FIRST Robotics Competition 2018 Game and Season Manual

Total Page:16

File Type:pdf, Size:1020Kb

FIRST Robotics Competition 2018 Game and Season Manual 2018 Game & Season Manual FIRST®, the FIRST® logo, FIRST® Robotics Competition, Coopertition®, FIRST POWER UP℠, Gracious Professionalism®, and Sport for the Mind™ are trademarks of For Inspiration and Recognition of Science and Technology (FIRST®). © 2017-2018 FIRST. All rights reserved. Official FIRST® Robotics Competition teams and Partners are permitted to make reproductions of this manual for team and Partner use only. Any use, reproduction, or duplication of this manual for purposes other than directly by the team or Partner as part of FIRST® Robotics Competition participation is strictly prohibited without specific written permission from FIRST. This manual may not be re-hosted without specific written permission from FIRST. Contents 2018 Game & Season Manual ................................................................................................................................. 1 Contents ..................................................................................................................................................................... iii 1 Introduction ....................................................................................................................................................... 7 1.1 About FIRST® ..................................................................................................................................................................................... 7 1.2 FIRST® Robotics Competition ........................................................................................................................................................ 7 1.3 Gracious Professionalism®, a FIRST® Credo ............................................................................................................................... 7 1.4 Coopertition®.................................................................................................................................................................................... 8 1.5 This Document and its Conventions ........................................................................................................................................ 9 1.6 Translations & Other Versions ................................................................................................................................................ 10 1.7 Team Updates ............................................................................................................................................................................... 10 1.8 Question and Answer System .................................................................................................................................................. 11 2 FIRST® POWER UPSM Overview ......................................................................................................................... 13 3 ARCADE ............................................................................................................................................................... 15 3.1 Zones and Markings .................................................................................................................................................................... 16 3.2 FIELD................................................................................................................................................................................................... 17 GUARDRAIL ........................................................................................................................................................................................ 17 3.3 SCALE ................................................................................................................................................................................................. 18 SCALE PLATES .................................................................................................................................................................................. 19 RUNGS ............................................................................................................................................................................................... 22 OUTRIGGERS ..................................................................................................................................................................................... 22 TOWER ............................................................................................................................................................................................... 22 PLATFORM ........................................................................................................................................................................................ 23 3.4 SWITCH ............................................................................................................................................................................................... 24 SWITCH PLATES ................................................................................................................................................................................ 24 FENCE ................................................................................................................................................................................................. 25 3.5 PLATE Lighting ............................................................................................................................................................................... 26 3.6 ALLIANCE WALL ................................................................................................................................................................................ 28 PLAYER STATION ............................................................................................................................................................................. 28 EXCHANGE ........................................................................................................................................................................................ 29 VAULT ............................................................................................................................................................................................... 29 3.7 PORTAL ............................................................................................................................................................................................. 32 3.8 POWER CUBE ..................................................................................................................................................................................... 33 3.9 Vision Targets ............................................................................................................................................................................... 33 3.10 The FIELD Management System ............................................................................................................................................... 34 4 MATCH Play ........................................................................................................................................................ 37 Contents iii Stages .............................................................................................................................................................................................. 37 MATCH Setup .................................................................................................................................................................................. 38 4.2 Scoring ............................................................................................................................................................................................. 39 4.3 POWER UPS....................................................................................................................................................................................... 41 4.4 Rule Violations .............................................................................................................................................................................. 43 4.5 DRIVE TEAM...................................................................................................................................................................................... 43 4.6 Logistics ......................................................................................................................................................................................... 44 5 Safety Rules .................................................................................................................................................... 45 6 Conduct Rules ................................................................................................................................................. 47 7 Game Rules ...................................................................................................................................................... 51 7.1 Before the MATCH .......................................................................................................................................................................... 51 7.2 ROBOT Restrictions ......................................................................................................................................................................
