flyer irof 2015_ina

Transcription

flyer irof 2015_ina
Pe
eraturan Kategori
K
Cannon
C
Ba
all Shoote
er Robot – IRoF 2015
(7
7-8 Novem
mber 2015)) © TE MARA
ANATHA dan
n ROBO BUD
DDY (Versi 1.0
0) A Ketentua
A.
an robot/tim
m dan aren
na:
1. Satu tim
t maximu
um terdiri atas dua oran
ng, dengan satu robot. (kuota: 50 tim)
2. Robot dapat be
erupa kit/mo
odifikasi atau dibuat sendiri oleh peserta. Robot harrus berbasiis
m. Robot harus
h
berssifat knock down, tid
dak diijinka
an
mikrokontroller dan dapat diprogram
ggunakan le
em atau teknik sambu
ungan yang
g bersifat permanen.
p
Jika ragu-rragu denga
an
meng
sistem
m robot and
da, harap ko
onsultasikan
n dengan pa
anitia.
3. Jenis remote con
ntrol yang digunakan
d
b
bebas.
r
maksimal dikontrrol dengan dua remote
e control dengan dua o
operator.
4. Satu robot
5. Pada saat regisstrasi, robott yang aka
an dilombak
kan harus belum terp
pasang. Ap
pabila suda
ah
terpassang, maka
a robot wajjib dibongka
ar oleh pes
serta denga
an pengaw
wasan panitiia. Kelalaia
an
peserrta dalam ha
al ini dapat menyebabkkan berkura
angnya wakktu untuk me
erakit robott.
6. Ukura
an robot ma
aksimal 30ccm x 30cm, tinggi max
x 40 cm de
engan tolera
ansi 1cm. Robot
R
diuku
ur
dalam
m kondisi sia
ap lomba (le
engkap terp
pasang) den
ngan dimen
nsi terkecil yyang dapat dibentuk.
7. Robot diberi/ditempel nama
a tim yang dapat terbac
ca dengan je
elas oleh ju
uri.
masang pera
angkat yang
g mengganggu remote
e control law
wan
8. Tidakk boleh mem
9. Maxim
mum catu daya yang digunakan 12V, dengan
n media kerring
10. Lapan
ngan, keran
njang, dan bola
b
seperti pada lamp
piran
11. Permukaan lapangan meng
gunakan karrpet hijau.
12. Bola yang
y
diguna
akan adalah
h bola ping ping warna
a oranye dengan diame
eter 38mm.
13. Tolera
ansi ukuran
n lapangan dan
d pendukkungnya +/--10%
B Tata tertib:
B.
1. Robo
ot dilarang merusak
m
arrena lomba.
2. Robo
ot dilarang menganggu
m
u dan merussak robot la
awan denga
an sengaja.
3. Komponen/part yang terlep
pas dari rob
bot dapat dis
singkirkan setelah
s
bab
bak selesai.
ng tua/guru//mentor tida
ak diperkena
ankan masuk ke arena
a lomba.
4. Oran
5. Oran
ng tua/guru//mentor tida
ak diperkena
ankan komunikasi den
ngan peserta selama lo
omba.
6. Pese
erta tidak diizinkan mem
mbawa alatt komunikas
si, dan sega
ala bentuk m
memori.
7. Pese
erta diizinka
an membaw
wa hardcop
py foto/gambar berbag
gai sudut pa
andang darri robot yan
ng
telah
h selesai dirrakit.
8. Robo
ot yang su
udah selessai dirakit beserta re
emote controlnya aka
an dikaran
ntina hingg
ga
perta
andingan se
elesai.
9. Tim yang
y
tidak hadir
h
ke are
ena pertand
dingan samp
pai panggila
an ketiga, d
dinyatakan gugur.
g
10. Tim yang
y
tidak patuh
p
pada tata tertib dapat
d
didisk
kualifikasika
an.
C Aturan lo
C.
omba:
1. Tim akan
a
dibagi ke dalam sistem
s
Grou
up dengan cara diundi.
2. Perlo
ombaan terd
diri dari 2 se
esi (perakita
an dan perttandingan).
3. Sesi perakitan 90
9 menit.
y
belum
m selesai me
erakit robotnya, dinyata
akan gugurr jika tidak m
mampu berttanding.
4. Tim yang
5. Tiap robot akan memasukkan bola ping pong ke dalam keranjang selama 2 babak. Tia
ap
baba
ak berdurassi 3 menit, dengan wakktu jeda 1 menit
m
peralih
han babak.
6. Selama pertand
dingan, robo
ot tidak dapat diperbaik
ki (apabila ada
a kerusakkan).
7. Pertu
ukaran baba
ak selama 1 menit (rob
bot boleh diiperbaiki).
8. Scorre akan diga
abungkan dari
d nilai bab
bak 1 dan nilai
n
babak 2.
2
Pe
eraturan Kategori
K
Cannon
C
Ba
all Shoote
er Robot – IRoF 2015
(7
7-8 Novem
mber 2015)) © TE MARA
ANATHA dan
n ROBO BUD
DDY (Versi 1.0
0) 9. Tiap Group akan dicari 2 ra
anking terba
aik untuk dikompetisika
an kembali.
10. Kemudian akan
n bertanding
g kembali da
an dicari 6 ranking terb
baik sebaga
ai pemenan
ng, runner up
1, 2, 3, 4, dan 5 berdasarka
an score. Bukan
B
berda
asarkan menang kalah dalam perttandingan.
11. Setia
ap tim mend
dapatkan 5 buah bola di
d awal setiap babak.
12. Bola hanya dap
pat dimasukan ke rob
bot (loading), saat robo
ot berada d
di HOME (kotak warna
biru/merah).
anyak 3 bola yang diizinkan dimas
sukan ke ro
obot sekalig
gus.
13. Makssimum seba
14. Robo
ot hanya diiizinkan men
nembakkan bola di luar daerah HO
OME
15. Setia
ap bola yang berhasil masuk
m
keranjang lawan
n mendapatkan score 3/bola.
16. Bola dinyataka
an berhasil masuk ke
eranjang jik
ka bola be
ersarang d
dalam keranjang (tida
ak
melo
ompat kelua
ar).
17. Bola yang massuk keranja
ang dari ha
asil pantula
an, (bukan dari papan
n pantulan keranjang),
atakan tidakk sah.
dinya
18. Bola yang telah
h masuk ke
eranjang se
etelah dicatat scorenya
a, akan me
enjadi bola bebas yan
ng
boleh
h diambil pe
eserta untuk dimasuka
an ke robot.
19. Bola yang berad
da di dalam
m dan di luar lapangan permainan adalah bola bebas se
esuai denga
an
wilayyah peserta
a. Tidak dipe
erkenankan
n berebut bo
ola.
20. Bola bebas di dalam lapangan diambil dengan menggunaka
m
an tongkat yyang disedia
akan panitia
a.
erta tidak diizinkan mem
masuki lapa
angan perta
andingan.
21. Pese
22. Robo
ot yang mem
miliki kemampuan mem
mungut bola
a, mendapa
at bonus sco
ore 2/ bola
23. Perta
andingan dihentikan jika ada tim yang telah
h mencapai score 30, dan waktu pencapaia
an
dicattat.
24. Jika terdapat ha
al-hal lain ya
ang belum dicantumka
d
an maka aka
an disampa
aikan saat pertandingan
p
n
25. Kepu
utusan juri bersifat
b
muttlak dan tida
ak dapat dig
ganggu gug
gat.
Pe
eraturan Kategori
K
Cannon
C
Ba
all Shoote
er Robot – IRoF 2015
(7
7-8 Novem
mber 2015)) © TE MARA
ANATHA dan
n ROBO BUD
DDY (Versi 1.0
0) SKET
TSA LAPAN
NGAN 3D
SK
KETSA LAP
PANGAN TA
AMPAK ATA
AS
SKETSA KERAN
NJANG
Perraturan Ka
ategori Ma
aze Runne
er Robot – IRoF 2015
(7
7-8 Novem
mber 2015)) © TE MARA
ANATHA dan
n ROBO BUD
DDY (Versi 1.0
0) Peraturan Kategori
P
K
M
Maze
Runner Robot mengacu
m
pada
p
atura
an ROBOC
CUP JUNIO
OR RESCUE
M
MAZE
2015
5, dengan dimodifikas
d
si hal-hal berikut:
C
Catatan:
High light ku
uning pada
a lampiran aturan RCJ Rescue Maze
M
2015,, menandakan adany
ya
m
modifikasi.
A Ketentua
A.
an robot/tim
m dan aren
na:
1. Satu tim maximum terdiri atas
a
dua ora
ang, dengan
n satu robott. (kuota: 50
0 tim)
ot dapat be
erupa kit/m
modifikasi attau dibuat sendiri ole
eh peserta. Robot harrus berbasiis
2. Robo
mikro
okontroller dan dapat diprogram. Tidak diizin
nkan menggunakan ro
obot build up
u atau yang
mem
miliki library khusus un
ntuk wall maze.
m
Jika ragu-ragu
r
d
dengan
sistem robot anda, hara
ap
konssultasikan dengan paniitia.
3. Robo
ot jenis auto
onomous (tiidak boleh menggunak
m
kan remote control)
4. Jeniss sensor ya
ang digunakkan adalah kontak
k
dan non kontakk.
5. Pada
a saat regisstrasi, robo
ot yang aka
an dilombak
kan harus belum terprogram. Ap
pabila suda
ah
terprrogram, ma
aka program
m robot wa
ajib dihapus
s oleh pese
erta dengan pengawa
asan panitia
a.
Kelalaian peserrta dalam ha
al ini dapatt menyebab
bkan berkurrangnya waktu untuk memprogram
m
m
robot. Akan ad
da wawanccara dari panitia,,
p
unttuk validasi bahwa peserta mem
mang bena
ar
mem
mprogram/m
membuat rob
bot.
6. Ukurran tinggi ro
obot max 20
0 cm denga
an toleransi 1cm. Robo
ot diukur da
alam kondis
si siap lomb
ba
(leng
gkap terpasang) denga
an dimensi terkecil
t
yang dapat dib
bentuk.
7. Robo
ot diberi/dite
empel nama
a tim yang dapat
d
terba
aca dengan jelas oleh juri.
8. Maxiimum catu daya
d
yang digunakan
d
12V, denga
an media ke
ering
9. Lapa
angan dan aksesorisnyya mengaccu pada lam
mpiran: Rob
bocup Junio
or Rescue Maze 2015
5,
tingg
gi dinding maze
m
25 cm..
10. Victim
m (korban) warna hijau merupaka
an kaleng minuman
m
so
oft drink den
ngan tinggi 11,5cm da
an
diam
meter 6,5cm, massa 200gr (diisi pa
asir). Terdapat 2 victim
m di lantai attas.
11. Tidak diperlukan
n rescue kitts (bagian1..6 pada aturan RCJ Re
escue Maze
e 2015)
12. Toleransi ukuran lapangan
n dan pendu
ukungnya +//-20%
B Tata tertib:
B.
1. Robo
ot dilarang merusak
m
arrena lomba.
2. Robo
ot dilarang menganggu
m
u dan merussak robot la
awan denga
an sengaja.
3. Komponen/part yang terlep
pas dari rob
bot dapat dis
singkirkan setelah
s
bab
bak penilaian selesai.
ng tua/guru//mentor tida
ak diperkena
ankan masuk ke arena
a lomba.
4. Oran
5. Oran
ng tua/guru//mentor tida
ak diperkena
ankan komunikasi den
ngan peserta selama lo
omba.
6. Pese
erta tidak diizinkan mem
mbawa alatt komunikas
si, dan sega
ala bentuk m
memori.
7. Robo
ot yang sud
dah selesai diprogram akan
a
dikara
antina hingg
ga pertandin
ngan selesa
ai.
8. Robo
ot tidak diizinkan
d
m
mengaktifkan
n/mengunakan segala
a bentuk komunikas
si nir kabe
el
(Blue
etooth, Wi Fi,
F RF dll) se
ewaktu sesi penilaian
9. Tim yang
y
tidak hadir
h
ke are
ena pertand
dingan samp
pai panggila
an ketiga, d
dinyatakan gugur.
g
10. Tim yang
y
tidak patuh
p
pada tata tertib dapat
d
didisk
kualifikasika
an.
Perraturan Ka
ategori Ma
aze Runne
er Robot – IRoF 2015
(7
7-8 Novem
mber 2015)) © TE MARA
ANATHA dan
n ROBO BUD
DDY (Versi 1.0
0) C. Aturan lo
omba:
1. Tim akan
a
dibagi dalam antrian dengan
n cara diund
di.
