are matte black fencing walls around the playing field, including behind the goals.
    2. The height of the walls is 80 mm. (70mm WRO2013)
    3. Bounding walls can be made of any material, as this does not affect the game in any way.

  1. Gates.
    1. The width of each gate is 450 mm.
    2. The back and side walls of the gate are painted sky blue from the inside. The floor inside the gate is white. The outside of the gate is matte black.
    3. The depth of each gate is 80 mm. (74mm WRO2013)
    4. Each goal is equipped with a black crossbar installed at a height of 140 mm above the level of the field.
    5. The surface of the field inside the goal must be absolutely flat and strictly horizontal.
  2. Neutral zones.
    1. There are two neutral zones on the playing field.
    2. The first neutral zone is formed by the border of the dark green and green zones, and the second neutral zone is formed by the border of the dark green and light green zones (neutral zones are not depicted on the field).
  3. Lighting and magnetic fields
    1. Teams must be prepared to calibrate their robots to the lighting and magnetic field conditions of the competition location. The organizers of the Olympics must make every effort to maintain minimal permissible level illumination and place them as far as possible from sources of magnetic fields, for example, from electrical wiring and metal objects. Which, however, is not always possible to ensure.

Note: It is recommended that teams design their robot to be able to operate successfully in conditions of changing lighting and magnetic fields, since various places competitions may vary.

Ball.

  1. Technical conditions.
    1. A well-balanced electronic ball with a diameter of 8 cm will be offered for the game.
    2. The ball will emit MODE D (1200Hz pulsed) infrared (IR) radiation.
    3. Ball suppliers.?
      The official suppliers of balls for Robot Football will be HiTechnic - Infrared Electronic Ball (IRB1005). More information about these balls can be found at: www.HiTechnic.com.

Robots.

  1. Robot sizes.
    1. The dimensions of the robots will be determined in a “standing position”, taking into account all the most protruding parts.
    2. Positioned in this way, the robot must fit into a cylinder with an internal diameter of 220 mm.
    3. The height of the robot should be no more than 220 mm.?
    4. Each robot must weigh no more than 1 kg.
    5. During testing, each robot must be installed in a position with the maximum height and span of protruding parts. If a robot is equipped with movable parts that protrude in two directions, then this robot will need to be tested in action. In this case, the robot should not touch the walls of the test cylinder.
  2. Robot control.
    1. Robots must be able to act autonomously.
    2. It must be possible to start the robot manually.
    3. It is prohibited to use any systems remote control robots.
    4. Robots must be able to move in all directions.
    5. Is it possible to use a bluetooth connection to communicate between robots?, but only if this does not affect the performance of other robots.

Note: Should robots be able to turn off their communication devices when requested by the judges?

  1. Robot markings/colors.
    1. Competitors must mark their robots in some way so that they are clearly on the same team.
    2. Robots must be painted and marked so that the game and sensors of other robots are not affected.
  2. Teams
    1. All teams must have no more than two (2) robots. During the competition, any substitutions of robots are prohibited. Otherwise the team will be disqualified.
  3. Robot design.
    1. Robots must only be built with genuine LEGO parts, motors and sensors.
    2. Do not use any other materials, including glue, tape, screws, etc. The only exception is the use of zip ties or adhesive tape to secure the wires.
    3. All electrical components used must be from LEGO MINDSTORMS type construction kits. In one match you can use limited quantity electrical elements:

For RCX users:

For NXT users:

RCX unit (1)

RCX unit (1)

Motors (3)

Motors (3)

Touch sensors (2)

Touch sensors (2)

Light sensors (2)

Light sensors (2)

Speed ​​sensors (3)

RPM sensors (3 minus number of NXT motors available)

Tritium touch OR light sensor (1)

Distance sensor (1)

RCX compass sensor (1)

NXT compass sensor (1)

Sensor RCX flyeye R0326(1)

IR seeker sensor NXT (1)

  1. Ball catching and movement zones
    1. Ball catch zones are any internal space of the playing field within the limits covered by a straight edge applied to the protruding parts of the robot.
    2. The ball cannot penetrate more than 3 cm into the Catch Zone.
    3. The robot has no right to “hold” the ball.
    4. The robot is prohibited from holding the ball underneath itself.
    5. The ball must always be “in sight” so that other players have access to it at any time during the match; parts of the robot must not overlap the ball by more than a radius.
    6. The only exception to rule 3.6.3 is the use of a spinning drum to impart dynamic backspin to the ball to hold it. This action is called "dribbling" (driving the ball).
    7. The robot dribbling the ball must comply with the requirements of rule 3.6.2. There should be 3 cm from the contact point of this robot to the center of the ball.

