Robot Prison Break L Type

1. Objective

Robot  Prison  break  is  to  built  a  robot  that  performs  its  best  sensor  usage  by  predicting  the obstacles to understand robot’s autonomous movements to study human brain function.

2. League

Junior and Challenge

3. Team

One person one robot per team

4. General Rules

 

  1. The minimum construction time is one hour including practice time. Construction time can be extended depending on the mission.
  2. Participants should not add, remove or change any hardware or software of the robot during the competition.
  3. A laptop is allowed for programming; participants should prepare the computer. All participants must carry  a fully charged battery incase of  a power supply problem at the competition venue.
  4. Any other issue that is not on this rule, the committee will discuss the issue and announce the participants and no objection will be taken after the announcement
  5. When participants touch the robot during the competition without permission from the referee The team will disqualified.
  6. Touch  sensor s   a r e   not  allowed  to   b e   use d .  The  committee  will  test  the  robot  before competition. The referee will test the sensor by testing other sensors.
  7. The  sensor part of the robot must have over  a 1 cm distance from the ground.
  8. The  minimum  weight  of  the  robot  must  be  15  cm.  other  than  that  there  is  no  particular restriction on the size of Robot however, if the robot could not participate the game due to its size, the participant must fix the size during construction and practice time.
  9. The robot must have less than 4 legs (2,3,4 only)

5. Playground

 

  1. The playgrounds are combination of blocks and each block size is 160 cm X 120cm (+ – 15%)
  2. Each blocks are connected with bridges and the shape of bridges are combination of straight lines and curves. The bridges may have 0.3 cm level error..
  3. Surface  of  the  playground  is  30cm  X  20cm  that  divided  by  beige  line.  Each  area  contains either1 wall, 1 trap, a destination or empty area.
  4. Size  and  the  position  of  the  wall  trap  and  the  destination  can  be  subject  to  change  on  the game day.
  5. The shape of the wall can be; a cylinder, a cube, a rhombus pillar or triangular philar. The sizes are:
    • Cylinder: 20 cm*25cm (diameter*heights)
    • Cube: 20cm * 24 cm * 25cm (L*W*H)
    • Rhombus pillar: 12 cm * 12 cm * 25 cm (L*W*H)
    • Triangular pillar: 20cm*24cm*25cm (S*S*H)
  6. The stair is 30 cm * 5 cm * 1 cm (L*W*H) There are 4 stairs upward and 4 downward.
  7. The size of the trap is 20cm * 24Cm * 0.5Cm (L*W*H) and the color is black. The robot must detect the trap and avoid the trap. If the robot touches the trap (as seen as 1 or 2) 2 point will be deducted. If the robot pass the trap (as seen as 3 or 4) the referee will end the game and only count the completed mission points before ending.
  8. The  playground  and  the  bridges  do  not  contain  any wall  therefore the  robot  must  detect  the edges  and  avoid  them.  If  the  robot  could  not  detect  the  edges  and  fallen  from  the  playground (including  hanging)  the  referee  will  end  the  game  and  only  counts  the  mission  points  until  the end.
  9. The  color  of  finish  area  is  black  and  called  “stopping  point”  The  robot  must  stop  at  the stopping point for more than 3 seconds.

6. Game rules

  1. The  robot  must  detect  various  shapes  of  roads,  cliffs,  walls,  stairs,  straps  and  bridges  and reach the destination fast.
  2. The position of the obstacle in area (B) will be open in the morning and area (A) will be set up after drawing of each participant. Therefore, course of area (A) can’t be pre programmed and the robot must be able to detect the obstacles to finish the course. Example of the obstacle
  3. When robot  should detect each wall and trap that is close to the robot team get 1 point.
  4. When  robot  move  opposite  direction  the  referee  ends  the  game  and  count  the  point  until where the robot succeeded the sensing the last time.
  5. Team  that  succeeds  escape  the  prison  comes  first  to  the  record  of  the  team  that  could  not escape.
  6. Robot can move diagonally from the lines on the ground.
  7. If there is no robot finish the course, participant with highest points wins.
  8. If the robot stop, the referee will count 10 seconds and count the point as record.
  9. Even if the robot didn’t stop but keep moving in the circle and seems like not working properly, the referee can all TKO (technical knockout) and the count the point as record.

7. Winner

  1. The team that completes the mission (finished at the end line).
  2. If  there  is  more  than  one  team  that  complete  the  mission,  The  team  that  completes  the mission faster. Select the best record from round 1 or 2. Complete mission group > highest point

8. Tie breaker

  1. If there are more than one team complete the mission one with faster record will be the winner.
  2. If there is a tie, team with better record in round 1 will be the winner.
  3. If there are still a tie, compare record from round 2.
  4. When  there  is  no  team  that  complete  the  mission  team  that  earns  more  points  will  be  the winner. And if there is a tie better record in the round 1 will be the winner.
  5. If there is still a tie, the team with less deduction wins

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