Recommended publications
  • FIRSTTM AERIAL ASSISTSM 2014 Robotics Game Unveiled
    FOR IMMEDIATE RELEASE CONTACT: Rebecca Berggren FIRST ­ California [email protected] / 619.838.4860 FIRSTTM AERIAL ASSISTSM 2014 Robotics Game Unveiled AERIAL ASSISTSM Game Revealed to Nearly 70,000 High­School Students Worldwide at the 2014 FIRST Robotics Competition Season Kickoff SAN DIEGO, CA, January 4, 2013 ­ Inventor and FIRST Founder Dean Kamen launched the 2014 FIRST Robotics Competition (FRC) season today with the Kickoff of a new robotics game called AERIAL ASSISTSM to nearly 70,000 high­school students on more than 2,700 teams in 92 cities around the globe via live NASA­TV broadcast and webcast. Nearly 400 San Diego high school students on FRC teams convened at the San Diego Kickoff Event at Kearny High School were they shown the AERIAL ASSIST playing field and received a Kit of Parts made up of motors, batteries, a control system, a PC, and a mix of automation components – and only limited instructions. Working with adult Mentors, students will have only six weeks to design, build, program, and test their robots to meet the season’s engineering challenge. The Stop Build deadline is on February 18th at midnight. Once these young inventors build a robot, their teams will participate in one or more of the 98 Regional and District competitions that measure the effectiveness of each robot, the power of collaboration, and the determination of students. San Diego teams will compete in the 2014 game, AERIAL ASSIST, at the 8th Annual San Diego FIRST Robotics Competition held at the Valley View Casino Center (formerly Sports Arena) on March 6­8, 2014.
    [Show full text]
  • Chell Game: Representation, Identification, and Racial Ambiguity in PORTAL and PORTAL 2 2015
    Repositorium für die Medienwissenschaft Jennifer deWinter; Carly A. Kocurek Chell Game: Representation, Identification, and Racial Ambiguity in PORTAL and PORTAL 2 2015 https://doi.org/10.25969/mediarep/14996 Veröffentlichungsversion / published version Sammelbandbeitrag / collection article Empfohlene Zitierung / Suggested Citation: deWinter, Jennifer; Kocurek, Carly A.: Chell Game: Representation, Identification, and Racial Ambiguity in PORTAL and PORTAL 2. In: Thomas Hensel, Britta Neitzel, Rolf F. Nohr (Hg.): »The cake is a lie!« Polyperspektivische Betrachtungen des Computerspiels am Beispiel von PORTAL. Münster: LIT 2015, S. 31– 48. DOI: https://doi.org/10.25969/mediarep/14996. Erstmalig hier erschienen / Initial publication here: http://nuetzliche-bilder.de/bilder/wp-content/uploads/2020/10/Hensel_Neitzel_Nohr_Portal_Onlienausgabe.pdf Nutzungsbedingungen: Terms of use: Dieser Text wird unter einer Creative Commons - This document is made available under a creative commons - Namensnennung - Nicht kommerziell - Weitergabe unter Attribution - Non Commercial - Share Alike 3.0/ License. For more gleichen Bedingungen 3.0/ Lizenz zur Verfügung gestellt. Nähere information see: Auskünfte zu dieser Lizenz finden Sie hier: http://creativecommons.org/licenses/by-nc-sa/3.0/ http://creativecommons.org/licenses/by-nc-sa/3.0/ ­­­Jennifer deWinter / Carly A. Kocurek Chell Game: Representation, Identification, and Racial Ambiguity in ›Portal‹ and ›Portal 2‹ Chell stands in a corner facing a portal, then takes aim at the adjacent wall with the Aperture Science Handheld Portal Device. Between the two portals, one ringed in blue, one ringed in orange, Chell is revealed, reflected in both. And, so, we, the player, see Chell. She is a young woman with a ponytail, wearing an orange jumpsuit pulled down to her waist and an Aperture Science-branded white tank top.