Note: “Holding the ball” means complete control over it by blocking all degrees of freedom of the ball. For example, if the robot presses the ball to its body or covers it with any of its elements, making it difficult for other “players” to access the ball. The robot will be considered to be “holding” the ball if it stops spinning when the robot “dribs” it or if the ball does not ricochet when it hits the robot.

  1. Goalkeepers (Goalkeepers)
    1. If a team uses a goalkeeper, it is not enough for him to move in only one direction, and he must be programmed to be able to move around the field in any direction.
    2. The goalkeeper must move forward to try to intercept the ball in front of the goal. And if necessary, the robot must be able to move outside the penalty area (at a distance of up to 45 cm from the goal).
    3. If the robot goalkeeper does not move in a straight line, it will be considered “Damaged” (see Section 4.7).

Note: The goalkeeper cannot move to the sides, only moving forward is allowed.

Carrying out the match.

  1. Preliminary settings.
    1. Tournament organizers will allow access to the playing field for robot setup and testing prior to the start of the competition, according to a schedule that will be published at the beginning of the event.
    2. The organizers will try to allocate at least 10 minutes for setup before each game.
    3. The referee will check the condition of the ball before each period (half of the game) of the match.
    4. During the same period, teams can make claims against the opponent’s robots.
  2. Duration of the game.
    1. The match will consist of two 10-minute periods. By decision of the tournament organizing committee, the duration of periods in some cases may be reduced to 5 minutes.
    2. There is a 5-minute break between periods.
    3. The stopwatch will run throughout the entire game (two 10-minute periods), without stopping the clock (except for time-outs called by the referee - see Section 4.9.4).
    4. By decision of the referee, a team may be penalized with one goal per minute of delay.
    5. If a team is not ready for the game 5 minutes after it starts, it will be considered a loser with a score of 0:5.
    6. If the difference in goals scored in a match reaches 10, then the match ends.
  3. Beginning of the game.
    1. Before the start of each period of the match, the referee will toss a coin and the first team on the list will have to make their choice (heads or tails) and declare it while the coin is in the air.
    2. The team winning the toss may choose: (a) the goal or (b) the first kicker.
    3. The team that is unlucky in the draw will get another choice.
    4. The team that did not get the first shot at the ball in the first period of the match will take the first shot in the second period.
  4. First hits on the ball.
    1. Each period of the match begins with the first kick of the ball.
    2. All robots must be in their own half of the field (in defense).
    3. Robots must not move (wheels must not rotate).
    4. The referee places the ball in the center of the playing field.
    5. The team that is given the right to strike first places its robots on the field first. In this case, the robots should not move.
    6. All robots, except the one that will kick the ball first, must be partially in the penalty area.
    7. Upon the judge's signal, all robots must be immediately launched by a team member (human).
    8. Any robot that starts the game before the referee's signal will be removed from the field for one minute.
  5. Scoring.
    1. A goal will be counted if the ball completely crosses the goal line. That is, the ball must hit the back wall of the goal. If a goal is scored, the referee blows his whistle.
    2. For a goal to count, the ball must roll freely into the goal. Otherwise, the referee will decide that the ball was “pushed” and will not count it. In this case the game will not be stopped. The goal will not be counted. The ball will be placed in any nearest available neutral zone and play will continue.
      The robot must make a visible action to hit the ball, otherwise it will be considered "pushed". That is, if the robot does not take action to free itself from the ball, which is freely rolling along with the robot moving towards the goal, the robot will be considered to have “pushed” the ball.*
    3. If the ball enters the goal, bouncing off a robot defender that has any part of it on the goal line or in the “goal area,” it will be counted. Robots must be designed so that the goal crossbar prevents them from going over the goal line.
    4. After a goal is scored, the team that missed it starts the game from the center of the field.
    5. “Own goals” will be counted even if the balls were “pushed” into the goal.*

*The concept of a "pushed" ball is not in the WRO 2013 rules, but it will still be there in the MCP.

