ROBO SOCCER


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9451485316
Anurag Singh
7093772696
Abhishek Gupta
9828812321
Amit Sharma
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RoboSoccer Game Play

 

  • Game procedure: The game consists of two teams of robots playing soccer against each other. Each team has two autonomous/manual robots. The game will consist of two halves. The duration of each half is 5-minutes. There will be 2-minute break in between the halves.
  • Pre-match meeting: At the start of the first half of the game, a referee will toss a coin. The team mentioned first in the draw shall call the coin. The winner of the toss can choose either which end to kick to, or to kick off first. The loser of the toss will settle for the other option. After the first half, teams will switch sides. The team not kicking off in the first half of the game will kick off to begin the second half of the game.
  • Kick-off: Each half of the game begins with a kick-off. All robots must be located on their own side of the field. All robots must be halted. The ball is positioned by a referee in the center of the field. The team kicking off places their robots on the field first. Robots cannot be placed nor remain behind the goal line or in the outer area. Robots cannot be repositioned once they have been placed. The team not kicking off will now place their robots on the defensive end of the field. On the referee's command all robots will be started immediately by each captain. Any robots that are started early will be removed by the referee from the field and treated as a damaged robot.
  • Ball movement: A robot cannot hold a ball. Holding a ball means taking full control of the ball by removing all of its degrees of freedom. Examples for ball holding include fixing a ball to the robot's body, surrounding a ball using the robot's body to prevent access by others, encircling the ball or somehow trapping the ball with any part of the robot's body. If a ball stops rolling while a robot is moving or a ball does not rebound when rolled into a robot, it is a good indication that the ball is trapped.
  • Goalie: The robot moving first into the penalty area on a team’s defending side completely (with every part of it) is designated as goalie until a part of it leaves the penalty area.
  • Pushing: Within the penalty area, the goalie has priority. Attacking robots are not supposed to push the goalie in any way. If the attacker and the goalie touch each other and at least one of them has physical contact with the ball, the ball will be moved to the nearest unoccupied neutral spot immediately. If a goal is scored as a result of this pushed-situation, it will not be granted.
  • Lack of progress: Lack of progress occurs if there is no progress in the gameplay for a reasonable period of time and the situation is not likely to change. Typical lack of progress situations are when the ball is stuck between robots, when there is no change in ball and robot’s positions, or when the ball is beyond detection or reach capability of all robots on the field. After a visible and loud count, a referee will call “lack of progress” and will move the ball to the nearest unoccupied neutral spot. If this does not solve the lack of progress, the referee can move the ball to different neutral spots.
  • Out of bounds: If a robot’s entire body moves out beyond the white line of the field completely, it will be called for being out of bounds. When this situation arises, the robot is given a one-minute penalty, and the team is asked to remove the robot from the field. There is no time stoppage for the game itself. The robot is allowed to return if a kickoff occurs before the penalty has elapsed.
  • Damaged robots: If a robot is damaged, it has to be taken off the field and must be fixed before it can play again. Even if repaired, the robot must remain off the field for at least one minute or until the next kickoff is due. If all robots have moved out of bounds, the penalties are discarded and the match resumes with a neutral kickoff.
  • Interruption of Game: In principle, a game will not be stopped. A referee can stop the game if there is a situation on or around the field which the referee wants to discuss with an official of the tournament or if the ball malfunctions and a replacement is not readily available.

Dimensions:-

The Robot Can be either circular and rectangular style.The maximum diameter/width of the robot can be 30 cm there is no limit of height.

Number of robots / substitution:-

  • Each team is allowed to have at most two robots. It can be either manual or autonomous but should be wireless. The substitution of robots during the competition within the team or with other teams is forbidden.
  • Interference Robots are not allowed to be colored yellow or blue in order to avoid interference with the goal colors. Yellow or blue parts used in the construction of the robot must either be occluded by other parts from the perception by other robots or be taped/painted with a neutral color.
  • The robot must not emit infrared light. However, optical sensors (e.g. infrared-distance-sensors) may be used as long as they do not affect other robots. This needs to be proved by a referee or an OC member if a claim is placed by the other team.
  • Infrared light reflecting materials must not be used on the outside. If robots are painted, they must be painted matte. Minor parts that reflect infrared light could be used as long as other robots are not affected. A team claiming that their robot is affected by the other team’s robot reflecting infrared light has to show the proof/evidence of the interference.

Control: The use of remote control of any kind is  allowed.

Communication: Robots are not allowed to use any kind of communication during game play unless the communication between two robots is via Bluetooth class 2 or class 3 (range shorter than 20 meters) or via ZigBee. Teams are responsible for their communication. The availability of frequencies cannot be guaranteed.