2. Perlo
ombaan terd
diri dari 2 se
esi (pemrog
graman/tes lapangan dan
d penilaia
an)
3. Sesi pemrogram
man dan tess lapangan 90 menit.
4. Sesi penilaian dilakukan
d
da
alam dua ta
ahap, babak
k penyisihan
n dan final.
ak penyisiha
an untuk me
enentukan tim yang lolos ke baba
ak final.
5. Baba
6. Baba
ak final untu
uk menentukan tim juara pemenan
ng, runner up
u 1, 2, 3, d
dan 4.
7. Penilaian berda
asarkan pad
da score yan
ng diraih.
8. Modifikasi misi dari aturan RCJ Resscue Maze
e 2015, ada
alah robot berangkat dari daera
ah
START menelu
usuri maze
e, yang memiliki
m
ob
bstacle, de
ebri, ramp, untuk mencari
m
da
an
ndorong vicctim ke daerrah SAFETY
Y ZONE (ka
arpet merah
h).
men
9. Retryy diberikan
n hanya tig
ga kali, dan
n mulai da
ari check point terakh
hir dengan robot haru
us
diresstart. Score yang diperroleh sampai check po
oint terakhirr tetap dipe
erhitungkan, sedangka
an
pada
a posisi dae
erah yang diretry score akan direset.
10. Penilaian meng
gacu pada RCJ Rescu
ue Maze 2015,
2
kecua
ali untuk vicctim (bagia
an 3.5.1 da
an
3.5.2
2).
11. Robo
ot wajib menyalakan LED/LAMP
PU/BUZZER
R selama 5 detik, untuk menan
ndakan tela
ah
mene
emukan vicctim, dan me
endapat sco
ore 20 point/victim.
12. Robo
ot yang be
erhasil men
ndorong vicctim ke SA
AFETY ZON
NE, dengan
n separuh lebih victim
m
masu
uk ke SAFE
ETY ZONE, mendapat score 20 po
oint/victim.
13. Jika terdapat ha
al-hal lain ya
ang belum dicantumka
d
an maka aka
an disampa
aikan saat pertandingan
p
n
utusan juri bersifat
b
muttlak dan tida
ak dapat dig
ganggu gug
gat.
14. Kepu
RoboCupJunior Rescue Maze – Rules 2015
RoboCupJunior Rescue - Technical Committee 2015
Roberto Bonilla (Mexico) CHAIR, [email protected]
Fredrik Lofgren (Sweden), [email protected]
Naomi Chikuma (Japan), [email protected]
Kai Hannemann (Germany), [email protected]
Phil Wade (Australia), [email protected]
Carlos Amorim (Portugal), [email protected]
These are the official rules for RoboCupJunior 2015. They are released by the RoboCupJunior Rescue Technical
Committee. These rules have priority over any translations. Changes from the 2014 rules are highlighted in red.
Preface
The land is simply too dangerous for humans to reach the victim! Your team has been given the most difficult tasks. It must
be able to carry out the rescue mission in fully autonomous mode with no human assistance. The robot must be strong and
smart enough to navigate through a treacherous terrain with hills, uneven lands and rubble without getting stuck. The
robot needs to seek out the victims, dispense rescue kit, and signal the position to the rescuers so the humans can take
over.
Time and technical skills are the essential! Come and prepare to be the most successful Rescue Response Team.
Updated: January 31st, 2015
Page 1 of 15
Contents
RoboCupJunior Rescue Maze – Rules 2015 ......................................................................................................................... 1
Preface ....................................................................................................................................................................................... 1
1.
Arena ................................................................................................................................................................................. 4
1.1 Description ....................................................................................................................................................................... 4
1.2 Floor.................................................................................................................................................................................. 4
1.3 Path ................................................................................................................................................................................... 4
1.4 Debris and Obstacles ....................................................................................................................................................... 4
1.5 Victims .............................................................................................................................................................................. 5
1.6 Rescue Kits ....................................................................................................................................................................... 5
1.7 Environmental Conditions .............................................................................................................................................. 5
2.
Robot ................................................................................................................................................................................. 6
2.1 Control .............................................................................................................................................................................. 6
2.2 Construction ..................................................................................................................................................................... 6
2.3 Team ................................................................................................................................................................................. 6
2.4 Inspection ......................................................................................................................................................................... 7
2.5 Violations.......................................................................................................................................................................... 7
3.
Play .................................................................................................................................................................................... 7
3.1 Pre-round Practice........................................................................................................................................................... 7
3.2 Humans............................................................................................................................................................................. 8
3.3 Start of Play ...................................................................................................................................................................... 8
3.4 Game play ......................................................................................................................................................................... 8
3.5 Scoring .............................................................................................................................................................................. 8
3.6 Lack of Progress ............................................................................................................................................................... 9
3.7 End of Play ...................................................................................................................................................................... 10
4.
Open Technical Evaluation .......................................................................................................................................... 10
4.1 Description ..................................................................................................................................................................... 10
4.2 Evaluation Aspects ........................................................................................................................................................ 10
4.3 Awards ............................................................................................................................................................................ 11
4.4 Sharing ............................................................................................................................................................................ 11
5.
Conflict Resolution ........................................................................................................................................................ 11
5.1 Referee and Referee Assistant ...................................................................................................................................... 11
5.2 Rule Clarification ........................................................................................................................................................... 12
5.3 Special Circumstances ................................................................................................................................................... 12
Updated: January 31st, 2015
Page 2 of 15
6.
Code of Conduct ............................................................................................................................................................. 12
6.1 Spirit ............................................................................................................................................................................... 12
6.2 Fair Play .......................................................................................................................................................................... 12
6.3 Behavior ......................................................................................................................................................................... 12
6.4 Mentors .......................................................................................................................................................................... 13
6.5 Ethics and Integrity ....................................................................................................................................................... 13
6.6 Sharing ............................................................................................................................................................................ 13
A.
Suggested instructions to build LED Throwies (Rescue kits) ............................................................................... 15
References ............................................................................................................................................................................ 15
Updated: January 31st, 2015
Page 3 of 15
1. Arena
1.1 Description
1.1.1 The maze may consist of different floors. Each floor is horizontal.
1.1.2 Different floors of the maze will be connected by a ramp with an incline of maximum 25 degrees from the horizontal surface.
The ramp is always straight.
1.1.3 Walls that make up the maze are at least 15 cm high. The walls are white, or close to white.
1.1.4 Doorways and ramps are at least 30 cm wide with +/-2 cm variation.
1.2 Floor
1.2.1 Floors are white or close to white tone. Floors may be either smooth or textured (like linoleum or carpet), and may have
steps of up to 3 mm in height at joints. There may be holes in the floor (about 5 mm diameter), for fastening walls.
1.2.2 Through the arena, there may exist black tiles that represent “no go” spaces. Black tiles will be placed randomly at the start
of each round. Black tiles may not be completely fixed on the floor.
1.2.3 There may also exist silver tiles that represent checkpoints (see 3.6.2). Silver tiles may not be completely fixed on the floor.
1.2.4 A tile is defined as a 30x30 cm space, which is aligned to the grid made up by the walls with +/-2 cm variation.
1.3 Path
1.3.1 Walls may or may not lead to the entrance/exit. Walls that lead to the entrance/exit are called linear walls. The walls that do
NOT lead to the entrance/exit are called "Floating Walls".
1.3.2 Paths will be approximately 30 cm wide with +/-2cm variation, but may open into foyers wider than the path.
1.3.3 One of the outermost tiles is the starting tile, where a robot should start and exit the run. This may be on the second floor
but not on the ramp.
1.3.4 The starting tile is always a checkpoint.
1.4 Debris and Obstacles
1.4.1 Speed bumps are maximum height of 1cm. They are white and fixed at any angle to the floor.
1.4.2 Debris are maximum height of 3mm, and will not be fixed on the floor. They are small materials such as toothpicks or small
wooden dowel, etc.
1.4.3 Debris may be spread towards or adjacent to walls.
Updated: January 31st, 2015
Page 4 of 15
1.4.4 Obstacles may consist of bricks, blocks, weights and other large, heavy items. A robot is expected to navigate around
obstacles. Obstacles that are moved/knocked over will remain where they fall and will be reset only once the robot has completed
its scoring run.
1.4.5 An obstacle, when used, is not placed in a location where it might prevent a robot from discovering routes in the maze.
1.4.6 Obstacles have maximum height of 40 cm and a maximum width of 20 cm. Their shape can be everything from rectangular
to cylindrical.
1.4.7 Obstacles can only be placed in foyers, having at least 20 cm to the nearest walls.
1.5 Victims
1.5.1 Victims are heated sources located near the floor of the arena (centered approximately 7 cm above the floor).
1.5.2 Each victim has a surface area greater than 16 sq cm.
1.5.3 The organizers will try to keep enough difference (minimum of 10 degrees) between victims' temperatures and the indoor
temperature. The temperature of victim simulates human body temperature between 28oC to 40oC.
1.5.4 There will be a minimum of five (5) active victims in any round.
1.5.5 There may be objects that resemble victims in appearance, but are not heated. Such objects are not to be identified as
victims by robots.
1.5.6 Victims will never be located on black tiles or on tiles with obstacles.
1.6 Rescue Kits
1.6.1 A Rescue Kit represents a basic health package distributed to a victim caught in a natural disaster. It symbolizes tools or
devices used in the rescue process, such as GPS Transponders or even something as simple as light source providers.
1.6.2 A Rescue Kit should preferably contain a lit-up LED, but could contain other electronics, weights or magnets.
1.6.3 Each Rescue Kit must have a minimum volume of 1 cubic cm.
1.6.4 Each team could only carry a maximum number of 12 of those kits.
1.6.5 Some sample instructions for creating the rescue lit-up kit can be found the end of this document, and may be found at the
International RCJ Community Forum (http://www.rcjcommunity.org/). Each team is encouraged to design their own versions.
1.6.6 Each team is responsible for the whole Rescue Kits system (the maximum of 12 kits), including bringing the rescue kits to the
competition. Team captain is responsible for loading their own Rescue Kits on their robots and cleaning the field with the
referee’s/judges’ authorization after the game is called to complete.
1.7 Environmental Conditions
1.7.1 Teams should expect the environmental conditions at a tournament to be different from the conditions at their home
practice field.
1.7.2 Teams must come prepared to adjust their robots to the lighting conditions at the venue.
1.7.3 Lighting and magnetic conditions may vary along the course in the rescue arena.
1.7.4 The arena may be affected by magnetic fields (e.g. generated by under floor wiring and metallic objects).
1.7.5 Teams should prepare their robots to handle unexpected lightning interference. While the organizers and referees will try
their best to minimize external lighting interference, it is not possible for them to foresee all unexpected interferences such as
camera flash from spectators.
1.7.6 The Organizing Committee (OC) will try their best to fasten the walls onto the field floor so that the impact from
regular robot's contact should not affect the robot. (Refer to 6.1)
Updated: January 31st, 2015
Page 5 of 15
2. Robots
2.1 Control
2.1.1 Robots must be controlled autonomously. The use of a remote control or manual control, or passing information (by
sensors, cables, other interference, etc.) to the robot is not allowed.
2.1.2 Robots must be started manually by the team captain.
2.1.3 Robots may utilize various maze navigation algorithms. Pre-mapped type of dead reckoning (movements predefined based
on known locations) is prohibited.
2.1.4 A robot must not damage any part of the arena in any way.
2.1.5 Robots should include a stop/pause button so they may be easily stopped/paused by humans to avert any potentially
damaging or illegal robot actions.
2.2 Construction
2.2.1 The height of a robot must not exceed 30 cm.
2.2.2 Robots may not have any sensor or devices that enables it to 'see' over the walls.
2.2.3 Any robot kit or building blocks, either available on the market or built from raw hardware and materials, may be used, as
long as the design and construction are primarily and substantially the original work of the students (see section 2.5. below).
2.2.4 Any commercially produced robot kits or sensors components that are specifically marketed to complete any single major
task of RoboCupJunior Rescue will be disqualified. If there is any doubt, teams should consult the Technical Committee (TC) at the
International RCJ Community Forum (http://www.rcjcommunity.org)
2.2.5 For the safety of participants and spectators, no lasers are allowed on any robot.
2.2.6 Bluetooth Class 2, 3 and ZigBee communications are the only wireless types allowed in RoboCupJunior. Robots that have
other types of wireless communications on board have to be either removed or disabled for possible interference with other
leagues competing in RoboCup. If the robot has equipment for other forms of wireless communication, they must prove that they
have disabled them. Robots that do not comply may face immediate disqualification from the tournament.
