RoboRugby*08 - Rules

General Robot Construction Impounding Startup Play Scoring Winning Ranking Round Extra Rules

General

Tournament:  The RoboRugby competition will consist of a double-elimination tournament, as outlined in Appendix A.  Each robot will compete in a series of matches against other robots.  A robot which loses two matches will be eliminated.  The robot which wins the final match will be the overall winner of the competition.

Match:  In each match, two robots will compete against each other on the RoboRugby table.  The objective for each robot is to move as many balls as possible into the scoring area at the end of the table opposite its starting position, in the time allowed.  At the end of a match, scores will be calculated using the scoring rules.  The winner of the match will be determined using a set of rules designed to avoid a tie - every match must have a winner.

Ranking:  Before the tournament, there will be a ranking round, where each robot will perform without opposition.  The results of the ranking round will decide the position of each robot in the tournament bracket (seeding), and may be used, as a last resort, to decide the winner of a match in the competition.

Penalties:  Violation of any of the rules may result in a team forfeiting a match or being disqualified from the competition, at the discretion of the RoboRugby organizers. 

Changes:  All rules are subject to change at the discretion of the RoboRugby organizers.  New rules (either additional or replacement) will be placed in the Extra Rules section.

Interpretation:  The interpretation of the rules will be decided by the RoboRugby organizers.  All decisions of the RoboRugby organizers are final, except those that change.

Robot Construction

  1. Kit parts:  The robot must be built only from the parts in the kit provided, except when explicitly allowed by other rules.  All kits contain the same set of components, although some parts may be coloured differently in different kits.

  2. Assembly:  The structure of the robot must consist of Lego parts, held together by normal Lego studs, pins, axles, etc.   LEGO parts may not be modified in any way.  LEGO parts may not be joined by adhesive.

  3. Additional parts:  Rubber bands, wire, circuit board, insulating tape and sticky-pads will be provided, in reasonable quantity.  These items may be used only for the specific purposes listed below, and may not be used to increase the rigidity of the robot.

    • Rubber bands may be used for purposes which require their flexibility or elasticity.

    • Wire may be used only for electrical purposes or for mechanical purposes which require its flexibility.

    • Circuit board may be used only in small pieces for building electrical circuits.  It may not be used as part of the structure of the robot.

    • Insulating tape may be used in small quantities for shielding or mounting sensors or other electronic components.  It may not be used to bind Lego parts together.

    • Sticky-pads may be used only in small pieces to mount sensors on the robot.

    • Rubber band or insulating tape may be applied to LEGO wheels and treads to alter the coefficient of friction.

  4. Decorations:  Decorations may be added to the robot provided they perform only an aesthetic function, and do not contribute to the structure of the robot nor to its performance in the competition.

  5. Lubricants:  No lubricants of any kind are permitted.

  6. Dimensions:  In its starting configuration, the robot's dimensions must not exceed 355 X 325 mm in plan.  There is no limit on the height of the robot (but there will be obstacles above the competition table).   A measuring gauge may be used to check the size of the robot, but the robot must satisfy this rule without being constrained by the measuring gauge or any other means.

  7. Storage:  For storage and transport, the robot must fit completely within the plastic storage box provided, with the lid of the box closed.

  8. Identification:  To facilitate identification of the robot, the number on the Handyboard should be visible.  If necessary, an alternative label may be agreed with the organizers.  Also, to allow identification of the two robots in each match, the robot must include a "flag-pole" - a vertical Lego axle, in a prominent position, on which a coloured paper flag may be placed.

  9. Start-up:  To facilitate the start-up sequence in matches, the START and STOP buttons and the ON-OFF switch on the Handyboard must be accessible.  Also, a yellow LED must be connected so that it can be used by the start-up software, and mounted so that it is clearly visible. 

  10. Infra-red light:  Horizontal transmission of infra-red light is not permitted, with the exception of light emitted by the distance sensors provided.  Any other infra-red light source used must be installed so that it emits light mainly in a downward direction.

Impounding

  1. Before the competition, but after the ranking round, all the robots and their programs will be impounded.  The exact time of impounding will be announced later.

  2. After impounding, the structure of the robot may not be altered in any way.  Repairs may be made and batteries may be charged between matches as time permits.

  3. After impounding, the robot's program may not be altered in any way.  In the event of the robot's program being lost for any reason, a copy of the program may be downloaded from an official computer between matches.  The program available for download will be the version submitted on impounding.  Contestants are not permitted to download any program to the robot from any other device after impounding.

