Smallpeice 2019 Game¶
Previous games¶
-
SR2007
- Pick up boxes, put them in your home zone.
-
SR2009 GOLF
- Ballpit balls, 4 scoring areas with low walls, throw them in the correct area.
-
SR2010 QuacMan
- Cubes in center, point for number in robot.
- Red & Blue cubes, Red is 1 point Blue is -5.
- Ramp with a duck on top of golden snitch.
- Netting around arena
-
SR2011
- Tin can rally (see SP2017 below)
- (plus a cut-out shortcut ramp)
-
SR2012 Pirate plunder (see RC2018)
- Buckets were on wheels.
-
SP2016 Poison tokens
- "Formula 1 Ricin"
- Points for collecting gold/silver tokens
- mix of type = lower score
- 'poisoned' token to reduce other's score to 0
- SP2017 Tin Can Rally
- Tin Can Rally
- Circular arena
- Points for travel and for moving tin cans
- SP2018
- Modified Tin Can Rally¶
-
RC2018 Bucket Bonaza AKA Pirate Plunder
- Cubes scattered randomly in arena
- 2 Point for touching cube
- 5 Point for returning to zone
- 7 Extra points for dumping cubes in the bucket (RUB)
-
RC2019 Gold Rush
- 9 simple scoring cubes
- in front are 1 cube for each opposing team
- Points for controlling, more points for tokens in your zone,
- Your tokens are worth more than the simple scoring cubes
- Each opposing team's cubes which end up in your ownership makes you lose points
- You get extra points for each of your tokens in your zone/ownership at the end.
-
Pirate island
- scoring tokens start in each others' scoring zones
- score by moving them to yours
-
Modified Pirate Islands
- Fewer cubes, in known places.
- Team's cubes are in the neighbor to the left's zones
- Prevents issues with robots crashing
-
Scrabble
- Lettered cubes, with random points.
- Only score points if it makes a word.
-
Alistair's pitch
- 2 robots rectangle arena
- Home area is 1m from wall
- 4 sets of tokens:
- Good = 1
- Bad = -2
- Really Good = 10
- Really Bad = -20
- Really X tokens are in raised platforms / cages in center (to stop sweeper arms)
-
Gold rush (mIneCRafT)
- Plain Tokens = 1ish
- Gold Tokens (Conductive tape?) = 5ish
- Diamond Token in the middle = 10ish
- Home zone diagonally opposite to the start zone
- Distinguish using vision / conductive tape
-
Apple tree
- 'apple' tokens on floor and at a height.
- attach with velcro / magnets.
- 'golden apples' on tree score more.
- 'apple' tokens on floor and at a height.
-
Clock
- radial scoring zones, raised inner zones.
-
Hopefully points will be proportional to skill.
Generic ideas:¶
- Negative point scoring
- Gradation of scoring zones (raised platform = more points?).
- Metallic tape to distinguish cubes.
- Magnets to distinguish cubes (reed switches)
- Placing things in buckets
- Stacking cubes (of different size?)
- Big cube on small cube = more points?
- Unique cubes, different combinations
- Scrabble?
- Half points if two different types are there.
- Putting cubes in neighboring areas to score neighboring area points.
- Cubes stored in robots at end score extra points.
- Velcro attached cubes.
- Token dangling on 'tree'.
- Resistor values between cubes.
- Suction cubes.
- RFID tags.
- Cubres in hard to reach places.
- Thick ply carpet tile.
- Line following
- Shiny tape?
- Cubes on path, easy pickup.
- Black carpet, white tape.
- (Test in labs with a corner of arena.)
- Different return path.
Dissuaded ideas¶
- Randomly positioning different cubes
"Groups" of robots¶
- Dead reckoning - Score some points
- Ultrasonic distance sensors
- Basic CV (i.e just recognising a marker type)
- Decent CV (i.e using it to navigate)
Scheduling¶
Alistair requests 2 teams per game to save him Z3 efforts.
16 teams of 5.
8 matches per round
2 minute match
Why make a game¶
- See the email alistair sent (link please)
- This will be aded to the SRO Knowledgebase(Alistair permitting). Link coming soon.
Needs to have mechanical, programming and game strategy learning opportunities. Using sensors for bonuses