2.3 Team
2.3.1 Each team must have only one robot in the field. (This rule can be modified in a Super Team Competition such that two or
more robots are deployed together and have to cooperate in completing given tasks.)
2.3.2 Each team must have a minimum of 2 members.
2.3.3 Students will participate in ONLY ONE (1) of the three (3) divisions: Primary Rescue Line, Secondary Rescue Line or Rescue
Maze.
2.3.4 Eligibility for each division is:

Primary Rescue Line: Open to students aged 14 years old and under. Age is calculated as of July 1 for the international
RCJ event each year.

Secondary Rescue Line: Open to students of any age up to and including 19 years of age. Team members may compete in
Secondary Rescue twice at most (2 international events). After competing twice they must move to Rescue Maze.
 Rescue Maze: Open to students of any age up to and including 19 years of age.
2.3.5 The number of team members per team is not limited but a team should choose their team size in a way that the learning
experience of each member is maximized. Mentors/parents are not allowed to be with the students during the competition. The
students will have to self-govern themselves (without mentor's supervision) during the long stretch of hours at the competition.
Updated: January 31st, 2015
Page 6 of 15
2.3.6 Every team member can be registered in only one team, and every team can compete in only one RoboCupJunior league and
division.
2.4 Inspection
2.4.1 The robots will be examined by a panel of referees before the start of the tournament and at other times during the
competition to ensure that they meet the constraints described.
2.4.2 It is highly unlikely that a team will be able to legally use a robot identical to another team’s robot from previous years, or
use a robot that is identical to another team’s robot.
2.4.3 It is the responsibility of teams to have their robots re-inspected, if their robots are modified at any time during the
tournament.
2.4.4 Students will be asked to explain the operation of their robot, in order to verify that construction and programming of the
robot is their own work.
2.4.5 Students will be asked about their preparation efforts, and may be requested to answer surveys and participate in videotaped interviews for research purposes.
2.4.6 All teams must fill a web form that will be provided once the team is officially registered, and should be submitted at least
one week prior to the competition. The purpose of this document is to allow judges to be better prepared for the interviews. For
sample documentation, please refer to the "Description of Materials Template" at the official RCJ website under Rescue rules.
Information about how to submit your document will be announced prior to the competition to the teams.
2.4.7 All teams have to submit their codes prior to the competition. The code is never shared with other teams without the team’s
permission.
2.5 Violations
2.5.1 Any violations of the inspection rules will prevent the offending robot from competing until modifications are applied.
2.5.2 However, modifications must be made within the time schedule of the tournament and teams must not delay tournament
play while making modifications.
2.5.3 If a robot fails to meet all specifications (even with modification), it will be disqualified from that round (but not from the
tournament).
2.5.4 No mentor assistance during the competition is allowed. See 6. Code of Conduct.
3. Play
3.1 Pre-round Practice
3.1.1 Where possible, competitors will have access to practice arenas for calibration, testing and tuning throughout the
competition.
3.1.2 Whenever there are dedicated independent arenas for competition and practice, it is at the organizers’ discretion if testing is
allowed on the competition arena.
Updated: January 31st, 2015
Page 7 of 15
3.2 Humans
3.2.1 Teams should designate one of its own team members as 'captain' and another one as 'co-captain'. Only these two team
members will be allowed access to the practice/competition arenas, unless otherwise directed by a referee. Only the captain will
be allowed to interact with the robot during a scoring run.
3.2.2 The captain can move the robot only when s/he is told to do so by the referee.
3.2.3 Other team members (and any spectators) within the vicinity of the rescue arena have to stand at least 150 cm away from
the arena while their robot is active, unless otherwise directed by the referee.
3.2.4 No one is allowed to touch the arenas intentionally during a scoring round.
3.3 Start of Play
3.3.1 A run begins at the scheduled starting time whether or not the team is present/ready. Start times will be posted prominently
around the venue.
3.3.2 Once the run has begun, the playing robot is not permitted to leave the competition area for any reason. Each run lasts a
maximum of 8 minutes.
3.3.3 Calibration is defined as the taking of sensor readings and modifying a robot’s program to accommodate such sensor
readings. Once the clock has started, a team may calibrate their robot at as many locations as desired on the arena, but the clock
will continue to count down. A robot is not permitted to move while calibrating.
3.3.4 Calibration time is not for pre-mapping the arena and/or victims location. Pre-mapping activities will result in immediate
robot disqualification for the round.
3.3.5 Before a scoring run begins, a dice will be rolled to determine the location of the black and silver tiles. The position of the
black tiles will NOT be revealed to the team until when they are ready to start a scoring run (see 3.3.6). Referees will ensure the
combination of black tile placements in a maze is 'solvable' before a robot begins a scoring run.
3.3.6 Once the robot is started, a referee will place the black and silver tiles (determined by roll of dice as per 3.3.5).
3.3.7 Once a scoring run has begun, no more calibration is permitted (this includes changing of code/code selection).
3.4 Game play
3.4.1 Modifying a robot during a run is prohibited; which includes remounting parts that has fallen off.
3.4.2 All parts that the robot is losing intentionally or unintentionally will be left in the arena until the run is over. Neither the
team nor the judge are allowed to remove parts from the arena during a run or lack of progress.
3.4.3 Teams are not allowed to give a robot any advance information about the field. The robot is supposed to recognize the field
by itself.
3.4.4 A “visited tile” means that more than half of the robot is inside the tile when looking down from above.
3.5 Scoring
3.5.1 Successful Victim Identification. Robots are rewarded points for each Successful Victim Identification in the arena:
a) 10 points per "victim" located at a tile adjacent to a linear wall (even diagonally), i.e. all victims at the 6 tiles around a
linear wall.
b) 25 points per "victim" at other walls.
Updated: January 31st, 2015
Page 8 of 15
In the above diagram, red lines mean floating walls while the green ones represent linear walls.
Note that some of the victims on the floating walls are worth 10p, this is because the 10p victims are located in a tile near a linear
wall. The colors on the diagram are just for illustrative purposes.
To identify a victim, a robot must stop within 15 cm of the victim while flashing a lamp on and off for five seconds, and/or release
a Rescue Kit before moving on. When a robot completes both, it counts as one victim identification and one rescue kit
deployment (see below).
3.5.2 Successful rescue kit deployment. Robot should drop a rescue kit on the tile where the victim is, and the deployment point
needs to be within 15 cm proximity of the victim. The robot is awarded 10 points per successful rescue kit deployment. There are
no extra points for multiple kit deployments per victim.
3.5.3 Reliability Bonus. Reliability bonus = the number of ‘successful victim' identification" x 10 + the number of ‘successful rescue
deployment’ x 10, minus the number of ‘Lack of Progress’ x 10. However, Reliability Bonus score can only be reduced down to the
minimum of 0 points.
3.5.4 Successful Speed Bump Crossing. For each tile with speed bumps passed, a robot is awarded 5 points.
3.5.5 Successful Up Ramp Negotiation. A robot is awarded 20 points for a successful climb of the ramp. To successfully climb up
the ramp, a robot needs to move from the bottom horizontal tile before the ramp to the top horizontal tile after the ramp.
3.5.6 Successful Down Ramp Negotiation. A robot is awarded 10 points for successfully landing at the bottom of the ramp. A robot
needs to move from the top horizontal tile of the ramp to the bottom horizontal tile of the ramp. A successful landing means that
the robot can leave the tile without assistance.
3.5.7 Successful Checkpoint Negotiation. A robot is awarded 10 points for each visited checkpoint. Refer to 3.4.4 for definition of
visited tile.
3.5.8 Successful Exit Bonus. A successful exit bonus is awarded when a robot successfully finishes a round on the start tile. It
needs to stay there until the judges approve that it is stationary (this is to simulate the retrieval of a robot from the disaster zone).
The points awarded will be 10 points per victim successfully identified.
3.5.9 Ties at the end. Ties in scoring will be resolved on the basis of the time each robot took to complete the run.
3.5.10 No duplicate rewards. For example, if a robot successfully crosses a tile with speed bumps multiple times, only one
Successful Speed Bump Crossing will be rewarded per tile. Same result applies to all other scoring rules.
3.5.11 A score sheet template is provided on the official RoboCupJunior website.
3.6 Lack of Progress
3.6.1 A Lack of Progress occurs when
A) The team captain declares a Lack of Progress.
Updated: January 31st, 2015
Page 9 of 15
B) A robot fails to retreat from ‘visited’ black tile. For a successful retreat it needs to back up without turning inside the black
tile (it has to move straight backwards inside of a black tile). See definition of visited tile on rule 3.4.4.
C) A robot or a team member damages the arena.
D) A team member touches the arena or their robot without permission from a referee.
3.6.2 If a Lack of Progress occurs, the robot must be returned to the last visited checkpoint. The robot can be placed in any
direction. Refer to 3.4.4 for definition of visited tile.
3.6.3 After a Lack of Progress, the team captain may reset the power supply (turn the robot off and on) and because of this the
program is restarted. He is not allowed to change the program or give any information about the maze to the robot.
3.7 End of Play
3.7.1 The team captain may declare an "end of round" if the team wants to stop the round early. The team will be awarded all
points achieved up to the call for end of round.
3.7.2 The round ends when:
A) The time expires.
B) The team captain calls end of round.
C) The robot returns to the start tile and gets the exit bonus.
4. Open Technical Evaluation
4.1 Description
4.1.1 Your technical innovation will be evaluated during a dedicated time frame. All teams need to prepare for an open
display during this time frame.
4.1.2 Judges will go around interacting with teams. It will be set up as more like a casual conversation or "questions
and answers" atmosphere.
4.1.3 The main objective of the Open Technical Evaluation is to emphasize the ingenuity of innovation. Being
innovative may mean technical advance as compared to the existing knowledge, or an out-of-the-ordinary simple but
clever solution to existing tasks.
4.2 Evaluation Aspects
4.2.1 A standardized rubric system is used focusing on:
a) creativity
b) cleverness
c) simplicity
d) functionality
Updated: January 31st, 2015
Page 10 of 15
4.2.2 "Your work" can include (but is not limited to) one of the following aspects:
a) creation of your own sensor instead of a pre-built sensor
b) creation of a "sensor module" which comprises of various electronics to provide a self-contained module to
provide a certain special functionality
c) creation of a mechanic module which is functional, but out of the ordinary
d) creation of a new software algorithm to a solution
4.2.3 Teams must provide documents that explain their work. Each invention must be supported by concise but clear
documentation. The documents must show concise inventive steps.
4.2.4 Documents must include one poster and one engineering journal (see the Engineering Journal Template on
official RCJ website for more details). Teams are expected to be readily prepared to explain their work.
4.2.5 Engineering Journal should demonstrate your best practice in your development process.
4.2.6 The poster must include:
• Identification of your team such as team name, league, country, etc.
• Important aspects of your hardware/software design
You may also include additional information of your interest, such as:
• Interesting or unusual features of the robot;
• Images throughout your teams development, etc.
4.2.7 Guidelines may be provided at the official RCJ website under Rescue rules (Engineering Journal Template).
4.3 Awards
4.3.1 Awards may be divided into several categories.
a) Innovation:
- Mechanical innovation
- Electronic innovation
- Algorithm innovation
b) Robust Design:
- Mechanical design
- Electronic design
- Algorithm design
c) Team work – demonstration of great collaborations within the team.
d) Best Practice (in development) – demonstration of the best development practice from brainstorming,
designing, prototyping, development, test plan, quality assurance plan, etc.
4.3.2 Awards will be given in the form of a certification.
4.4 Sharing
4.4.1 Teams are encouraged to review other's posters and presentations.
4.4.2 The awarded teams are required to post their documents and presentation at the International RCJ Community
Forum (http://www.rcjcommunity.org/)
5. Conflict Resolution
5.1 Referee and Referee Assistant
Updated: January 31st, 2015
Page 11 of 15
5.1.1 All decisions during game play are made by the referee or the referee assistant who are in charge of the arena, persons and
objects surrounding them.
5.1.2 During game play, the decisions made by the referee and/or the referee assistant are final.
5.1.3 At conclusion of game play, the referee will ask the captain to sign the score sheet. Captain should be given maximum 1
minute to review the score sheet and sign it. By signing it, the captain accepts the final score on behalf of the entire team; in case
of further clarification, the team captain should write their comments in the score sheet and sign it.