Start-up

  1. Set-up time:  Before each match, the contestants will have 60 seconds to set up their robot, during which time the infra-red beacons at the ends of the table will be on.  During this time, the contestants may calibrate their robot to the playing conditions or select options in the software.  No mechanical or structural alterations are allowed.

  2. Starting area:  The starting area is a 420mm square area, as shown on the table diagram.  It is bounded on one side by (but does not include) the raised white bump which defines the scoring area.  It is bounded on another side by the side wall of the table.  The other two sides will be marked by faint pencil lines.

  3. Starting position:  Before the end of the set-up time, the contestants must place their robot in the North or South starting area, as required by the organizers.  The contestants may position the robot anywhere in the starting area, in any orientation, provided that the robot can receive the signal from one of the beacons for the purposes of the start-up procedure and that no part of the robot extends outside the starting area.  

  4. Identification:  Before the end of the set-up time, the contestants must also attach the appropriate coloured flag to their robot, and display their team name above the North or South end of the table, as appropriate.

  5. Arming:  When both teams are ready, the beacons will be switched off.  The contestants must then arm their robots by pressing the START button on the Handyboard.  The contestants must then stand back from the table.

  6. Starting:  To start the match, the beacons will be switched on.  The robots will play a tune and the yellow LED will flash for 5 seconds to confirm that the robots are synchronised and ready to start.  After these 5 seconds, the robots are permitted to start.  If there is any problem with the start, the organizers may abandon the start sequence. 

  7. Start-up software:  Software to implement this start-up procedure will be provided by the organizers and must be used as instructed.  This software will also shut down the robot after 60 seconds of play.

  8. Failure to start:  A robot which fails to respond to the start-up procedure may be reset by the team and the start-up procedure will be repeated.  Such a failure will count as a false-start.

  9. Early start:  If a robot or any part of a robot starts moving after the set-up period has elapsed but before the start of the match, the start will be abandoned.  Such an event will count as a false start.

  10. Slow set-up:  If a team takes more than the allotted 60 seconds for set-up, this counts as a false-start.  Additional set-up time may be granted at the discretion of the RoboRugby organizers.  Exceeding additional set-up allowances may result in another false-start.

  11. False start penalty:  If three false starts are counted against the same robot in any one match, the robot forfeits that match.

Play

  1. Time:  After the start, the robots have 60 seconds to compete and score points.  At the end of 60 seconds, the robot must turn off electrical power to its actuators (motors and servo).  Software will be provided to do this. 

  2. Separation:  During a match, a robot may separate into at most three separate entities as part of its strategy.  An entity is a group of connected parts (including a single part).  Robots may not be designed to, or have a tendency to, break into multiple (more than three) entities to gain strategic advantage.

  3. Control:  During a match, a robot must be controlled solely by its onboard computer, using the software submitted at impounding.

  4. Human intervention:  During the match and scoring, the human contestants must remain at least 1m from the table.  They may not  touch the table or a robot or otherwise interfere with the match or the scoring.

  5. Fair play:  The objective in RoboRugby is to win a match by scoring more points than the opposing robot.  A robot may be designed to impede or obstruct the opposing robot, but not to damage or destroy it.    For example:

    • A robot may make contact (aggressively) with the other robot, provided the intent is to impede the movement of the other robot or to prevent the robot from executing its strategy correctly.  Contact intended to damage the other robot is not allowed.

    • A robot may shoot a projectile in the direction of the other robot, provided the main purpose of the projectile is to move balls or to obstruct the other robot.  Projectiles intended to damage the other robot are not allowed.

    • Robots may not use battering-rams, hammers, or similar devices to hit the other robot.

  6. Damage:  A robot may not be designed to damage or to attempt to damage:  the table or any part of the table;  the beacons or their support and shielding structures;  the lights above the table;  the balls;  the Handyboard on either robot in a match.  A robot which shows a tendency to cause such damage may be disqualified.

  7. Safety:  Robots must not present a safety hazard to the competitors, organizers or spectators.  A robot which is deemed to present a hazard will be disqualified.

Scoring

  1. The score that each robot receives is determined by the final state of the contest table after the match has been played and has ended.

  2. The match ends when all robots and game objects on the table come to rest after the 60-second play period has elapsed.

  3. Points are scored for each ball that is in the scoring area.  The scoring area is the area at each end of the table enclosed by raised bumps, as shown in the table diagram.  