  1. Blocking.
    1. Blocking occurs in cases where the ball is stuck between several robots for a long time (a “difficult” situation) and nothing can change it in the foreseeable future.
    2. If blocked, the ball is placed in the nearest neutral zone. If this situation repeats, the ball is placed in the center of the field.
    3. When a blocking situation is declared, all robots will be moved apart by the judge or team captains to a minimum distance from each other, sufficient for them to begin to move freely.
  2. Damaged robots.
    1. If the robot is unable to move independently and/or does not respond to the ball, the judge declares them damaged.
    2. If one robot remains on the white side stripe or is stuck somewhere and is not “going” to return to the playing field, the judge recognizes it as damaged.
    3. The referee or players (with the permission of the referee) may remove the damaged robot (or robots) from the playing field.
    4. A damaged robot must remain outside the playing field for at least one minute. In shortened (5-minute) periods, a damaged robot can be replaced after a goal is scored and counted.
    5. A damaged robot must be repaired and, with the permission of the referee, may be returned to the neutral zone closest to the goal it is protecting, without taking into account, for example, whether the robot was facing the ball.
    6. Goalkeepers can be returned to the field anywhere in front of the goal (in the black penalty area).
    7. If a robot falls over after colliding with another robot, the judge can put it back on its feet and the robot will continue to play.
    8. If the robot overturns “on its own,” it will be considered damaged and removed from the field.
  3. The ball is out of touch
    1. The ball will be considered out of touch if it hits the outer boundary wall or leaves the field of play.
    2. After the “ball is out” announcement, it is placed in the nearest neutral zone, so that it is disadvantageous to the team whose robot last touched the ball. That is, in the neutral zone, located in the direction opposite to the impact.
  4. Stop the game.
    1. In situations described in sections 4.6-4.8, play may be interrupted and the ball placed in the nearest neutral zone, from where play will continue.
    2. Also, the game is suspended by the referee's whistle (time-out), but the stopwatch is not stopped - at the discretion of the referee. At this point, all robots must immediately stop and return to the positions they were occupying when the whistle sounded.
    3. The stopped game is resumed at the referee's signal, and all robots must start at the same time.
    4. The referee may also take a time-out (“Referees Time Out”) to repair the playing field, as well as in situations described in paragraph 4.11.3, or the referee will be called to clarify the rules of the competition. If the stoppage of play is delayed, the referee may stop the stopwatch.
  5. Group defense Multiple Defense.
    1. Group defense is a situation where more than one robot of the defending team enters the penalty area and has a decisive impact on the game.
    2. In the case of "Group Defense", the robot that makes the least contribution to the game is placed in the center of the field. In situations involving goalkeepers, other players will be moved.
  6. Violations of the rules.
    1. If a robot uses a device with which (or without it) it constantly attacks robots that do not have the ball, the referee records a violation of the rules ("Foul"). After this, the team captain must, no later than one minute later, remove this robot from the playing field and fix the problem; after this, the game will be resumed (in accordance with Section 4.7 "Damaged Robots").
    2. If the robot(s) continues to “foul”, it will be constantly removed from the field, a warning yellow card (sticker) will be attached to it, and the referee will record these violations in the match report.
    3. If the robot is damaged as a result of a violation of the rules, the referee will stop the game and the stopwatch (for 2 minutes WRO2013) until the damage is corrected (see Section 4.9.4 “Stopping the Game”).
    4. If a robot is removed for rule violations in two matches, it will be disqualified for the entire tournament.
  7. Free kicks. The rules of this tournament do not allow for free kicks.
  8. Penalty. The rules of this tournament do not allow for penalties.
  9. Offside position. There are no rules for offsides at this tournament.
  10. Participation in the tournament of people.
    1. In general, moving robots by people is not permitted.
    2. People can only move robots with permission from the judge.
    3. Before the start of each match, teams must designate one of their members as "captain". The captain will be allowed to remove robots from the playing field and replace them during the game. Captains must act strictly according to established rules and in accordance with the instructions of the referee.
    4. The rest of the team during the game (when the ball is in play) must not approach the playing field less than one meter, except in cases determined by the referee.

Conflict resolution.

