History

2006-Aim High

Two alliances, one red and one blue, composed of three teams each, compete in each match. The object of the game is to attain a higher score than your opponent alliance by scoring balls in the center or corner goals, and/or by having robots on your platform or ramp at the end of the match.

A match is 2 minutes and 10 seconds long. An autonomous period starts the match, which lasts 10 seconds. Following autonomous period, there are 2 minutes of tele-operated game play, which are broken up into three 40-second periods. There may be a short pause between autonomous period and the start of the tele-operated periods as the players stations are activated. The second period and third period are offense/defense, where only one alliance can score. During the final period, both alliances can score.

2005 - Triple Play

Triple Play is played on a field initially set up as illustrated in the figure bove. Two alliances - one "red" and one "blue" - composed of three teams each compete in each match. The object of the game is to attain a higher schore than your opponent alliance by placing tetras on or into goals, getting three goals in a row capped with tetras, and/or having all three robots on an alliance in their end zone at the end of the match.

A tetras is worth 1 point if contained in any goal and 3 points if stacked on any goal at the end of the match, for the alliance of the corresponding color. Any row of three goals owned by the same alliance at the conclusion of the match is worth 10 points for the alliance. There are eight possible rows. All three robots of the same alliance in their designated end zone at the conclusion of a match is worth 10 points to the alliance. A robot is not considered in the end zone if it is touching the field outside the defined end zone border. The tape line designating the end zone border is considered "in" the end zone.

2004 - Raising the Bar

The game begins with fifteen seconds of autonomous operation as robots track field features to try and reach the side of the field. Robots can home in on the infrared beeping at the side of the field to find the bonus ball. Moving this ball triggers the release of 18 more scoring balls onto the field. Robots can also bump and drag mobile goals, moving them to their end of the field and placing them into scoring positions. The robots then gather the small balls from the surface of the field, passing them to human players as quickly as possible. The balls must be passed to the human players through the openings at the corners of the field.

As human players receive the small balls, each worth five points, they can shoot them into either the short or the tall goals on the field to score points. With so many things flying around, robots must be robust to withstand the occasional impact. As the end of the two minute game approaches, robots will grab the double balls on the field and use them to cap their goals. This will double the score of the balls in the goal. As the game winds down, robots will go for the ten foot high chin-up bar and try to pull themselves up and off the ground. Those that do so successfully receive an extra 50 points.The score is determined by adding up the point value of the balls inside each goal. Goals with caps have doubled point values and an additional 50 points is rewarded to each robot hanging on the bar at the end of the match.

2003 - Stack Attack

This year’s playing field is 24 feet wide by 54 feet long. It is enclosed on its long sides by a pipe railing that is 20 inches high. The end sections consist of four “Driver Stations” that are located behind 36-inch high aluminum diamond plate walls with 48-inch acrylic safety view panels on top. A 4-foot wide by 12-foot long by 2-foot high plastic-surfaced platform is located in the center of the field. Access to the platform is provided by 12 foot wide, welded steel wire mesh surfaced ramps on each of the long sides. These ramps are 8 feet in length and are set at approximately 14 degrees from horizontal. 2-foot high sheet plastic walls protect the open sides of the ramps and platform. At each side of the platform is a 6-foot wide alley that connects the opposite ends of the playing field. These alleys are divided at midfield by a pipe rail. The surface of the playing field is carpet. The carpet will be marked to allow for the use of optical sensor tracking and navigation. The human player containers will have reflective tape on them for sensor tracking.

This year’s game requires robots to collect and stack plastic storage containers on their side of the playing field. The location of the containers and the height of the stacks will determine each team’s score for each round. Each match will feature two-team alliances playing from diagonally opposite ends of the playing field. There will 29 containers located across the top of the center platform in the shape of a pyramid. Also, each alliance will be allowed to have a human player from each team enter the playing field before the start of the match to freely place or stack eight additional containers. The robots from each of the four teams will be placed in starting positions in the alleys at each side of the center platform on the opposite side of midfield from their drivers. After the human players have been allowed 10 seconds to place their containers and exit the field, the robots will be allowed 15 seconds to function autonomously, without driver control of any kind, to race to the various container stacks to collect or maneuver them for scoring opportunities or, perhaps, to knock down their opponents containers. After the “Autonomous Period”, the robots will be under complete control of their drivers for the remaining 1 minute and 45 seconds of the match. The object of the game is to collect and stack containers on your team’s side of the field. Each legal container on your side of the field counts as one point. The final score is the result of multiplying the number of containers in the highest stack by the total number of legal containers in your alliance’s scoring zone. An additional 25 points is awarded for a robot that is positioned on the top of the ramp platform.

2002 - Zone Zeal

During a match, the alliance scores points by: Placing balls into goals and positioning robots and/or goals in the scoring zones at the end of the match. The Balls will be inflated to the manufacturer’s specifications for pressure. There are 3 goals with caster wheels around the bases that may be moved around the playing field. All goals start equally spaced across the center of the playing field. The playing field is broken up into 5 zones. At the end of each match, points are awarded: One point for each ball if all conditions below are true: Contained in or supported by a goal. Not in contact with or supported by your or your partner’s robot. Not in contact with the carpet. The goal is “in” your ball zone (the proper ball scoring zones are Zones 1, 2, 4, and 5) Ten points for each goal in your goal zone (Zone 2 or 4) Ten points for each robot in your robot zone. (Zone 1 or 5) In Qualification Rounds the winner will get 3 times the loser’s score, however in finals it will be winner take all.