  4. The robot starting in the South starting area scores points for balls in the North scoring area.  The robot starting in the North starting area scores points for balls in the South scoring area.

  5. Each scoring area is divided into three parts.  Balls touching the black horizontal surface of the table in one of the side parts, called "try zones", count once.  Balls touching the black horizontal surface of the table in the centre part, called the "conversion zone", count twice.  The ball holders in the scoring area are part of the black surface of the table.

  6. Balls "on the lines" are scored as if in the try zone.  A ball is "on the line" if it is touching one of the raised bumps, and is NOT touching the black horizontal surface of the table.  (This is only likely to occur if the ball is also touching another object.)

  7. Balls in the scoring area, but resting on other balls or on any other objects, do not score unless they are also touching the black horizontal surface of the scoring area or one of the raised bumps surrounding it, as in rules 34, 36 and 37 above.

  8. Balls touching the walls of the scoring area do not score, unless they are also touching the black horizontal surface of the scoring area or one of the raised bumps surrounding it, as in rules 33, 35 and 36 above.

  9. There are 10 white balls, 4 yellow balls, and 1 red ball on the table.  White balls are worth 1 point, yellow balls are worth 2 points, and the red ball is worth 3 points.  Thus the maximum number of points one robot can score is if it places all 15 balls in the conversion zone for a total of 2*(10*1 + 4*2 + 1*3) = 42 points.

Winning

  1. In each match, the winning robot is decided using the rules below. The first rule which applies to only one robot decides the winner.  Rules 42 to 45 are definitions of terms used in this rule.

    1. the robot which scored more points, according to the scoring rules above

    2. the robot which scored the red ball

    3. the robot which scored more yellow balls

    4. the robot which scored more yellow balls in the conversion zone

    5. the robot which scored more balls in the conversion zone

    6. the robot which has the red ball on the same "side" as its scoring area

    7. the robot which has more yellow balls on the same "side" as its scoring area

    8. the robot which has more white balls on the same "side" as its scoring area

    9. the robot which itself is on the same "side" as its scoring area

    10. the robot which left its starting area (at some point no part of the "main body" of the robot touched the surface of the table inside its starting area)

    11.  the robot with the higher ranking from the ranking round

  2. The table is divided into a North "side" and a South "side" by a pencil line across the centre of the table.

  3. A ball is on a particular "side" of the table if the entire ball is on or above that side of the table.  (If any part of the ball is above the centre line, then it is not on either "side".)

  4. The "main body" of the robot is that section of the robot that is connected to the Handyboard.

  5. A robot is on a particular "side" of the table if the main body of the robot is touching the playing surface on that side of the table, and not touching the playing surface on the other "side".

  6. If one of the robots in a match forfeits the match for any reason, it will receive a loss and the opposing robot will be declared the winner of that match without having to play the match.

Ranking Round

  1. Before the double-elimination tournament, each robot will play a match alone on the table.  This round will be used to rank the robots to seed the tournament bracket.  The ranking of the robots will be determined using rules 32 - 45 above, except as detailed here: 

    • Points will be calculated separately for balls in the North and South scoring areas.  If the robot starts in the South position, its score will be the number of points due to balls in the North scoring area, less the number of points due to balls in the South scoring area (and vice-versa if the robot starts in the North position).

    • The ranking of the robots will be determined by applying rules 41a to 41j in order, with the concept of "winning" replaced by "higher ranking".  If two or more robots are still ranked equal, the final ranking will be decided by one member of each of the teams involved playing a round of Rock, Paper, Scissors.

    • If a robot forfeits its match in the ranking round, it will be ranked below all robots which did not forfeit their matches.

Additional Rules

Any rules added after 21 February 2008 will be placed in this section.

 

Appendix A  -  Tournament

The diagram below shows an example of a double-elimination tournament.  The details of the RoboRugby*08 tournament will be provided later.

M1 is the first match played, M2 is the second match played and so forth.  The numbers on each line indicate the ranking order of the teams to play in that match.  For example, the robots ranked 8th and 9th in the ranking round play in match M1.  In each match, the upper robot in the diagram will start on the North side of the table.

The lines show the progress of the winner of each match.  The text in brackets shows the lettered position in the lower bracket where the loser will play.  For example, the robot which loses match M1 will play again as robot I in match M18.  A robot which loses a match in the lower bracket is eliminated.

Match M29 will only be played if the robot which loses match M28 has not lost any previous match.  This ensures that no robot will be eliminated unless it loses two matches.

Last updated 18 February 2008.

 

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