5.2 Rule Clarification
5.2.1 If any rule clarification is needed, please contact the International RoboCupJunior Rescue Technical Committee through the
International RCJ Community Forum (http://www.rcjcommunity.org/)
5.2.2 If necessary even during a tournament, a rule clarification may be made by members of the RoboCupJunior Rescue Technical
Committee and Organizing Committee.
5.3 Special Circumstances
5.3.1 If special circumstances, such as unforeseen problems or capabilities of a robot occur, rules may be modified by the
RoboCupJunior Rescue Organizing Committee Chair in conjunction with available Technical Committee and Organizing Committee
members, if necessary even during a tournament.
5.3.2 If any of the team captains/mentors do not show up to the team meetings to discuss the problems and the resulting rule
modifications described at 5.3.1, it will be considered as an agreement.
6. Code of Conduct
6.1 Spirit
6.1.1 It is expected that all participants (students and mentors alike) will respect the aims and ideals of RoboCup Junior as set out
in our mission statement.
6.1.2 The volunteers, referees and officials will act within the spirit of the event to ensure the competition is competitive, fair and
most importantly fun.
6.1.3 It is not whether you win or lose, but how much you learn that counts!
6.2 Fair Play
6.2.1 Robots that cause deliberate or repeated damage to the arena will be disqualified.
6.2.2 Humans that cause deliberate interference with robots or damage to the arena will be disqualified.
6.2.3 It is expected that the aim of all teams is to participate fairly.
6.3 Behavior
Updated: January 31st, 2015
Page 12 of 15
6.3.1 Participants should be mindful of other people and their robots when moving around the tournament venue.
6.3.2 Participants are not allowed to enter setup areas of other leagues or other teams, unless explicitly invited to do so by team
members.
6.3.3 Teams will be responsible for checking update information (schedules, meetings, announcements, etc.) during the event.
Update information will be provided on notice boards in the venue and (if possible) on the local competition website and/or the
RoboCup or RoboCupJunior websites.
6.3.4 Participants who misbehave may be asked to leave the building and risk being disqualified from the tournament.
6.3.5 These rules will be enforced at the discretion of the referees, officials, tournament organizers and local law enforcement
authorities.
6.4 Mentors
6.4.1 Adults (mentors, teachers, parents, chaperons, translators and other adult team members) are not allowed in the student
work area.
6.4.2 Sufficient seating will be supplied for mentors to remain in a supervisory capacity close to the student work area.
6.4.3 Mentors are not permitted to repair robots or be involved in programming of their team’s robots.
6.4.4 Mentor interference with robots or referee decisions will result in a warning in the first instance. If this recurs, the team will
risk being disqualified.
6.4.5 Robots have to be mainly students' own work. Any robot that appears to be identical to another robot may be prompted for
re-inspection.
6.5 Ethics and Integrity
6.5.1 Fraud and misconduct are not condoned. Fraudulent acts may include the following:
a) Mentors working on the software or hardware of students’ robot(s) during the competition.
b) "Higher league group" and/or more advanced group of students may provide advice, but should not do the work for
"Lower league group". For example, a secondary group helped to fix its peer primary group's work, software or hardware
prior to and/or during the competition. This may risk the secondary group to be disqualified as well. See "Code of Conduct,
6.4.3 & 6.4.5“. This applies not just to mentors, but also to higher league (advanced) group of students as well.
6.5.2 RoboCupJunior reserves the right to revoke an award if fraudulent behavior can be proven after the awarding ceremony
took place.
6.5.3 If it is clear that a mentor intentionally violates the code of conduct, and repeatedly modifies and works on the students'
robot(s) during the competition, the mentor will be banned from future participation in RoboCupJunior competitions.
6.5.4 Teams that violate the code of conduct can be disqualified from the tournament. It is also possible to disqualify only a single
team member from further participation in the tournament.
6.5.5 In less severe cases of violations of the code of conduct, a team will be given a warning. In severe or repeated cases of
violations of the code of conduct, a team can be disqualified immediately without a warning.
6.6 Sharing
6.6.1 The spirit of world RoboCup competitions is that any technological and curricular developments should be shared with other
participants after the tournament.
6.6.2 Any developments may be published on the RoboCupJunior website after the event.
Updated: January 31st, 2015
Page 13 of 15
6.6.3 Participants are strongly encouraged to ask questions to their fellow competitors to foster a culture of curiosity and
exploration in the fields of science and technology.
6.6.4 This furthers the mission of RoboCupJunior as an educational initiative.
Updated: January 31st, 2015
Page 14 of 15
A. Suggested instructions to build LED Throwies (Rescue kits)
References
Joyce, A. (n.d.). LED Throwies with On/Off Tab How-To. Retrieved October 2013, from Flickr:
http://www.flickr.com/photos/everythingdigital/sets/72057594069888500/
Updated: January 31st, 2015
Page 15 of 15
Peraturan Kategori Nothing
P
N
B Net Vex
But
x Robot – IRoF 2015
(7
7-8 Novem
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ANATHA dan
n ROBO BUD
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0) Peraturan Kategori
P
K
N
Nothing
B Net Ve
But
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C
Competitio
n 2015 “No
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hal berikut:
C
Catatan:
H
High
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ada lampiran aturan
n NBN VR
RC 2015, menandak
kan adany
ya
m
modifikasi.
A Ketentua
A.
an robot/tim
m dan aren
na:
1. Satu tim terdiri atas
a
dua ora
ang, denga
an satu robo
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ot harus me
enggunakan controllerr, remote, sistem
s
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stem struktu
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h merupaka
an campura
an dari kom
mponen Vex
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ensor beba
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meng
ggunakan merek
m
lainnya.
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k
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an media ke
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7. Total jumlah 54 buah obyek penilaian,, 48 buah bola, 6 buah
h bola bonuss.
8. Setia
ap tim mem
miliki 2 buah
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B Tata tertib:
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m
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m
robot lawan dengan
d
sengaja.
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pas dari rob
bot dapat dis
singkirkan setelah
s
bab
bak penilaian selesai.
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ngan peserta selama lo
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p
pada tata tertib dapat
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didisk
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an.
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C.
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a
dibagi dalam grup dengan cara
c
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2. Perlo
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diri dari 2 se
esi (setting//program/te
es lapangan
n dan pertan
ndingan)
3. Sesi setting/program/tes la
apangan 90 menit.
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d
m
menurut
stan
ndar NBN-V
VRC 2015
j
terdiri atas peme
enang, runner up 1, 2, 3,
3 dan 4.
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ng diraih.
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an maka aka
an disampa
aikan saat pertandingan
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n
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utusan juri bersifat
b
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ak dapat dig
ganggu gug
gat.
8. Kepu
vex.com
Copyright 2015, VEX Robotics Inc.
2015-04-08
vex.com
Copyright 2015, VEX Robotics Inc.
2015-04-08
This section provides an introduction to VEX Nothing But Net and the VEX Robotics Competition.
The world needs the students of today to become the scientists, engineers, and problem solving
leaders of tomorrow. The constant breakthroughs in chemistry, medicine, materials and physics
reveal a new set of challenges and create an even greater opportunity for problem solving through
technology. These problems are not academic; the solutions could help save the world and those
technology problem solvers will be the ones to make it possible.
This underscores the dramatic challenge we face: there are not enough high school graduates
choosing technology related disciplines in college. This does not reflect a lack of capacity for new
students on the part of technical schools and universities, but a lack of interested and qualified
applicants. In short, we will not have the people we require in the next generation to solve the
problems of tomorrow unless the shortage is directly addressed today. Who will solve the world’s
next great crisis?
Recognizing this dilemma, scores of organizations are creating programs designed to attract and
engage young students in the study of science and technology. Many have found that robotics is a
very powerful platform to attract and hold the attention of today’s multi-tasking, connected youths.
Robotics has strong appeal to this intensely competitive generation and represents the perfect storm
of applied physics, mathematics, computer programming, digital prototyping and design, integrated
problem solving, teamwork and thought leadership. Students with a previously undiscovered aptitude
for STEM (Science, Technology, Engineering, and Math) curriculum are flourishing in growing
numbers due to the efforts of schools, volunteer organizations, corporations, and governments
internationally.
The VEX Robotics Competition, operated by the Robotics Education and Competition Foundation, is
a program that inspires thousands of students worldwide to pursue STEM-related education and
career paths. While there are many quality robotics competitions worldwide, the VEX Robotics user
community has overwhelmingly demanded new challenges that are easy and economical to host and
implement.
vex.com
Copyright 2015, VEX Robotics Inc.
2015-04-08
1
The VEX EDR System helps takes the inspiration from the competition to the next level. The system
is used as a classroom robotics platform designed to nurture creative advancement in robotics and
knowledge of STEM education. VEX provides teachers and students with an affordable, robust, and
state-of-the-art robotics system suitable for classroom use and the playing field. VEX’s innovative use
of pre-manufactured and easily formed structural metal, intuitive mechanical parts combined with a
powerful range of user-programmable microprocessors for control, leads to infinite design
possibilities.
For more information on VEX visit www.vexrobotics.com. Follow us on Twitter @VEXRobotics. Like
us on Facebook at www.facebook.com/vexrobotics
For more information on the Robotics Education and Competition Foundation visit
www.roboticseducation.org. Follow us on Twitter @REC_Foundation. Like us on Facebook at
www.facebook.com/RECFoundation
Visit RobotEvents.com for more information on the VEX Robotics Competition, including team
registration, event listings and results and more.
VEX Robotics Competition Nothing But Net is played on a 12 ft x 12 ft foam-mat, surrounded by a
sheet-metal and lexan perimeter. There are one hundred and four Balls which teams can Score into
Goals; teams also score points for Elevating their partners above various heights.
For more details and specific game-play rules, please see Section 2 – The Game.
While participating in the VEX Robotics Competition Nothing But Net season, teams will develop
many new skills in response to the challenges and obstacles that stand before them. Some problems
will be solved by individuals, while others will be handled through interaction with their student
teammates and adult mentors. Teams will work together to build a VEX robot to compete in one of
many tournaments, where they celebrate their accomplishments with other teams, family and friends.
After the season, students come away not only with the accomplishment of building their own
competition robot, but with an appreciation of science and technology and how they might use it to
positively impact the world around them. In addition, they cultivate life skills such as planning,
brainstorming, collaboration, teamwork, and leadership as well as research and technical skills.
vex.com
Copyright 2015, VEX Robotics Inc.
2015-04-08
2
This section describes the VEX Robotics Competition game, called VEX Robotics Competition
Nothing But Net. It also lists the game definitions and game rules.
Matches are played on a field set up as illustrated in the figures below. Two Alliances – one “red” and
one “blue” – composed of two teams each, compete in each Match. The object of the game is to
attain a higher score than the opposing Alliance by Scoring your Balls and Bonus Balls in your Low
and High Goals, and by Elevating Robots in your Climbing Zone.
A bonus is awarded to the Alliance that has the most total points at the end of the Autonomous
Period.
Figure 1: Isometric view of the field
Note: The illustrations in this section of the manual are only provided to give a general visual understanding of the game. Teams should refer to the
official field specs available in Appendix A for exact field dimensions, a full field BOM, exact details of field construction, and lower cost field options.
There are a total of one hundred and four (104) Scoring Objects, ninety-four (94) Balls and ten (10)
Bonus Balls, in a VEX Robotics Competition Nothing But Net Match. Each Robot will have four (4)
Balls available as Preloads prior to the Match. Each Alliance will have twenty-four (24) Balls available
as Driver Control Loads during the Driver Control Period. Thirty (30) Balls and ten (10) Bonus Balls
will start at designated locations on the field. Each Alliance has one (1) Low Goal and one (1) High
Goal for Scoring Objects into.
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Figures 2 & 3: Annotated views of the field
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Adult – Anyone not meeting the definition of Student.
Alliance – A pre-assigned grouping of two teams that work together for a given Match.
Alliance Starting Tile – A colored tile (red or blue), that designates the location where Robots must
start the match.
Alliance Station – The designated region where the Drive Team Members must remain during their
Match.
Autonomous Period – A 15-second (0:15) time period at the start of the match when the Robots
operate and react only to sensor inputs and to commands pre-programmed by the team into the
onboard Robot control system.
Ball – A green polyurethane foam spherical Scoring Object with a diameter of 4”.
Bonus Ball – An orange Ball.
Climbing Zone – The volume formed by the infinite vertical projection of the outer edges of the tape
lines and field perimeter bounding the four (4) foam field tiles located in the corners of the field
adjacent to the Alliance Stations.
Disablement – A penalty applied to a team for a rules violation. A team that is Disabled in a Match, is
no longer allowed to operate its robot, and will be asked to place its controller on the ground.