    [Show full text]
  • Video Games: Changing the Way We Think of Home Entertainment
    Rochester Institute of Technology RIT Scholar Works Theses 2005 Video games: Changing the way we think of home entertainment Eri Shulga Follow this and additional works at: https://scholarworks.rit.edu/theses Recommended Citation Shulga, Eri, "Video games: Changing the way we think of home entertainment" (2005). Thesis. Rochester Institute of Technology. Accessed from This Thesis is brought to you for free and open access by RIT Scholar Works. It has been accepted for inclusion in Theses by an authorized administrator of RIT Scholar Works. For more information, please contact [email protected]. Video Games: Changing The Way We Think Of Home Entertainment by Eri Shulga Thesis submitted in partial fulfillment of the requirements for the degree of Master of Science in Information Technology Rochester Institute of Technology B. Thomas Golisano College of Computing and Information Sciences Copyright 2005 Rochester Institute of Technology B. Thomas Golisano College of Computing and Information Sciences Master of Science in Information Technology Thesis Approval Form Student Name: _ __;E=.;r....;...i S=-h;....;..;u;;;..;..lg;;i..;:a;;...__ _____ Thesis Title: Video Games: Changing the Way We Think of Home Entertainment Thesis Committee Name Signature Date Evelyn Rozanski, Ph.D Evelyn Rozanski /o-/d-os- Chair Prof. Andy Phelps Andrew Phelps Committee Member Anne Haake, Ph.D Anne R. Haake Committee Member Thesis Reproduction Permission Form Rochester Institute of Technology B. Thomas Golisano College of Computing and Information Sciences Master of Science in Information Technology Video Games: Changing the Way We Think Of Home Entertainment L Eri Shulga. hereby grant permission to the Wallace Library of the Rochester Institute of Technofogy to reproduce my thesis in whole or in part.
    [Show full text]
  • 2016 Annual Report
    2016 Annual Report Gateway Economic Development Corporation of Greater Cleveland TABLE OF CONTENTS DEAR CITIZENS PAGE 3 PROGRESSIVE FIELD PAGE 6 QUICKEN LOANS ARENA PAGE 10 FINANCIALS PAGE 17 Photo taken by Aaron Josefczk Gateway Economic Development Corporation of Greater Cleveland 758 Bolivar Cleveland, OH 44115 DEAR CITIZENS OF CUYAHOGA COUNTY It is with pride that we provide you with our annual report for 2016 featuring our audited financial statements for the fiscal year ending December 31, 2016. Gateway Economic Development Corporation of Greater Cleveland (Gateway) was formed in 1990 by the City of Cleveland and Cuyahoga County, for the purposes of financing, building, owning and operating the Gateway Sports Complex in downtown Cleveland. Gateway owns Quicken Loans Arena, as well as Progressive Field and surrounding common areas, including Gateway Plaza along Ontario Avenue. Gateway’s lease agreements with the Cleveland Indians and the Cleveland Cavaliers, as revised and extended in 2004 and 2007, facilitate Gateway’s ability to continue as a good steward of these two tremendous buildings, as it has been for a generation. The leases with the Indians and the Cavaliers require the teams to pay for operating and maintenance costs of their respective facilities, many of the capital repair costs, as well as all of the cost of operating the Gateway Corporation. Gateway’s responsibilities – pursuant to a budget agreed upon annually with the teams and financed by team rental payments - include common area maintenance, insurance, security, and oversight of the maintenance and capital repairs of the ballpark and the arena, ensuring that Gateway’s facilities are maintained to guarantee their long-term viability.
