RoboRugby*08 - 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
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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.
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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.
-
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.
-
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.
-
Lubricants: No lubricants of any kind are permitted.
-
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.
-
Storage: For storage and transport, the robot must fit completely within
the plastic storage box provided, with the lid of the box
closed.
-
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.
-
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.
-
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
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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.
-
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.
-
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
-
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.
-
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.
-
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.
-
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.
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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.
-
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.
-
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.
-
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.
-
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.
-
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.
-
False start penalty: If three false starts are
counted against the same robot in any one match, the robot forfeits that match.
Play
-
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.
-
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.
-
Control: During a match, a robot must be controlled solely by
its onboard
computer, using the software submitted at impounding.
-
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.
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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.
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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.
-
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
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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.
-
The match ends when all robots and game objects on the table
come to rest after the 60-second play period has elapsed.
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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.
-
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.
-
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.
-
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.)
-
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.
-
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.
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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
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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.
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the robot which scored more points, according to the scoring
rules above
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the robot which scored the red ball
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the robot which scored more yellow balls
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the robot which scored more yellow balls in the conversion
zone
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the robot which scored more balls in the conversion
zone
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the robot which has the red ball on the same
"side"
as its scoring area
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the robot which has
more yellow balls on the same "side" as its scoring area
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the robot which has
more white balls on the same "side" as its scoring area
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the robot which itself is on the same "side" as its
scoring area
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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)
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the robot with the higher ranking from the ranking
round
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The table is divided into a North "side" and a South
"side" by a pencil line across the centre of the table.
-
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".)
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The "main body" of the robot is that section of the robot
that is connected to the Handyboard.
-
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".
-
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
-
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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