Disqualification – A penalty applied to a team for a rules violation. A team that is Disqualified in a
Qualifying Match receives zero (0) WP and SP. When a team is Disqualified in an Elimination Match
the entire Alliance is Disqualified and they receive a loss for the Match. At the head referee’s
discretion, repeated violations and Disqualifications for a single team may lead to its Disqualification
for the entire tournament. Please see Section 3 – The Tournament for further details and associated
definitions.
Drive Team Member – Any of the three (3) people allowed in the Alliance Station during a Match for
each team. Only Student Drive Team Members are allowed to touch the controls at any time during
the Match, interact with the Robot as per <SG5>, and interact with Scoring Objects as per <SG6>.
Teams are allowed one (1) Adult as a Drive Team Member, but this Adult is not allowed to touch the
controls, interact with the Robot as per <SG5>, or to interact with Scoring Objects as per <SG6>.
Driver Control Loads – The twenty-four (24) Balls that Student Drive Team Members of each Alliance
may load onto their Alliance Starting Tiles or into their Robots during the Driver Controlled Period.
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Driver Controlled Period – The one minute and forty-five second (1:45) time period when the Student
Drive Team Members operate the Robots.
Elevated – A Robot is considered to be Elevated if it is Low Elevated or High Elevated.
Entanglement – A Robot is considered to have Entangled an opposing Robot if it has grabbed or
hooked the opponent Robot.
Field Element – The foam field tiles, field perimeter, Goals, and all supporting structures.
Goal – A Low Goal or a High Goal
High Elevated – A Robot is High Elevated if all of the following criteria are met:
1.
2.
3.
4.
It is touching the other Robot on its Alliance
The Robot that it is touching (see criteria #1), is entirely within the Climbing Zone
It is not touching any Field Elements, excluding the field perimeter.
The entire Robot is completely above the plane parallel to the foam field tiles, formed by the
top of the field perimeter.
Note: A High Elevated Robot does not also count as a Low Elevated Robot
Figure 5: A High Elevated Robot
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High Goal – One of the two (2) 36” tall, red or blue fiberglass and mesh structures, where teams can
Score Balls and Bonus Balls.
Loading Zone – The area formed by the outer edges of the diagonal tape lines across the Alliance
Starting Tiles and the field perimeter bounding the Alliance Station corners of the field.
Low Elevated – A Robot is Low Elevated if all of the following criteria are met:
1.
2.
3.
4.
It is touching the other Robot on its Alliance.
The Robot that it is touching (see criteria #1), is entirely within the Climbing Zone.
It is not touching any Field Elements, excluding the field perimeter.
The entire Robot is completely 4” above the foam field tiles; approximately the height of one
Ball.
Figure 4: A Low Elevated Robot
Low Goal – One of the two (2) trapezoidal areas of foam field tiles defined by the front of the High
Goal and the tape line under the pipe, where teams can Score Balls and Bonus Balls.
Match – A Match consists of an Autonomous Period followed by a Driver Controlled Period for a total
time of two minutes, (2:00).
Pinning – A Robot is considered to be Pinning an opposing Robot if it is inhibiting the movement of an
opponent Robot while the opposing Robot is in contact with the foam playing surface and another
Field Element.
Possessing – A Robot is considered to be Possessing a Scoring Object if it is carrying, holding, or
controlling the movement of any Scoring Object(s) in the Robot. Pushing/plowing Scoring Objects is
not considered Possession, however using concave portions of your Robot to control the movement
of Balls is considered Possession.
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Preload – The four (4) Balls each team may place on the field such they are touching its Robot, not
touching any grey foam tiles, and fully within the field perimeter prior to each Match. Unused Preloads
become Driver Control Loads.
Robot – Anything that has passed inspection that a team places on the field prior to the start of a
Match.
Scored – A Scoring Object is Scored if it is not touching a Robot of the same color as the Goal and
meets one of the following criteria.
1. A Scoring Object is touching a Low Goal
2. A Scoring Object is partially within the three-dimensional space defined by the outer edges of a
High Goal, i.e. in the High Goal
Scoring Object – A Ball or a Bonus Ball
Student – Anyone enrolled in a pre-college school or home-schooled as part of a pre-college
educational curriculum and is born after April 23rd, 1997. Eligibility may also be granted based on a
disability that has delayed education by at least one year.
Trapping – A Robot is considered to be trapped if an opposing Robot has restricted it into a small,
confined area of the field, approximately the size of one foam field tile or less, and has not provided
an avenue for escape.
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A Ball Scored in a Low Goal is worth one (1) point for the Alliance of the color of the Low Goal.
A Bonus Ball Scored in a Low Goal is worth two (2) points for the Alliance of the color of the
Low Goal.
A Ball Scored in a High Goal is worth five (5) points for the Alliance of the color of the High
Goal.
A Bonus Ball Scored in a High Goal is worth ten (10) points for the Alliance of the color of the
High Goal.
A Robot that is Low Elevated is worth twenty-five (25) points for its Alliance.
A Robot that is High Elevated is worth fifty (50) points for its Alliance.
At the end of the Autonomous Period the Alliance with the most points receives a ten (10) point
bonus.
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<S1> If at any time the Robot operation or team actions are deemed unsafe or have damaged the
Field Elements or Scoring Objects, by the determination of the referees, the offending team may be
Disabled and/or Disqualified. The Robot will require re-inspection before it may again take the field.
a. Teams should be extra cautious when interacting with Scoring Objects. Any damage
such as scuffs or punctures can be ruled as a violation of <S1>.
b. Teams may not make contact with the High Goal. Minor violations of this rule will result
in a warning. Egregious offenses will result in a Disablement and/or Disqualification.
<S2> If a Robot goes completely out-of-bounds (outside the playing field), it will be Disabled for the
remainder of the Match.
Note: The intent is NOT to penalize Robots for having mechanisms that inadvertently cross the field
border during normal game play.
<G1> When reading and applying the various rules in this document, please remember that common
sense always applies in the VEX Robotics Competition.
<G2> At the beginning of a Match, each Robot must be smaller than a volume of 18 inches wide by
18 inches long by 18 inches tall. An offending Robot will be removed from the match at the Head
Referee’s discretion.
<G3> Each team shall include up to three Drive Team Members. No Drive Team Member may fulfill
this role for more than one team at any given event.
<G4> Only Student Drive Team Members may touch the team’s controls, Robot, and Scoring
Objects at any time during a Match, and are the only Drive Team Members allowed to interact with
the Robot as per <SG5>. Adult Drive Team Members are not permitted to touch the controls or
interact with the robot or Scoring Objects. Minor violations of this rule that do not affect the match will
result in a warning. Egregious (match affecting) offenses will result in a Disqualification. Teams that
receive multiple warnings may also receive a Disqualification at the head referee's discretion.
<G5> During a Match, the Drive Team Members must remain in their Alliance Station.
<G6> During the qualification rounds, the red Alliance has the right to place its Robots on the field
last. During the elimination rounds, the higher seeded Alliance has the right to place its Robots on the
field last. Once a team has placed its Robot on the field, its position cannot be readjusted prior to the
match. Robots must be placed on the field promptly. A Team that violates this rule will have its robots
randomly repositioned by the referees.
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<G7> Drive Team Members are prohibited from making intentional contact with any Scoring Object,
Field Element or Robot during a Match, with the exception of the contact specified in <SG5> and
<SG6>. Minor violations of this rule that do not affect the match will result in a warning. Egregious
(match affecting) offenses will result in a Disqualification. Teams that receive multiple warnings may
also receive a Disqualification at the head referee's discretion.
a. Drive Team Members are not permitted to break the plane of field perimeter at any time during
the match, with the exception of the actions described in <SG5>.
<G8> During a Match, Robots may be operated only by the Student Drive Team Members and/or by
software running in the on-board control system. During the Autonomous Period Drive Team
Members are not permitted to interact with the Robot, the controls on their VEXnet Joysticks, or to
unplug from the field, in any way, directly, or indirectly. (e.g. Triggering sensors without touching the
Robot is still illegal) Minor violations of this rule that do not affect the match will result in a warning.
Egregious (match affecting) offenses will result in a Disqualification. Teams that receive multiple
warnings may also receive a Disqualification at the head referee's discretion.
<G9> It is expected that Scoring Objects may unintentionally leave the field during match play.
Scoring Objects that leave the playing field will not be returned to the field. Teams may not
intentionally remove Scoring Objects from the field. We do expect Scoring Objects to leave the field
accidently during Scoring, however doing so intentionally or repeatedly would be a violation of this
rule. Minor violations of this rule that do not affect the match will result in a warning. Egregious (match
affecting) offenses will result in a Disqualification. Teams that receive multiple warnings may also
receive a Disqualification at the head referee's discretion.
<G10> Scores will be calculated for all Matches immediately after the Match after all objects and
Robots on the field come to rest.
<G11> Robots may not intentionally detach parts during any Match, or leave mechanisms on the
field. Minor violations of this rule that do not affect the match will result in a warning. Egregious
(match affecting) offenses will result in a Disqualification. Teams that receive multiple warnings may
also receive a Disqualification at the head referee's discretion. Multiple intentional infractions may
result in Disqualification for the entire competition.
<G12> Strategies aimed solely at the destruction, damage, tipping over, or Entanglement of Robots
are not part of the ethos of the VEX Robotics Competition and are not allowed. However, VEX
Nothing But Net is an interactive game. Some incidental tipping, Entanglement, and damage may
occur as a part of normal game play. If the tipping, Entanglement, or damage is ruled to be intentional
or egregious, the offending team may be disqualified from that Match. Repeated offenses could result
in a team being Disqualified from the remainder of the competition.
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VEX Robotics Competition Nothing But Net is intended to be an offensive game. Teams that partake
in solely defensive strategies will undergo extra scrutiny in regard to <G12>. In the case where
referees are forced to make a judgment call on interaction between a defensive and offensive Robot,
the referees will err on the side of the offensive Robot.
A team is responsible for the actions of its Robot at all times, including the Autonomous Period. This
goes for teams that are driving recklessly and potentially causing damage, but also goes for teams
that drive around with a small wheel base. A team should design its Robot such that it is not easily
tipped over or damaged by minor contact.
a. If a Robot has expanded beyond its 18”x18”x18” size limitation and is outside the Climbing
Zone it is responsible for any type of Entanglement that occurs with an opponent. If an
expanded Robot becomes Entangled while fully within its Climbing Zone, its opponent would
be responsible.
<G13> Robots must be designed to permit easy removal of Scoring Objects from any mechanism
without requiring the Robot to have power after a Match.
<G14> Field tolerances may vary by as much as ±1”, except where otherwise noted, so teams must
design Robots accordingly. Please make sure to check Appendix A for more specific tolerances.
Note: The foam field tiles should be entirely within the field perimeter. The field perimeter should not
be resting on top of the foam field tiles.
<G15> Replays are at the discretion of the event partner and head referee, and will only be issued in
the most extreme circumstances.
<G16> All teams must adhere to all VEX Robotics Competition Rules as they are written, and must
abide by the stated intent of the rules. Every team has the opportunity to ask for official rules
interpretations in the VEX Robotics Competition Question & Answer Forum. All responses in this
Q&A forum should be treated as official rulings from the VEX Robotics Competition Game Design
Committee, and they represent the correct and official interpretation of the VEX Robotics Competition
Rules.
There may also be periodic “Team Updates” posted on the VEX Robotics Competition Nothing But
Net webpage in the competition section of www.vexrobotics.com and www.roboticseducation.org.
These updates are also “official” parts of the VEX Robotics Competition Nothing But Net rules.
The VEX Robotics Competition Question & Answer Forum can be found at www.vexforum.com, or
directly at http://www.vexrobotics.com/Nothing_But_Net.
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<G17> All teams are expected to conduct themselves in a respectful and professional manner while
competing in VEX Robotics Competition events. If a team or any of its members are disrespectful or
uncivil to event staff, volunteers or fellow competitors, they may be Disqualified from a current or
upcoming Match. It is important to remember that we are all judged based on how we deal with
adversity. It is important that we all exhibit maturity and class when dealing with any difficult situations
that may present themselves in both the VEX Robotics Competition and our lives in general.
<G18> All rules in this manual are subject to changes, and not considered official until June 15 th,
2015. We do not expect any major changes to take place, however we do reserve the right to make
changes until June 15th, 2015. There will also be scheduled manual updates on August 17 th, 2015
and April 4th, 2016.