    [Show full text]
  • 2016 FIRST® Championship A-Z Guide for FIRST® Robotics Competition Teams
    2016 FIRST® Championship A-Z Guide for FIRST® Robotics Competition Teams Additional information can be found on the FIRST Championship website: www.firstchampionship.org 1 Table of Contents ADA Spectator Seating Page 4 Admission Page 4 Alliance Scouting and Captains Page 4 Awards Schedule (FRC) Page 4 Badges Page 5 BrandIT Marketplace for FIRST Page 6 Ceremonies and National Anthems Page 6 Chairman’s Award Interviews Page 6 Championship Attendee Registration Page 7 Check-in at Pit Administration Page 8 Concessions Page 8 Consent and Release Forms and Rosters Page 8 Directions to the Edward Jones Dome Page 8 Division Awards and Alliance Selections Page 9 Division Breaks Page 9 Dome Traffic Flow Layouts Page 9 Dress-Appropriate and Safe Page 9 Driver’s Meeting Page 10 Einstein Field Access- Saturday Page 10 FedEx Shipping Documents Page 10 Field Measurement Page 11 Final Rounds Page 12 FIRST Championship App Page 12 FIRST Championship Conferences Page 12 FIRST Finale Page 12 FIRST Innovation Faire Page 13 FIRST LEGO League and FIRST LEGO League Jr. Page 13 FIRST Tech Challenge Page 13 FRC Sub-Divisional Team Viewing Page 13 FRC Team Load In Page 13 Hall of Fame Page 14 Inspection Page 14 Lost and Found Page 15 Machine Shop Page 15 Mascots Page 15 Mascot Dance Page 15 Media Passes Page 15 Mentor/Coach Breakfast Page 15 Non-Engineering Mentor Organization Page 16 Non-Medical Incident Reporting Page 16 Pit Announcements Page 16 2 Pit Closing Page 16 Pit Hours Page 16 Pit Safety and Age Stipulations Page 16 Pit Stations Page 16 Practice Fields
    [Show full text]
  • Dark Souls™ Series By: BANDAI NAMCO Entertainment Inc
    1 Contents Introduction . 3 Character Activations . 22 Overview . 22 Game Contents . 4 Character Movement . 22 Setup . 8 Character Attacks . 22 Initial Setup . 8 Enemy Activations . 24 Setup After the Mini Boss . 9 Overview . 24 Tiles and Nodes . 10 Enemy Movement . 24 The Basics . 10 Enemy Attacks . 25 Node Movement . 10 Boss Encounters . 26 Range . 10 Boss Basics . 26 Node Model Limits . 10 Boss Data Cards . 26 Characters . 11 Behaviour Cards . 27 Character Boards . 11 Boss Arcs . 27 Estus Flask Tokens . 11 Starting a Boss Encounter . 28 Luck Tokens . 11 Ending a Boss Encounter . 28 Equipment . 12 Boss Activations . 29 Equipment Cards . 12 Overview . 29 Upgrade Cards . 12 Boss Attacks . 29 Equipment Modifiers . 12 Boss Movement . 29 Embers . 12 Boss Activation Example . 30 The Bonfire Tile . 13 Post-Game Ritual . 31 Home Base . 13 Blacksmith Andre . 14 The Firekeeper . 15 Resting at the Bonfire . 15 Exploration . 16 Into the Dungeon . 16 The Fog Gate . 16 Campaign Rules . 32 Introduction . 32 Encounter Setup . 17 Encounter Cards . 17 Rules of the Campaign . 33 Terrain . 17 Setup . 33 Trap Tokens . 18 Adding and Dropping Players . 33 Encounter Setup Example . 18 Dashing Through . 33 Sparks . 33 Encounters . 19 Progressing through The Basics . 19 the Campaign . 33 Activating Models . 19 The Bonfire Tile . 33 Ending an Encounter . 19 Campaign Scenarios Combat Basics . 20 Using the Core Set . 34 Target versus Hit . 20 The Endurance Bar . 20 The First Journey . 34 Enemy Data Cards . 20 The Coiled Sword . 36 Pushing . 21 Conditions . 21 Campaign
    [Show full text]
  • Comparison of Esports and Traditional Sports Consumption Motives by Donghun Lee, Ball State University and Linda J
    Comparison of eSports and Traditional Sports Consumption Motives by Donghun Lee, Ball State University and Linda J. Schoenstedt, and in turn, has boosted eSports consumption. Consequently, Xavier University multimedia outlets cover more eSports games and potential investors have paid more attention to this market segment as Abstract a growing sponsorship opportunity. Global companies such as With recognition of the need for studying eSports in this Samsung and Microsoft have been sponsoring the World Cyber interactive digital communication era, this study explored 14 Games at event and team levels. Corporate sponsors have jumped motivational factors affecting the time spent on eSports gaming. into the online advertising industry because online games have Using a sample of 515 college students and athletic event become a common promotional venue in which brands get repeated attendees, we further compared eSports game patterns to their exposure to an avid target market (Chaney, Lin, & Chaney, 2004). non-eSport or traditional sport involvements (game participation, Electronic sports have, in recent years, become a more popular game attendance, sports viewership, sports readership, sports form of leisure activity for many people. Based on the units sold listenership, Internet usage specific to sports, and purchase of in 2007, sports video games (including auto racing) comprised team merchandise). Multiple regression results indicated that more than 22% of the entire video game industry (Entertainment competition and skill had a statistically significant impact on the Software Association, 2008). This number rose to 44.7% if ‘action’ time spent on eSports games while peer pressure had marginal genre was included. Among the list of the top 20 popular video significance.