  1. Judges.
    1. During the game, the referee's decisions are final. Any disagreement with the referee's decision is punishable by a warning (yellow card?). If the conflict continues after this, the referee shows a red card, which immediately results in the loss of the game.
    2. If the team captains are satisfied with the results of the game, they sign the appropriate protocols on the score and refereeing.
    3. Any protests after the game are accepted only if the results are incorrect or in doubt. After signing the match protocol, protests will not be accepted.
  2. Clarification of the rules.
    1. Clarification of the rules can only be made by members of the WRO Football Committee.
    2. If a rule clarification is necessary, the referee must immediately stop play, call a time-out (see Section 4.9.4), stop the clock and confirm the decision before resuming play.
  3. Exceptional circumstances.
    1. In exceptional situations that occur when unforeseen problems and/or difficulties arise for the robots, special amendments may be made to the rules of the competition by agreement of the opposing parties (during the competition).

Checks.

  1. Observers.
    1. All robots will be inspected by a panel of judges at the beginning of each day of competition to ensure that the robots meet all requirements outlined in Section 3.
    2. It is the responsibility of teams to submit their robots for re-inspection if they fail the judging panel or if their design is changed during competition.
    3. If the robot does not match technical requirements(even with the changes made), then this? the robot will be disqualified for the current game (but not for the entire tournament).
  2. Students.
    1. Students will be asked to explain how their robot works to ensure that they have independently designed and programmed their robot.
    2. Students will be asked questions about how they spent preparatory work. This will include questionnaires and video recording of interviews, which are necessary for research purposes.
    3. Documentation (photos, log books, posters, plans, etc.) must be provided to prove that the robots were designed and programmed by the students themselves. Detailed description no minor changes required. Evidence must be provided full understanding shown program.
    4. It is expected that competition organizers will conduct these screening interviews before the start of the finals.
    5. For any violations of the verification rules, the robot will not be allowed to compete as long as the modifications made affect the robot’s actions.
    6. All modifications must be made within the time specified by the competition regulations. Teams should not delay play due to modifications.
    7. If a robot does not meet the technical requirements (even with changes made), then this robot will be disqualified for the current game (but not for the entire tournament).
    8. If students are found to have received excessive assistance from teachers in creating robots, that team will be disqualified for the entire tournament.

Code of Conduct.

  1. Fair game.
    1. Robots that intentionally and repeatedly cause damage to other robots during play will be disqualified (see Section 4.11).
    2. Robots that damage the playing field or ball during play will be disqualified (see Section 3.8).
    3. People who intentionally interfere with any robots or damage the playing field or ball will be disqualified.
    4. It is assumed that the goal of all teams is to play robotic football fairly.
  2. Behavior of participants.
    1. All tournament participants must control their emotions in the competition venues.
    2. Participants should not enter other people's sites to customize robots, except at the express invitation of members of other teams.
    3. Competitors who behave inappropriately may be asked to leave the competition area and risk being disqualified for the entire tournament.
    4. These measures may be applied at the discretion of judges, competition organizers and local authorities.
  3. Leaders-mentors (mentors).
    1. Leaders-mentors (teachers, parents, accompanying persons and other adult team members) do not have the right to enter students’ work areas.
    2. Mentor leaders will be provided with ample seating around students' work areas to supervise them.
    3. Mentor leaders cannot take part in repairing or programming student robots. Robots must not leave student work areas during the entire competition day.
    4. Interference by supervisors in the work on the robot or in the decision of the judges for the first time will be punished with a warning (yellow card). If these violations are repeated, a red card will be presented and the offender will be asked to leave the premises where the competition is being held.
  4. Publications.
    1. Teams will be encouraged to post competition content on YouTube using the WRO GEN II Soccer tags. Prizes may be awarded for the best clips at the discretion of the tournament organizers.
  5. Maintaining the spirit of competition.
    1. All participants, both students and mentors, are expected to respect the objectives of the WRO Competition.
    2. Judges and Olympic Committee officials will act in accordance with the spirit of the event.
    3. It doesn't matter whether you win or lose, all that matters is what you learn.