<SG1> At the beginning of each Match, each Robot must be placed such that it is touching one of its
colored Alliance Starting Tiles, not touching any Scoring Object other than those permitted by <SG2>
and not touching any other foam field tiles, or another Robot. No more than one (1) Robot may start
the Match on any one (1) Alliance Starting Tile.
Legal Starting
Position
Illegal Starting
Position
Figures 6 & 7: A legal and illegal starting position
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<SG2> Prior to the start of each Match, each Robot may use their four (4) Balls available as
Preloads. A Ball is considered to be legally preloaded if it is touching the Robot, not touching any
other grey foam tiles, and is fully within the field perimeter. (See figures 8 & 9) Any unused Preloads
become Driver Control Loads.
Legal Preload
Illegal Preload
Figures 8 & 9: A legal and illegal Preload
<SG3> A Robot may not expand beyond a volume of 18 inches wide by 18 inches long by 18 inches
tall at any point during the Match, with the exception of the allowance listed in <SG10>. Minor
violations of this rule that do not affect the match will result in a warning. Egregious (match affecting)
offenses will result in a Disqualification. Teams that receive multiple warnings may also receive a
Disqualification at the head referee's discretion.
<SG4> A Robot cannot Pin or Trap an opposing Robot for more than five seconds during the Driver
Controlled Period. A Pin or Trap is officially over once the Pinning Robot has moved away and the
Robots are separated by at least 2 feet (approximately one (1) foam tile). After ending a Pin or Trap,
a Robot may not Pin or Trap the same Robot again for a duration of 5 seconds; if a team does pin the
same Robot again, the pinning count will resume from where it left off when the pinning Robot initially
backed off.
Minor violations of this rule that do not affect the match will result in a warning. Egregious (match
affecting) offenses will result in a Disqualification. Teams that receive multiple warnings may also
receive a Disqualification at the head referee's discretion. There is no penalty for Pinning during the
Autonomous Period.
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<SG5> During the Driver Controlled Period, Student Drive Team Members may handle their own
Robot if the robot has never moved. The type of fixes that are allowed are limited to the following:
a.
b.
c.
d.
Turning the Robot on or off
Plugging in a battery and/or power expander
Plugging in a VEXnet Key
Turning the power expander on or off
Minor violations of this rule that do not affect the match will result in a warning. Egregious (match
affecting) offenses will result in a Disqualification. Teams that receive multiple warnings may also
receive a Disqualification at the head referee's discretion.
<SG6> Any Scoring Objects introduced during the Match as Driver Control Loads must be either
gently placed on a Robot of your own color touching the Loading Zone or gently entered into the
Loading Zone of your own color, by a Student Drive Team Member, without breaking the plane of the
field, during the Driver Controlled Period. The intent of this rule is to allow teams to introduce objects
into play, but not to impart energy on the Scoring Object which will cause it to end up in a position
outside the Loading Zone.
Minor violations of this rule that do not affect the match will result in a warning. Egregious (match
affecting) offenses will result in a Disqualification. Teams that receive multiple warnings may also
receive a Disqualification at the head referee's discretion.
Illegal Driver
Control Load
Legal Driver
Control Load
Legal Driver
Control Load
Illegal Driver
Control Load
Figures 10-13: A legal and illegal Driver Control Loads
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<SG7> Robots may not enter the opposing Alliance’s Loading Zone at any time during the Match.
Minor violations of this rule that do not affect the match will result in a warning. Egregious (match
affecting) offenses will result in a Disqualification. Teams that receive multiple warnings may also
receive a Disqualification at the head referee's discretion.
<SG8> Robots may not Possess more than four (4) Scoring Objects at once. Minor violations of this
rule that do not affect the match will result in a warning. Egregious (match affecting) offenses will
result in a Disqualification. Teams that receive multiple warnings may also receive a Disqualification
at the head referee's discretion.
<SG9> Robots may not enter (i.e. break the plane) of any Goal. Minor violations of this rule that do
not affect the match will result in a warning. Egregious (match affecting) offenses will result in
a Disqualification. Teams that receive multiple warnings may also receive a Disqualification at the
head referee's discretion.
<SG10> Robots may expand beyond their normal maximum perimeter of 18” by 18” only while
completely within the volume of the Climbing Zone. Robots may expand above the 18” height limit
while completely within the volume of the Climbing Zone and with less than thirty seconds (0:30) left
in the Match.
Minor violations of this rule that do not affect the match will result in a warning. Egregious (match
affecting) offenses will result in a Disqualification. Teams that receive multiple warnings may also
receive a Disqualification at the head referee's discretion. Any Alliance with a Robot that has
expanded illegally will not be eligible for Elevation points.
Illegal to Expand
Legal to Expand
Figures 14 & 15: Robots in legal and illegal positions to expand as per <Sg10>
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<SG11> Robots may not be in the opposing Alliance’s Climbing Zone during the last thirty seconds
(0:30) of the Match. Furthermore, during the period, Robots may not contact an opposing Robot that
is contacting a partner Robot that is fully within the volume of the Climbing Zone.
Minor violations of this rule that do not affect the match will result in a warning. Egregious (match
affecting) offenses will result in a Disqualification. Teams that receive multiple warnings may also
receive a Disqualification at the head referee's discretion.
<SG12> Robots may not remove any Scoring Objects from any Goal during the Match. Minor
violations of this rule that do not affect the match will result in a warning. Egregious (match affecting)
offenses will result in a Disqualification. Teams that receive multiple warnings may also receive a
Disqualification at the head referee's discretion.
<SG13> Intentional strategies causing an opponent to violate a rule are not permitted, and will not
result in a foul on the opposing alliance. Minor violations of this rule that do not affect the match will
result in a warning. Egregious (match affecting) offenses will result in a Disqualification. Teams that
receive multiple warnings may also receive a Disqualification at the head referee's discretion.
<SG14> Robots may not intentionally grasp, grapple or attach to any Field Elements. Strategies with
mechanisms that react against multiple sides of a field element in an effort to latch onto said field
element are prohibited. The intent of this rule is to prevent teams from both unintentionally damaging
the field, and from anchoring themselves to the field. Minor violations of this rule that do not affect the
match will result in a warning. Egregious (match affecting) offenses will result in
a Disqualification. Teams that receive multiple warnings may also receive a Disqualification at the
head referee's discretion.
<SG15> Any fouls committed during the Autonomous Period that do not affect the final outcome of
the match, but do affect the outcome of the Autonomous Bonus, will result in the Autonomous Bonus
being automatically awarded to the opposing Alliance.
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The main challenge of the VEX Robotics Competition will be played in a tournament format. Each
tournament will include Practice, Qualifying, and Elimination Matches. After the Qualifying Matches,
teams will be ranked based on their performance. The top teams will then participate in the
Elimination Matches to determine the tournament champions.
Alliance Captain – The Team Representative of the highest ranked team that is asked to invite an
available team to join his or her alliance.
Alliance Selection – The process of choosing the permanent alliances for the Elimination Matches.
Disqualification – A penalty applied to a team for a rules violation. When a team is disqualified in a
Qualifying Match they receive zero (0) WP and SP. When a team is disqualified in an Elimination
Match the entire alliance is disqualified and they receive a loss for the match.
Elimination Match – A match used to determine the championship alliance. Alliances of three (3) face
off in a best two (2) of three (3) series, with two teams playing in each match. The first alliance to win
two (2) matches will proceed to the next round.
Practice Match – An un-scored match used to provide time for teams to get acquainted to the official
playing field.
Qualifying Match – A match used to determine the rankings for the Alliance Selection. Alliances
compete to earn Win Points and Strength of Schedule Points.
Strength of Schedule Points (SP) – The second basis of ranking teams. Strength of Schedule Points
are awarded in the amount of the score of the losing alliance in a Qualifying Match.
Team Representative – A student chosen to represent their team during Alliance Selection for the
final Elimination Matches.
Win Points (WP) – The first basis of ranking teams. Win Points are awarded for winning (two points)
and tying (one point) a Qualifying Match.
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At the event Practice Matches may be played in the morning during the team registration time until
the drivers meeting begins. Every effort will be made to equalize practice time for all teams, but they
may be conducted on a first-come, first-served basis. These matches are not scored, and will not
affect team ranking.
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
The Qualifying Match schedule will be available prior to opening ceremonies on the day of
competition. This schedule will indicate alliance partners and match pairings. It will also
indicate the alliance’s color – red or blue. For tournaments with multiple fields, the schedule
will also indicate which field the match will take place on.
The Qualifying Matches will start immediately after opening ceremonies in accordance with the
qualifying match schedule.
Teams will be randomly assigned an alliance partner to compete against two randomly
assigned opponents in each Qualifying Match.
All teams will be scored on the same number of Qualifying Matches.
In some cases, a team will be asked to play in an additional Qualifying Match, but will not
receive credit for playing this extra match.
At the conclusion of each match, Win Points (WP) will be issued:
o Winning teams of a Qualifying Match receive two (2) WP
o Losing teams of a Qualifying Match receive zero (0) WP
o If a Qualifying Match ends in a tie, all four teams receive one (1) WP
o If a team is Disqualified they receive zero (0) WP
All teams in each Qualifying Match will also receive Strength of Schedule Points (SP).
o The number of SP assigned for each match, is that of the losing alliance’s score.
o In the event of a tie, both alliances will receive the same SP (equal to the tie score).
o If a team is disqualified they receive zero (0) SP
o If both teams on an alliance are Disqualified, the teams on the winning Alliance will be
awarded their own score as their SP for that match.
For a Qualifying Match, if no member of a team is present in the driver station at the start of a
match, that team is declared a “no show” and will receive zero (0) WP and zero (0) SP. A “no
show” is treated exactly the same as a Disqualification.
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The Alliance Selection process will consist of two rounds of selection, such that eight alliance
captains will form elimination alliances consisting of three teams.
These eight alliances will participate in a tournament to determine the event champions.
If a team is Disqualified during an Elimination Match, then their entire alliance is Disqualified,
and the match will be recorded as a loss.
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
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Every team will choose a student to act as a Team Representative.
o These student representatives will proceed to the playing field at the designated time to
represent their teams in the Alliance Selection.
There will be eight alliances formed in the Alliance Selection.
In order of tournament ranking, the Team Representative of the highest ranked team not
already in an alliance will be asked to step forward as an Alliance Captain to invite another
available team to join their alliance.
A team is available if they are not already part of an alliance, or have not already declined an
alliance invitation.
o If the team accepts, it is moved into that alliance.
o If a team declines an invitation, they CANNOT be invited into another alliance, but are
still available to select their own alliance if the opportunity arises.
o If a team declines, the Alliance Captain from the inviting team must then extend another
invitation.
This process will continue until all eight Alliance Captains have been designated and chosen
one alliance partner.
The same method is used for each Alliance Captain's second choice. Teams will select
in the same order they did in the first round. Any teams remaining after alliance eight
makes their second choice will not compete in the Elimination Matches.
Some smaller events may choose to use a different alliance format to better suit the number of
teams, please see the event modification section of this document for more details.
The Elimination Matches will play in a ladder format as shown below.
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In the elimination rounds, teams do not get Win Points; they get a win, loss or tie. Within each bracket
of the Elimination Match Ladder, matches will be played to determine which alliance advances, as
follows:


The first alliance to win two matches advances.
Any tied matches will be replayed until one alliance has two wins, and advances.
<T01> Referees have ultimate authority during the competition. Their rulings are final.
a. The referees will not review any recorded replays.
b. Any questions for the referees must be brought forward by a student drive team member within
the time period of two (2) qualifying matches or immediately after the score is announced of an
elimination match.
<T02> The only people from a team permitted by the playing field are the three drive team members
who are identified by the drive team badges. These badges are interchangeable but not during a
match.
<T03> During matches, two teams from an alliance will play on the field. Any team which sits out
the first match in an elimination series, must play in the second match, with no exceptions. In
the third and any subsequent matches, any two of the three teams may play. Prior to each Elimination
Match, the Alliance Captain must let the referee know which two teams will be playing in the
upcoming match.
<T04> There are no time outs in the qualifying rounds; in the elimination rounds, each alliance will be
allotted ONE time out of no more than three minutes, as permitted by the head referee. The matches
must progress according to schedule.
a. If a robot cannot report for a match, at least one member of the team should report to the field
for the match.
<T05> All team members, including coaches, must wear safety glasses or glasses with side shields
while in the pit or alliance stations during matches. While in the pit area it is highly recommended that
all team members wear safety glasses.
vex.com
Copyright 2015, VEX Robotics Inc.