    [Show full text]
  • Shopping for Game Mechanics
    Shopping for Game Mechanics Tiago Machado, Ivan Bravi, Zhu Wang, Andy Nealen, Julian Togelius New York University {tiago.machado, ivan.bravi, zhu.wang, nealen, julian.togelius}@nyu.edu ABSTRACT Recommender systems are very common nowadays, from shopping websites to social net- works, from map routing systems to entertainment stream services. We use recommender systems as an inspiration to create an AI Game Design Assisted tool which recommends game elements, such as sprites and mechanics, during the development process. Sugges- tions are based on similarities between games and freely inspired by game analysis studies. The tool is based on the Video Game Description Language. Keywords Recommender Systems, AI Game Design Assisted Tool, Game Analysis Studies INTRODUCTION Recommender systems are very common nowadays. Practically every system has its own way to suggest users to be friends with, movies to watch, or something to buy. It is possible to find recommender systems in the game industry as well, although they focus on suggesting games to the user, based on the games she or her friends played before (newgrounds.com 2016). In this work, we describe a recommender system designed to assist developers, by sug- gesting VGDL game mechanics (Ebner et al. 2013). Our methods are inspired by Game Analysis studies, which describe some methods commonly used in games’ pre-production phase. Our system uses the games in the GVG-AI framework game library as its knowledge base (Perez et al. 2015). Every time a user requests suggestions, it provides recommenda- tions by comparing the current game with the games in the library. Two types of sugges- tions are provided based on two search paradigms: the item-based search and the user-based search.
    [Show full text]
  • At World Robotics Competition
    By Stephanie Slezycki • Senior Program Representative, Dept. 686 EB EMPLOYEES ach year, teams participating in the FIRST (For Inspiration and Recogni- tion of Science and Technology) Robotics Competition are given six weeks HELP STUDENTS to design, build, and test 120-lb robots for competition. The 2017 challenge, E FIRST STEAMWORKS, saw these teams competing on a steampunk- themed playing field. Each three-team alliance scored points by shooting balls to “KICK BOT” build pressure, manipulating gears to start rotors spinning, and boarding their airship. The alliance with the highest score at the end of the match was declared the winner. AT WORLD The 2017 FIRST Robotics Competition (FRC) featured more than 83,000 stu- dents competing on 3,336 teams from 25 countries. Over 400 of these teams from ROBOTICS around the world qualified to attend the FRC Championship held last spring in St. Louis, Mo. For the first time ever, three of the teams representing Connecti- cut were supported by Electric Boat employee mentors, who volunteer countless COMPETITION hours each year to educate and guide the students to success. 12 | ELECTRIC BOAT NEWS | FALL/WINTER 2017 The Techno Ticks (Team 236) from Lyme-Old Lyme High School attend the FIRST Championship annually as a member of the Hall of Fame, having in the past won the Chairman’s Award, the most pres- tigious award in FIRST. This distinction honors the team that best embodies the purpose and goals of FIRST; the Techno Ticks serve as a role model for others to emulate. At the FRC Championship, teams were divided into six subdivisions, each named after a famous scien- tist, engineer, or inventor.
