1. Objective
The mission of Robot Run is to clear all of the objects on the course, and to reach the finish line. The objective is to control the robot by understanding the physics and sensor controls.
2. League
Junior/ Challenge
3. Team
Individual with one robot
4. Game Methods
- Your Robot must complete the mission on the playing field. The Game duration, position of the objects and traps as well as the course map will be announced on the game day.
- The participant can choose the path of the mission in the course.
- Mission example: Clear all objects and reach the finish line in shortest time.
- Final record: The participants get 2 runs and the officials will take the highest points from the two trials as the final record.
- point counting: Recorded time and mission point will be added.
- 3 second stop: All robots that reach the finishing line must stop there for at least 3 seconds. The team that succeeds in stopping for 3 seconds on the finishing line will be ranked higher than those who’s robots fail to stop, even if the robot that failed to stop had a faster time.
- 11-2. The minimum construction time including practice time will be 1 hour. Construction time will vary depending on the degree of difficulty of the mission
- If the participant touches the robot during the match without permission from the referee, the team will be disqualified.
- The robot will be disqualified if it cannot complete the mission within 2 minutes.
- Participants should not add, remove or change any hardware or software of the robot during the quarantine and run time.
- A laptop is allowed for programming. Participants should prepare the computer for competition by ensuring that the computer’s battery is fully charged in case of power outage at the competition venue.
- At all times, at least one axle must be over the line, otherwise the team will be disqualified.
- Any other issues that are not mentioned here will be discussed by the committee. The resolution of each issue will be announced to the participants and will be considered final. No further objections will be accepted.
- If the robot does not move (or is blocked by the object), the referee will count
- 10 seconds and stop the game. The points achieved up to that point will be counted as final record.
- An object mission could be;
- Remove the object from its position (must be completely removed from it position) OR
- Move the object from one position to assigned position Participant can choose the method of moving the object (eg: push it slowly, hit it, spin it out etc. )
- The trap: Robots should not touch or cross over the trap. If it does, the game will be over and the points will be counted up to that position.
- Once game begins, nothing can be brought in or out from the competition area.
- The robot can pass the position once the object is removed.
- No memory device (MP3. PMP, USB memory stick) is allowed in the competition area. Participant will be disqualified by just carrying the device on him or her.
- Any other issues that are not mentioned here will be discussed by the committee.
5. The Robot
- The robot must be built during the construction time by the participants except controlling part.
- The robot must be smaller than 18cmX22cm
- The robot must be battery operated.
- Direct control by the participants is not allowed via any means including wired and wireless; with the exception of starting the robot at the beginning of the game.
- The robot must have part to push the obstacles.
6. The Playfield.
- The playing field is a combination of 160cm x 120cm blocks that are connected by bridges.
- The bridges may have up to 0.3 cm level error and may have small bumps.
- Please refer to the mission map.
- The colour of the line can be black on a white floor or white line with black floor. The colour of the lines and the floors can vary slightly.
- The width of the line will be between 1cm to 2 cm.
- Combination of the maze and mission will be announced on the game day. The line may have straight lines, curves, crosses, tunnels and hills.
7. Object, Trap, Obstacle
- Object
- Type: Stick and pillar
- Stick: 1.7~2 cm * 1.7~2 cm * 6 cm, less than 80g. Black or white
- Pillar: 8.5cm*10cm less than 100g
- position: Placed on the line
- Trap
- Marked “X” in red
- Placed on the line
- Once the robot passes the trap, the game is over (refer to rule. 4-13)
- Obstacle
- 10cm*10cm*10cm
- Mounted on the line.
8. Winner
- Below is the selection process for the winner of the game.
- The robot that completed the most amount of the mission in the fastest time. (Best out of 2 run)
- If there is no robot that has competed the mission, compare the succeeded mission number.
- If any participants touches their robot, the participant will be disqualified.
- All objects must be detected by the robot’s sensors. If the robot cannot detect the objects up to 3 times, the participant must adjust the robot’s sensors.
9. Tie Breaker
- If there is a tie breaker, the team with the best record for the first run wins.
- If there is still a tie, the second run is compared.
- If there is still a tie, the committee will examine the game and select the winner.