2015-04-08
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Small Tournaments (Level 1 Tournaments): In the case that an event has fewer than 24 teams
(the requisite amount to have eight full alliances), tournaments may be played as follows:



If there are between 18 and 23 teams at a tournament
o Alliances will still consist of three teams
o The number of alliances will be equal to the amount of teams divided by three, less any
remainder. (e.g. If there are 19 teams, 19/3 = 6.33  6 picking teams)
If there are 17 or fewer teams
o Alliances will consist of two teams
o The number of alliances will be equal to the amount of teams divided by two, less any
remainder. (e.g. If there are 13 teams, 13/2 = 6.5  6 picking teams)
o Some tournaments of this size may choose to use unbalanced alliances; having one
alliance of 3 teams to allow all teams to participate in the elimination rounds. (e.g. If
there are 17 teams, 7 alliances of 2 and 1 alliance of 3). Three team alliances must still
adhere to <T03> despite competing against other 2 team alliances.
 If a tournament is using this format, alliances should be selected as per usual
until each alliance has two teams. The remaining team would then be added to
the lowest ranked alliance. (e.g. 7th is lower ranked than 6th )
The match ladder follows the same format as a full tournament, with byes being awarded when
there is no applicable alliance. (e.g. If there are seven alliances, there would be no 8 th
alliance, thereby awarding a bye to the 1st alliance in the quarter-finals.)
Medium Tournaments (Level 2 Tournaments and above): For all tournaments with at least 24
teams, tournaments may be played as follows:


The standard format of 8 Alliances of 3 teams
12 Alliances of 2 teams
o This setup is recommended for tournaments that do not have enough qualifying spots to
qualify an entire three team alliance for the World Championship
o The elimination bracket for a 12 alliance tournament would play out as follows
vex.com
Copyright 2015, VEX Robotics Inc.
2015-04-08
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Field Height: At many tournaments the playing field will be placed on the floor. Some tournament
organizers may choose to elevate the playing fields by 24” to 36”. At the 2016 VEX Robotics World
Championship the platforms will be 24” high. For safety reasons, no drive team members will be
allowed to stand on any sort of object during a match, despite the presence of raised fields.
vex.com
Copyright 2015, VEX Robotics Inc.
2015-04-08
23
This section provides rules and requirements for the design and construction of your robot. A VEX
Robotics Competition robot is a remotely operated and/or autonomous vehicle designed and built by
a registered VEX Robotics Competition student team to perform specific tasks when competing in
VEX Robotics Competition Nothing But Net. Prior to competing at each event, all robots will have to
pass an inspection.
There are specific rules and limitations that apply to the design and construction of your robot.
Please ensure that you are familiar with each of these robot rules before proceeding with robot
design.
<R1> Only one (1) robot will be allowed to compete per team in the VEX Robotics Competition.
Though it is expected that teams will make changes to their robot at the competition, a team is limited
to only one (1) robot. As such, a VEX robot, for the purposes of the VEX Robotics Competition, has
the following subsystems:
Subsystem 1: Mobile robotic base including wheels, tracks, legs, or any other mechanism that allows
the robot to navigate the majority of the flat playing field surface. For a stationary robot, the robotic
base without wheels would be considered Subsystem 1.
Subsystem 2: Power and control system that includes a VEX legal battery, a VEX control system,
and associated motors for the mobile robotic base.
Subsystem 3: Additional mechanisms (and associated motors) that allow manipulation of game
objects or navigation of field obstacles.
Given the above definitions, a minimum robot for use in any VEX Robotics Competition event
(including skills challenges) must consist of 1 and 2 above. Thus if you are swapping out an entire
subsystem of either item 1 or 2, you have now created a second robot and are no longer legal.
a. Teams may not compete with one robot, while a second is being modified or assembled.
b. Teams may not switch back and forth between multiple robots during a competition.
vex.com
Copyright 2015, VEX Robotics Inc.
2015-04-08
24
<R2> Every robot will be required to pass a full inspection before being cleared to compete. This
inspection will ensure that all robot rules and regulations are met. Initial inspections will take place
during team registration/practice time.
a. If significant changes are made to a robot, it must be re-inspected before it will be allowed to
compete.
b. All robot configurations must be inspected before being used in competition.
c. Teams may be requested to submit to random spot-inspections by event personnel. Refusal
to submit will result in disqualification.
d. Referees or inspectors may decide that a robot is in violation of the rules. In this event, the
team in violation will be disqualified and the robot will be barred from the playing field until it
passes re-inspection.
<R3> The following types of mechanisms and components are NOT allowed:
a. Those that could potentially damage playing field components.
b. Those that could potentially damage other competing robots.
c. Those that pose an unnecessary risk of entanglement.
<R4> At the beginning of any match, robots must be smaller than 18” x 18” x 18”.
a. During inspections, robots will be measured in one of two ways
i. Robots will be placed into a “sizing box” which has interior dimensions matching the
above size constraints. To pass inspection, a robot must fit within the box without
touching the box walls or ceiling.
ii. Robots will be sized using a VEX Robotics Competition Robot Sizing Tool. Robots will
be placed on a flat surface and must not touch the measurement slide as it is passed
over the surface. Please see http://www.vexrobotics.com/vex/products/competitionproducts/vrc-products/276-2086.html for a visual reference.
b. Robots may expand beyond their starting size constraints after the start of a match.
c. Any restraints used to maintain starting size (i.e. zip ties, rubber bands, etc.) MUST remain
attached to the robot for the duration of the match.
vex.com
Copyright 2015, VEX Robotics Inc.
2015-04-08
25
<R5> Robots may be built ONLY from Official Robot Components from the VEX Robotics Design
System unless otherwise specifically noted within these rules.
a. During inspections if there is a question about whether something is an official VEX
component, a team will be required to provide documentation to an inspector, which proves the
component’s source. Such types of documentation include receipts, part numbers, or other
printed documentation.
b. Only the VEX Robotics Design System Components specifically designed to be used for Robot
construction are allowed. Using additional components outside their typical purpose is against
the intent of the rule (i.e. please don’t try using VEX apparel, competition support materials,
packaging or other non-robot products on a VEX Robotics Competition Robot).
c. Products from the VEXpro, VEX IQ, or VEX Robotics by Hexbug product line cannot be used
for robot construction, unless specifically allowed by a clause of <R7>. Products from the
VEXpro or VEX IQ, or VEX Robotics by Hexbug product line which are also cross listed as part
of the VEX product line are legal.
d. Official Robotics Components from the VEX Robotics Design System which have been
discontinued are still legal for competition use. However teams must be cognizant of <R5a>.
<R6> Official VEX products are ONLY available from VEX & Official VEX Resellers. To determine
whether a product is “official” or not, consult www.vexrobotics.com.
<R7> Robots are allowed the following additional “non-VEX” components:
a. Any material strictly used as a color filter or a color marker for a VEX Light Sensor.
b. Any parts which are identical to legal VEX parts. For the purposes of this rule, products which
are identical in all ways except for color are permissible. Note: It is up to inspectors to
determine whether a component is “identical” to an official VEX component.
c. Any commercially available #4, #6, #8, M2, M2.5, M3 or M4 screw up to 2" long, and any
commercially available nut to fit these screws.
d. Teams may add non-functional decorations provided that these do not affect the robot
performance in any significant way or affect the outcome of the match. These decorations
must be in the spirit of the competition. Inspectors will have final say in what is considered
“nonfunctional”.
i. Anodizing and painting of parts would be considered a legal nonfunctional decoration
ii. Any guards or decals must be backed by legal materials that provide the same
functionality. i.e. If your robot has a giant decal that prevents Scoring Objects from
falling out of the robot, the decal must be backed by VEX material that also prevents the
Scoring Objects from falling out.
vex.com
Copyright 2015, VEX Robotics Inc.
2015-04-08
26
e.
f.
g.
h.
j.
k.
l.
m.
iii. If using the VEX speaker (Part #276-1504), the chosen audio must not be distracting
and must be in good taste. The Head Inspector and Head Referee will make the final
decision on the appropriateness of the audio.
Any non-aerosol based grease or lubricating compound, when used in extreme moderation on
surfaces and locations that do NOT come into contact with the playing field walls, foam field
surface, game objects, or other robots.
Non shattering plastic from the following list; polycarbonate, acetel monopolymer (Delrin),
acetal copolymer (Acetron GP), POM (acetal), ABS, PEEK, PET, HDPE, LDPE, Nylon (all
grades), Polypropylene, FEP; as cut from a single 12" x 24" sheet up to 0.070" thick.
i. Plastic can be mechanically altered by cutting, drilling or bending etc., but it cannot be
chemically treated, melted or cast. Teams may heat the polycarbonate to aid in
bending.
A small amount of tape may be used for the following purposes:
i. For the sole purpose of securing any connection between the ends of two (2) VEX
cables.
ii. For labeling wires and motors.
iii. Teflon tape solely for the purposes of preventing leaks may be used on the threaded
portions of pneumatic fittings.
iv. For securing and retaining a VEXnet key to the VEX ARM® Cortex®-based
Microcontroller. Using tape in this manner is highly recommended to ensure a robust
connection.
Hot glue for securing cable connections
A USB extension cable may be used for the sole purpose of remote mounting of a VEXnet key.
The key must be mounted in the following manner.
i. The VEXnet key must be mounted such that no metal is touching the key above the
VEXnet logo.
ii. We highly recommend that no metal may be within 2” of the top of the VEXnet key.
An unlimited amount of 1/8”, braided, nylon rope
Commercially available items used solely for the purpose of bundling or wrapping of 2-wire, 3wire, 4-wire cables, and pneumatic tubing, for the purposes of protection, organization, or
management are allowed. This includes but is not limited to electrical tape, cable carrier, cable
track, etc. Note: it is up to inspectors to determine whether a component is serving a function
beyond protecting and managing cables.
VEX IQ pins used solely for the purpose of attaching VEX Team Identification Number Plates.
vex.com
Copyright 2015, VEX Robotics Inc.
2015-04-08
27
<R8> Additional VEX Robotics Design System Components that are released during the competition
season are considered legal for use.
Some “new” components may have certain restrictions placed on them upon their release. These
restrictions will be documented in a Team Update. Team Updates will be posted to the VEX Nothing
But Net home page in the Competition section of www.VEXrobotics.com
<R9> Robots must use ONLY one (1) VEX EDR Microcontroller.
a. Examples of VEX EDR Microcontrollers are the VEX v.5 PIC Microcontroller and the VEX
ARM® Cortex®-based Microcontroller.
b. Microcontrollers that are part of other VEX product lines such as VEXpro, VEX RCR, VEX IQ,
or VEX Robotics by Hexbug are not allowed.
<R10> Robots must ONLY utilize the VEXnet system for all robot communication.
a. VEX 75Mhz Crystal Radios are prohibited. (Some events may allow the use of 75Mhz Crystal
Radios, please see the Special Event Rule Modifications later in this section.)
b. Electronics from the VEXpro, VEX-RCR, VEX IQ, or VEX Robotics by Hexbug product line are
prohibited including all VEXplorer electronics.
c. A VEXnet Joystick may only be used in conjunction with a VEX ARM® Cortex®-based
Microcontroller. A VEXnet upgraded 75MHz Transmitter may only be used in conjunction with
a PIC Microcontroller. Mixing and matching VEXnet transmitters and receivers is prohibited.
<R11> Robots may use up to ten (10) VEX EDR motors or VEX Servos (Any combination, up to ten)
a. 2-Wire Motors must be controlled by a 2-Wire Motor Port, either directly on a VEX
Microcontroller (P/N 276-2194), or on a "VEX Motor Controller 29" module.
b. Teams may NOT use multiple 2-wire Motor Ports, 3-wire PWM Motor Ports, or Motor
Controller 29 modules on a single motor.
<R12> A maximum of one (1) VEX Y-cable can be used per Motor Port of the Microcontroller or
Power Expander. (You cannot “Y off a Y” to have more than two (2) motors controlled by the same
Motor Port.)
a. Teams using the VEX ARM® Cortex®-based Microcontroller can only power one (1) 2-wire
Motor per each of the two 2-wire motor ports on the Microcontroller. It is illegal to "Y" off a 2wire Motor Port.
b. Teams may not “Y” off a Motor Controller 29
vex.com
Copyright 2015, VEX Robotics Inc.