    [Show full text]
  • FIRST Robotics Competition (FRC) Volunteer
    WELCOME! 2019 FIRST Championship Houston FIRST is more than robots: • 1,000,000+ volunteer hours • Over 1,000 volunteers fueling the mission • 4 out of this world Programs • 2 stellar Venues • 1400 teams reaching for the stars Learn more about the impact of FIRST This Isn’t a Robot (Produced by RadicalMedia) Before you go – Find out what you need to know Event Guide - FIRST Championship Houston, including a volunteer addendum Volunteer Orientation – FIRST Championship Houston • Tuesday, March 26th: 7pm – 8:00pm ET • Tuesday April 3rd: 8pm – 9:00pm ET • Go to www.firstchampionship.org/volunteer for • Live webinar orientation meeting links • PDF of Volunteer Orientation slides • Recordings of webinars 2019 FIRST Championship App Gracious Professionalism® & Customer Service “…Gracious professionalism is part of pursuing a meaningful life.” – Woodie Flowers • A way of doing things that encourages high-quality work, emphasizes the value of others, and respects individuals and the community. • Gracious professionals learn and compete like crazy, but treat one another with respect and kindness in the process. • Teams and any Championship attendees are customers. Treat them all with Gracious Professionalism. • Read the Customer Service Training before the event. Before Arriving: Consent & Release • You can sign the Consent and Release Form electronically in your FIRST account at http://my.firstinspires.org/Dashboard/ • Log into your account and select “Consent & Release Form” from the profile menu in the upper right hand corner. • Click “Accept”
    [Show full text]
  • Vocabulary Can Be Reinforced by Using a Variety of Game Formats. Focus May Be Placed Upon Word Building, Spelling, Meaning, Soun
    ocabulary can be reinforced by using a variety of game formats. Focus may be placed upon word building, spelling, meaning, sound/symbol correspon­ Vdences, and words inferred from sentence context. Teaching Techniques. The full communicative potential of these games can be real ized through good spirited team competition. Working in pairs or in small groups, students try to be the first to correctly complete a task. These games can be used at the end of a lesson or before introducing new material as a “change of pace” activity. Teachers should allow sufficient time for class discussion after the game has been completed. word games 2 Letter Power Add a letter A. From each word below, make two new words by adding a letter (1) at the end; (2) at the beginning. B. Form new words as in A (above). In addition, form a third word by adding a letter at the beginning and the end of the word. 3 Change the first letter. Make one word into another by changing the first letter. Example: Change a possessive pronoun to not sweet. Answer: your, sour. 1. Change a past tense of BE to an adverb of place. 2. Change an adjective meaning not high to an adverb meaning at the present time. 3. Change a period of time to a term of affection. 4. Change was seated to have a meal. 5. Change a part of the head to international strife. 6. Change a respectful title to atmosphere. 7. Change to learn thoroughly to not as slow. 8. Change very warm to a negative adverb.
    [Show full text]
  • Team Advancement
    7 Team Advancement 7.1 Overview ........................................................................................................................................3 7.2 Pre-Qualifying Teams ...................................................................................................................3 7.3 Teams Competing at Regional Events .........................................................................................3 7.3.1 Qualifying Awards at Regional Events ..............................................................................3 7.3.2 Winning Alliance at Regional Events.................................................................................3 7.3.3 Wild Card Slots at Regional Events ..................................................................................3 7.4 Teams Competing at District Events ............................................................................................4 7.4.1 District Ranking ................................................................................................................5 7.4.1.1 Qualification Round Performance ..................................................................................5 7.4.1.2 Alliance Selection Results ..............................................................................................6 7.4.1.3 Playoff Round Performance ...........................................................................................6 7.4.1.4 Awards.............................................................................................................................7
    [Show full text]