2001 - Diabolical Dynamics

This year's competition consists of four robots on the playing field for each match. The robots are aligned into one alliance. Each alliance is comprised of four randomly selected teams with each team having three students and two mentors. Each team competes using one team-built robot and one human player outside of the playing field. Each alliance works together to try to score the most points in a two-minute match.

During a match, the alliance points are scores by: Placing balls into goals, Positioning the robots in the End Zone at the end of the match, Moving the goals onto a semi-stable bridge. The bridge must be balanced at the end of the match, Ending the match prior to the two minute time limit, Carrying a robot across the field by using a stretcher if the stretcher is in the End Zone at the end of the match.

There are forty (40) small balls, approximately thirteen (13) inches in diameter. There are four (4) large balls approximately thirty (30) inches in diameter. Balls will be inflated to size not pressure. There are two (2) seven (7)-foot high goals with caster wheels around the bases that may be moved around the playing field. One goal starts near the Start Zone, the other starts near the End Zone. Dividing the field in half is an eighteen (18)-inch high railing with a central bridge. Robots may pass over the bridge or rails to access the opposite end of the field. The bridge is centrally supported on a beam approximately six (6)-inches wide, such that it may tilt toward either end or remain level.

Scoring:

• One (1) point for each small ball in the goal, and not in contact with or supported by a robot.

• Ten (10) points for each large ball in the goal, and not in contact with or supported by a robot.

• Ten (10) points for each robot in the End Zone.

• Ten (10) points if the stretcher is in the End Zone.

• The alliance doubles its score for each goal that is on the bridge if the bridge is balanced.

• The alliance multiplies its score by a factor of up to three (3) by ending the match before the two minute time limit. Each team receives the alliance score.

• A team multiplies its score by 1.1 if its large ball is on top of a goal. Scores are rounded up to the nearest whole point after applying all applicable multipliers.

2000 - Co-Operation FIRST

This year's competition consists of four teams, paired into two alliances, competing in each match. Each alliance is comprised of two randomly selected teams with each team having three students and two coaches. Each team competes using one team-built robot and one human player outside of the playing field. Each alliance works together to try to beat the other alliance by scoring the most points in a two-minute match. Teams must design robots to collect/ transport, and lift balls and hang from the goal.

During a match, each alliance scores points by placing balls in their goal, and by positioning their robots in designated areas at the end of each match. Each alliance will compete using two (2) team-built robots, four (4) robot operators, two (2) human players, and four (4) coaches. The “Ball” is a textured rubber playground ball that is approximately 13-inches in diameter.

After competing with random allies in a series of qualification matches, all teams will be ranked. The top eight teams will then choose allies from among the remaining teams and form eight alliances that will not change for the duration of the event. These eight alliances will then compete in a best 2 of 3 series of elimination matches until an event-winning alliance emerges.

The Playing Field
The playing field is a long, carpeted, rectangular area with a ramp and two color-coded goals dividing it equally in half. At each end of the field are two Alliance Stations for team members. Only one pair of stations at one end of the field will be in use during a match. There are two 6-foot high, fixed goal structures located mid-field. Each alliance has its own color coded goal. Under each goal is a 30-inch high clearance bar, which robots may pass under to access the opposite end of the field.

Connecting the two goals in the center of the field is an 8-foot wide carpeted ramp, which the robots may also use to access the opposite end of the field. This section has a 5-foot high clearance bar that robots may hang from to acquire points. At the end of a match, robot position on the ramp may also generate additional points. The robots will compete within the bounds of the playing field, while the human players will be located at stations just outside the playing field. Only human players and robots may score points with the balls. Each match will last two minutes. In order to win a match, an alliance must score more points than the other alliance.

At the start of each match, each alliance station will contain seven (7) yellow balls and one (1) black ball. Fifteen (15) yellow balls and two (2) black balls will be located at the far end of the playing field. All balls may be used to score points by either alliance. The placement of alliance stations, goals, ramp and robots as well as the starting locations of all balls are shown in the figure below.

Scoring

• Each alliance will receive one (1) point for each yellow ball, and five (5) points for each black ball in the goal, and not in contact with or supported by your robot.

• All balls in scoring position cannot be in contact with or supported by your robot. If another alliance robot is in contact with your ball, it will not count against you.

• Each alliance will receive five (5) points for each of its robots that are completely “on” the ramp.

• Each alliance will receive ten (10) points for each robot “hanging” from the horizontal bar connecting the two goals. A robot being held by its alliance partner off the carpeted playing field surface is worth an additional 10 points.

Qualifying points are based on the points scored in that match. The winning alliance receives three times their opponent's match score while the losing alliance receives just their own match score in qualifying points.

The alliance with the most points wins the match. The individual teams with the highest cumulative scores in the seeding rounds will continue in the championship rounds.