General preparation

1. Familiarize yourself with the rules of all competitions and the Competition program (posted on the competition page http://vk.com/robotechnik2016

2. Prepare to participate in competitions:

Race controlled robots

1. Assemble a robot controlled via Bluetooth, install the Arduino Bluetooth RC Car application on the tablet

2. Write a control program. Preferably a control program with movement by continuously pressing the Arduino Bluetooth RC Car app button, not requiring multiple clicks to move

3. If possible, write and test a program with movement in diagonal directions: simultaneous pressing of the buttons forward-right (I), forward-left (G), back-right (J), back-left (H). The application sends its own specific character, indicated in brackets, with each click. Upon receiving such a symbol, apply to one motor full power(analogWrite 150), on the other - two-thirds of the power (analogWrite 100), so that the robot will not turn around in place, but gradually collapse. It is expected that this additional control will speed up gate passage

4. Practice passing the track through the gate and pick up optimal speeds(based on the ratio of time to complete the track/accuracy of entering the gate) for their rovers

Football controlled robots

1. Robot racing with the same or similar (for example, different speeds) firmware

2. Install the ball pusher on the robot. Design example →

3. The pusher should be mounted on the front of the robot, preferably with two screws and nuts, to speed up its removal and replacement with the line sensor holder for the next competition

Line

1. Robot with line movement firmware

2. Line sensor holder with one or two sensors. The parts to which the sensors are directly attached must not be metal. Line sensors should be in front of the robot (for example, on two long protruding parts), the distance from the surface to the sensor working area should be no more than 10 mm

3. The sensor holder must be easy to install on the robot (for example, screwed with two screws) and be strong enough not to break during transportation.

Trajectory

2. A program for moving along a trajectory with the ability to indicate which direction to turn at intersections

3. Line sensor holder with four or more (depending on the control program) sensors

4. The sensor holder must be easy to install on the robot (for example, screwed with two screws) and be strong enough not to break during transportation.

Project competition

1. Prepare and print an abstract for the project. The content of the abstract is given in the rules of the Project Competition

On March 26 of this year, Nizhny Novgorod regional qualifying competitions will be held in the following categories:

Autonomous robot football (link to rules)

In this competition, participants need to prepare autonomous robots (a striker and a goalkeeper) to participate in a football tournament. To ensure autonomy, teams need to acquire special components from HiTechnic:

Controlled robot football (link to rules)

Unlike autonomous robot football, in this category it is allowed that one (and only one) of two robots can be controlled, which means that the other robot must be autonomous. A non-autonomous robot can be controlled from any device (with the exception of devices that can be used to load a program into the robot).

LEGOtraffic ( link to UPDATED rules)

An introductory article about this nomination has also already been published on our blog earlier (). In this competition, participants need to prepare an autonomous robot that can move along a line, following the rules traffic. Goal: find a figurine of a “lost man” on the track.

We remind you that the winner in this category will qualify for a presidential grant!

We draw your attention to the requirements for participants in the LEGOtraffic nomination:

  • One robot is represented by ONE participant (not a team);
  • The age of the participants is from 14 to 17 years;

If your team does not meet these requirements, but is willing to participate, it may be given the opportunity to participate, but its eligibility to qualify for the final stage of the competition may be in question. If such a problem occurs, please consult with the competition organizers (see contact details at the end of the post).

Here I would like to draw your attention to the fact that the rules for the “LEGOtraffic” nomination have been updated; accordingly, the rules, the link to which is indicated above, differ slightly from the version that was published earlier. When reading the rules, pay attention to the fact that the current version of the rules is currently considered to be the one on the pages of which (at the bottom) “edition 2” is indicated.

Changes in the LEGOtraffic rules:

  • In paragraph 1.4, the number of possible trajectory elements has been reduced (only the following remain: straight line, smooth and sharp turn, branch and intersection, empty section);
  • The location of road signs on the field has been clarified (only in the corners of sections) - paragraph 1.7;
  • An explanation has been added that only signs located to the right of its direction of movement are important for the robot - clause 1.8;
  • In the table in paragraph 1.9, a requirement has been added to the field - “Give way” signs must be located at each intersection at adjacent entrances to it;
  • Clause 1.11 has been added, which introduces a requirement for the field, allowing participants to expect that no foreign objects can appear at a distance of 1 meter from the boundaries of the field.
  • Clause 2.7 clarifies the requirement that the robot has the opportunity to choose: have the right to an advantage in movement or give way to an oncoming robot (advantage in movement means waiting until the oncoming robot clears the way);
  • Clause 3.5 has been added, which specifies that the final field configuration is determined immediately before the start of the round (after quarantine);
  • Clause 4.11 was added, which introduced a new concept - minor violation;
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