2015-04-08
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<R13> The only allowable sources of electrical power for a VEX Robotics Competition Robot is any
single (1) VEX 7.2V Robot Battery Pack of any type, unless the robot is utilizing the VEX Power
Expander, and a single (1) 9V backup battery. Robots utilizing the VEX Power Expander can use a
second (2) VEX 7.2V Robot Battery of any type.
a. Additional batteries cannot be used on the robot (even ones that aren’t connected).
b. Robots are permitted to use a maximum of one (1) VEX Power Expander
c. To ensure reliable wireless communication, it is required that all teams connect a charged 9V
Backup battery to their VEXnet system using the VEXnet Backup Battery Holder (276-2243).
d. Any VEX 7.2V Battery Pack is legal, in the quantities described above.
e. The only legal means for charging a VEX 7.2V Battery Pack is via one of the following VEX
Battery Chargers: Smart Charger, 276-1445; Smart Charger v2, 276-2519; 276-2221
(discontinued), 276-2235 (discontinued). All other chargers are strictly prohibited.
f. VEXnet Joysticks must only be powered by AAA batteries
i. Some events may provide field power for VEXnet Joysticks. If this is provided for all
teams at the event, this is a legal source of power for VEXnet Joysticks.
<R14> No more than two VEX hand-held transmitters may control a single robot during the
tournament. No modification of these transmitters is allowed of ANY kind.
a. No other methods of controlling the robot (light, sound, etc) are permissible.
<R15> Parts may NOT be modified as follows:
a. Motors (including the internal PTC), extension cords, sensors, controllers, battery packs,
reservoirs, solenoids, pistons and any other electrical component or pneumatics component of
the VEX Robotics Design System may NOT be altered from their original state in ANY way.
i. Internal or external mechanical repairs of VEX Limit and Bumper switches are
permitted; using components from these devices in other applications is prohibited
ii. External wires on VEX electrical components may be repaired by soldering, using
twist/crimp connectors, electrical tape or shrink tubing such that the original functionality
/ length is not modified in any way. Wire used in repairs must be identical to VEX wire.
Teams may make these repairs at their own risk; incorrect wiring may have
undesired results.
iii. Teams may change or replace the gears in the “2-Wire 393” or “2-Wire 269” motors,
with the corresponding official VEX Replacement Gears
iv. Teams may cut pneumatic tubing to a desired length
vex.com
Copyright 2015, VEX Robotics Inc.
2015-04-08
29
b. Welding, soldering, brazing, gluing, or attaching in any way that is not provided within the VEX
Robotics Design System will NOT be allowed.
i. Mechanical fasteners may be secured using Loctite or a similar thread-locking product;
this may be used for securing hardware ONLY.
ii. Teams are permitted to fuse/melt the end of the 1/8” nylon rope to prevent fraying
iii. The gluing permitted by <R7h> is an exception to this rule.
<R16> The Robot on/off switch must be accessible without moving or lifting the robot. The Robot
Microcontroller lights should also be visible by competition personnel to assist in diagnosing robot
problems.
<R17> Teams must bring their robots to the field prepared to play. Teams who use VEX pneumatics
must have their systems charged before they place the robot on the field.
<R18> Pneumatic devices may only be charged to a maximum of 100 psi. Teams may only use a
maximum of two (2) legal VEX pneumatic air reservoirs on a Robot.
The intent of this rule is to limit teams to the air pressure stored in two reservoir tanks, as well as the
normal working air pressure contained in their pneumatic cylinders and tubing on the robot. Teams
may not use other elements (e.g. surgical tubing) for the purposes of storing air pressure. Teams who
use cylinders and additional pneumatic tubing for no purpose other than additional storage are in
violation of the spirit of this rule and will fail inspection.
<R19> To participate in an official VEX Robotics Competition Tournament a team must first register
on robotevents.com. Upon registering they will receive their VEX Team Identification Number (VEX
Team ID#) and a welcome kit containing VEX Team Identification Number Plates. Every robot should
have their VEX Team ID# Plates displayed on a minimum of 2-opposing sides.
a. The VEX Team Identification Number Plates are considered a non-functional decoration, and
cannot be used as a functional part of the robot.
b. These number plates must fulfill all robot rules (i.e. they must fit within the 18” cube per <R4>,
they cannot cause entanglement, etc.)
c. Robots must use the colored plates that match their alliance color for each match. (i.e. Robots
on the red alliance must have their red plates on for the match) It must be abundantly clear
which color alliance the robot belongs to.
vex.com
Copyright 2015, VEX Robotics Inc.
2015-04-08
30
<R20> During the Autonomous Period human operators will not be allowed to use their hand-held
controllers. As such, teams are responsible for programming their robot with custom software if they
want to perform in Autonomous mode.
For more information on this, teams should consult the help guides produced by the developers of
their chosen programming software.
<R21> Any violation of robot rules will result in a team being unable to play until they pass inspection
(per <R2d>). In addition, teams who intentionally circumvent or violate rules to gain an advantage
over their fellow competitors are in violation of the spirit and ethos of the competition. As such,
anyone caught violating a rule in this manner may be disqualified from upcoming matches, the event,
or even future events at the discretion of the VEX Robotics Competition Game Design Committee.
The rules listed in this section represent the way the game will be played at ALL VEX Robotics
Competition “Championship” Events. We know that some events will choose to modify the rules
slightly to suit unique circumstances. In particular, we expect some events will make the following
rule exceptions:
a. Utilize the VEX 75 Mhz Crystal Radio Transmitter & Receiver instead of or in conjunction with
the VEXnet Wireless link.
b. Allow AA batteries to power the robot instead of a VEX 7.2V Battery Pack
If an event makes the changes they need to inform all attending teams. It is especially important that
any 75 Mhz events make sure their teams are using the correct communication type.
vex.com
Copyright 2015, VEX Robotics Inc.
2015-04-08
31
Peraturan Kategori Submarin
P
S
e Robot – IRoF 2015
(7
7-8 Novem
mber 2015)) © TE MARA
ANATHA dan
n ROBO BUD
DDY (Versi 1.0
0) A Ketentua
A.
an robot/tim
m dan aren
na:
1. Satu tim
t terdiri atas maksim
mum dua ora
ang
2. Wajib
b mengguna
akan robot yang
y
disupp
ply panitia.
3. Dilara
ang melakukan modifikkasi/mengub
bah mekaniik atau elekktronik pada
a robot.
4. Diizinkan menge
encangkan mur/baud
m
atau membe
erikan pelum
mas pada ro
obot.
5. Area pertandinga
an robot se
eperti pada lampiran. Kondisi
K
seka
at masing m
masing tang
gki diberika
an
gki B memilliki sekat da
an tantanga
an tersulit.
saat lomba. Tang
ansi ukuran
n arena dan pendukung
gnya +/- 10%
6. Tolera
B Tata tertib:
B.
1. Robo
ot dilarang merusak
m
arrena lomba.
2. Komponen/part yang terlep
pas dari rob
bot dapat dis
singkirkan setelah
s
bab
bak penilaian selesai.
3. Oran
ng tua/guru//mentor tida
ak diperkena
ankan masuk ke arena
a lomba.
4. Oran
ng tua/guru//mentor tida
ak diperkena
ankan komunikasi den
ngan peserta selama lo
omba.
5. Tim yang
y
tidak hadir
h
ke are
ena pertand
dingan samp
pai panggila
an ketiga, d
dinyatakan gugur.
g
6. Tim yang
y
tidak patuh
p
pada tata tertib dapat
d
didisk
kualifikasika
an.
C Aturan lo
C.
omba:
1. Tim akan
a
diberi waktu untu
uk uji coba lapangan.
2. Tim akan
a
diundi untuk men
nentukan urrutan pertan
ndingan
3. Sesi penilaian dilakukan
d
da
alam dua ta
ahap, babak
k penyisihan
n dan final.
4. Baba
ak penyisiha
an untuk me
enentukan tim yang lolos ke baba
ak final.
5. Baba
ak final untu
uk menentukan tim juara pemenan
ng, runner up
u 1, 2, 3, 4
4, dan 5
6. Penilaian robot berdasarkkan score te
ertinggi yan
ng diperole
eh robot de
engan mene
ekan tombo
ol
pada
a masing-masing tangkki.
7. Tombol tangki A memiliki score
s
5/kali, tombol tan
ngki B mem
miliki score 2
20/kali, tom
mbol tangki C
miliki score 10/kali.
1
mem
8. Waktu pertandin
ngan 3 men
nit.
al-hal lain ya
ang belum dicantumka
d
an maka aka
an disampa
aikan saat pertandingan
p
n
9. Jika terdapat ha
erta yang melanggar
m
pe
eraturan akkan digugurkan dari pertandingan..
10. Pese
11. Kepu
utusan juri sah
s dan tida
ak dapat dig
ganggu gug
gat.
B
A C
Frontal besar
b
Peratu
uran Kateg
gori Amazzing Flying
g Robot – IRoF 2015
(7
7-8 Novem
mber 2015)) © TE MARA
ANATHA dan
n ROBO BUD
DDY (Versi 1.0
0) A Ketentua
A.
an robot/tim
m dan aren
na:
1. Satu tim
t terdiri atas maksim
mum dua ora
ang
2. Wajib
b mengguna
akan robot yang
y
disupp
ply panitia.
3. Dilara
ang melakukan modifikkasi/mengub
bah mekaniik atau elekktronik pada
a robot.
4. Diizinkan menge
encangkan mur/baud
m
atau membe
erikan pelum
mas pada ro
obot.
5. Area pertandinga
an 4mx4m
a
berrbentuk dan
n berukuran seperti pad
da lampiran
n gambar.
6. Pole acrobat
7. Tolera
ansi ukuran
n arena dan pendukung
gnya +/- 10%
B Tata tertib:
B.
1. Robo
ot dilarang merusak
m
arrena lomba.
2. Komponen/part yang terlep
pas dari rob
bot dapat dis
singkirkan setelah
s
bab
bak penilaian selesai.
3. Oran
ng tua/guru//mentor tida
ak diperkena
ankan masuk ke arena
a lomba.
4. Oran
ng tua/guru//mentor tida
ak diperkena
ankan komunikasi den
ngan peserta selama lo
omba.
5. Tim yang
y
tidak hadir
h
ke are
ena pertand
dingan samp
pai panggila
an ketiga, d
dinyatakan gugur.
g
6. Tim yang
y
tidak patuh
p
pada tata tertib dapat
d
didisk
kualifikasika
an.
C Aturan lo
C.
omba:
1. Tim akan
a
diberi waktu untu
uk uji coba lapangan.
2. Tim akan
a
diundi untuk men
nentukan urrutan pertan
ndingan
3. Sesi penilaian dilakukan
d
da
alam dua ta
ahap, babak
k penyisihan
n dan final.
4. Baba
ak penyisiha
an untuk me
enentukan tim yang lolos ke baba
ak final.
5. Baba
ak final untu
uk menentukan tim juara pemenan
ng, runner up
u 1, 2, 3, 4
4, dan 5
6. Penilaian terban
ng robot dib
bagi atas du
ua jenis, ma
anuver dasa
ar dan akrob
batik.
7. Penilaian manu
uver dasar terdiri atass: take off, membuat angka
a
8, flip 3 kali be
erturut turu
ut,
+revolusi secara berssamaan, Se
etiap keberh
hasilan manuver dasa
ar mendapa
at
manuver rotasi+
e 20 point. (sehingga maksimum
m
point: 4 x 20)
score
8. Penilaian akrob
batik terdiri atas: land
ding di kota
ak besar, kotak
k
kecil,, melewati terowonga
an
erowongan frontal keccil dan terow
wongan ata
as. Setiap keberhasila
an akrobatiik
frontal besar, te
dapat score
e 30 point. (sehingga
(
m
maksimum
point:
p
5 x 30
0)
mend
9. Sesi manuver dasar dan akkrobatk massing-masing
g diberi wakktu maksimum 2 menitt.
s
terb
bang robot menyentuh
m
ek, atau are
ena.
10. Misi dinyatakan gagal jika selama
lantai, obye
ali, tanpa pe
erpanjangan
n waktu, da
an semua sccore yang didapat
d
aka
an
11. Retryy diberikan hanya 1 ka
diresset.
12. Jika terdapat ha
al-hal lain ya
ang belum dicantumka
d
an maka aka
an disampa
aikan saat pertandingan
p
n
13. Pese
erta yang melanggar
m
pe
eraturan akkan digugurkan dari pertandingan..
14. Kepu
utusan juri sah
s dan tida
ak dapat dig
ganggu gug
gat.
Peratu
uran Kateg
gori Amazzing Flying
g Robot – IRoF 2015
(7
7-8 Novem
mber 2015)) © TE MARA
ANATHA dan
n ROBO BUD
DDY (Versi 1.0
0) Frontal besar
b
Terowonggan atas Frontal kecil