Agility:

  • Robots must be constructed and programmed in a way that their movement is not limited to only one dimension (that means one axis). They must move in all directions, for example by turning. Robots must respond to the ball in a direct forward movement. For example, it is not enough to basically just move left and right in front of their own goal, but also to move directly towards the ball in a forward movement. At least one team robot must be able to seek and approach the ball anywhere on the field, unless the team has only one robot on the field at that time.
  • Robots must be constructed and programmed in a way that they do not enter the goal. Robots are allowed to use the cross-bar.

Handle: All robots must have a stable handle to hold and to lift them. The handle must be easily accessible, for example on top of a robot. The dimensions of the handle may exceed the 22 cm height limitation, but the part of the handle that exceeds this 22 cm limit cannot be used to mount components of the robot.

Violations :Robots that do not abide by the specifications/regulations are not allowed to play. If violations are detected during a running game the team is disqualified for that game. If similar violations occur repeatedly, the team can be disqualified from the tournament.

Rule & Regulations

Team:

A team consists of two or more members. Each team must have a captain. The captain is the person responsible for communication with referees. The team can replace its captain during the competition. Team is allowed to have only the fewest possible members beside the field during game play: they will usually be the captain and an assistant team member.

Violations:

Teams that do not abide by the rules are not allowed to participate.

Any person close to the playing field is not allowed to wear any yellow or blue clothes that can be seen by the robots (to avoid interference with the goal color). A referee can require a team member to change clothes or to be replaced by another team member if interference with goal color is suspected. The referee can interrupt a game in progress if any kind of interference from spectators is suspected (color clothing, IR emitters, camera flashes, mobile phones, radios, computers, etc.)

Code of Conduct:

Fair Play

  • Robots that cause deliberate interference with other robots or damage to the field will be disqualified.
  • Humans that cause deliberate interference with robots or damage to the field will be disqualified.
  • It is expected that the aim of all teams is to play a fair and clean game.

Behavior:

  • Participants who misbehave may be asked to leave the competition area and risk being disqualified from the contest.
  • The rules will be enforced at the discretion of the referees, officials, and local law enforcement authorities.

Organizing Committee:

                

  • Dimensions of the field:
  • The playing-field is 150 cm by 210 cm. The field is marked by a white line which is part of the playing-field. Around the playing-field, beyond the white line, is an outer area of 20 cm width. The floor near the exterior wall includes a wedge, which is an incline with a 10 cm base and 1 cm rise for allowing the ball to roll back into play when it leaves the playing field. Total dimensions of the field, including the outer area, are 190 cm by 250 cm. It is recommended that the field be positioned 70 to 90 cm off the ground.
  • Goals:
  • The field has two goals, centered on each of the shorter sides of the playing field. The goal inner space is 60 cm width, 15 cm high and 15 cm deep, box shaped. It has a cross-bar on top (to prevent robots from entering the goal and to allow checking if the ball scored). The goal “posts” are positioned over the white line marking the limits of the field. The cross-bar is exactly over the white line. The interior walls and the cross-bar of each goal are painted, one goal yellow, the other goal blue. The exterior (including the goal post and frame) are painted black (see the field diagrams).
  • Center circle:
  • A center circle will be drawn on the field. It is 60 cm in diameter. It is a thin black marker line. It is there for Referees and Captains as guidance during kick-off.
  • Penalty areas:
  • In front of each goal there is a 30 cm wide and 90 cm long penalty area. The penalty areas are marked by a black line of 20 mm width. The line is part of the area. A robot is considered inside the Penalty Area when it is completely inside.
  • Lighting and Magnetic Conditions:
  • The fields should be placed in a way that the influence by external infrared light is as low as possible and that the magnetic field of the earth is disturbed as little as possible. Perfect conditions cannot be guaranteed, however. Teams must come to tournaments being prepared to calibrate their robots based on the lighting and magnetic conditions at the venue.
  • Tournament balls:
  • Balls for the tournament must be made available by the organizers. Organizers are not responsible for providing balls for practice.
  • https://www.technoxian.com/wp-content/uploads/2017/02/robo.jpg

Robo Socers Competition Scoring

A goal is scored when the ball strikes or touches the back wall of the goal. Goals scored either by an attacking or defending robot have the same end result: they give one goal to the team on the opposite side. After a goal, game will be restarted with a kick-off from the team who received the goal against. Before a kick-off, all damaged or out of-bounds robots are allowed to return to the playing field immediately if they are ready and fully functional.

YouTube & Instagram Points:

Team may score maximum 10 Points (5+5) before 1 weak of the event date.

  • 5 Points: YouTube likes (1 Point for each 50 Likes).
  • 5 Points: Instagram likes (1 Point for each 50 Likes)