Section 3 Game Specific Rules

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1 Section 3 Game Specific Rules Introduction Over the years, BEST Inc. has ventured into a wide variety of industries: From underground mining to space exploration - and everything in-between. Throughout its diverse pursuits, BEST has kept safety the number one priority. In line with this, BEST has announced an organization-wide Fire Safety Initiative. Mostly the initiative involves fire prevention through new and improved safety policies, but BEST has also started a Research and Development program to explore robot intervention in industrial fire emergencies. Your company is invited to submit a robot prototype to be evaluated alongside other prototypes in a stateof-the-art Industrial Fire Simulator. Besides their performance in the simulations, companies will be evaluated based on the quality of their project documentation, sales presentation, company exhibit, and even their company culture and business ethics. Robots will not be able to touch the fire directly - in order to extinguish it, they need to launch simulated water from a distance. The highest priority is rescuing the test manikin from inside. Just like in a real rescue, every second counts; robots will receive more points if they complete the rescue in less time. Good luck! Objectives Design and build a prototype robot to rescue a fire test manikin, contain the dangerous chemicals, and extinguish the flames during a three minute match. A robot can score points by doing the following: (a) Rescuing the Manikin (b) Containing the Chemical Drums (c) Extinguishing the Flames Page 25 of 62

2 Game Field Description The field is comprised of three Zones: The No-Entry Zone, the Hot Zone, and the Cold Zone. The No-Entry Zone is where the flames are located. The Hot Zone surrounds the No-Entry Zone, and is divided into 4 smaller areas, each of which is only accessible by one team (Green, Red, Blue, Yellow). The Cold Zone surrounds the Hot Zone and is accessible by all four teams. Page 26 of 62

3 3.3.1 No-Entry Zone Details The No-Entry Zone is the 6 x6 x5 structure in the middle of the field and is the origin point of the fire. A combination of the extreme temperatures and partially collapsed structure prevent robots from accessing this Zone. Robots will not be allowed to enter or even reach into the No-Entry Zone. The No-Entry Zone is divided into four sections by Shields made from window screen. The Shields are designed to prevent game pieces from exiting the field. The fire has collapsed the structure, and the flaming debris is all over the place. Mostly it is concentrated in three areas called Shelves (Top, Middle, and Bottom). The Shelves are L-Shaped and 3 ½ deep. The Top Shelf is 18 long on each side. The Middle Shelf is 30 on the left side, and 18 on the right side. The Bottom Shelf is 18 on the left side and 30 on the right side. Flames are located on the shelves in stacks of three. The Figure 1 - No-Entry Zone Flames that touch the shelves directly are centered on tape lines to make placement consistent. The tape lines are all 4.5 apart. On all 18 Shelves, the first tape line is 5 from the Shield, and on all 30 Shelves, the first tape line is 3 from the Shield. The middle and bottom Shelves hold 12 Flames each of the home quadrant color, and the top Shelves hold 3 Flames of each neighboring quadrant color. As an example, the distribution of Flames on each shelf of the Green Team s No-Entry Zone is as follows: Top: 1 Yellow stack of three on the left, 1 Red stack of three on the right Middle: 4 Green stacks of three Bottom: 4 Green stacks of three (The Green team is not responsible for the Red or Yellow flames. The Green team is responsible for the Green flames located in the Red and Yellow quadrants.) The rubble has settled on the ground in such a way that it allows excess Water to filter through it and accumulate towards the side of the No-Entry Zone. Robots may access this recycled Water by opening the Water Return. Although some of the launched Water usually collects behind the Water Return, teams are not guaranteed to be able to re-use any amount of Water. Figure 2 - Water Return Page 27 of 62

4 3.3.2 Hot Zone Details The Hot Zone is the 3 wide area surrounding the No- Entry Zone. It is divided by walls into four smaller areas. Each of these areas is accessible by one team (Green, Red, Blue, or Yellow). Manny the Manikin is lying on the ground in the left side of each Hot Zone. His exact position is somewhat random, but he will be lying flat (all limbs touching the ground) and will be within the 3 square partially formed by the walls. There are three Chemical Drums in the right side of each Hot Figure 3 - Hot Zone Zone, stacked in pyramid formation. The Drums have different amounts of Chemicals inside, which alters their weight, but not their outward appearance. There is no specification on where the light, middle, or heavy-weight Drums will be in the pyramid Cold Zone Details The Cold Zone is the 6 wide area surrounding the Hot Zone. All robots are allowed all the way around the Cold Zone, except inside other teams Starting Boxes. This area contains the Starting Boxes, and the Containment Areas. The Containment Area is an 18.5 x7.5 x3.5 box located in the corner of the field and is the scoring position for the Chemical Drums. A 24 by 24 wall is the outside border of the field. Outside the field are the Driver Boxes, Spotter Boxes, Stretchers, Rescue Timer Buttons, and Water Hydrants. Figure 4 - Cold Zone The Spotter Box is four feet wide, two feet deep, and located four feet to the left of the corner of the field. The Driver Box is two feet wide, two feet deep, and located four feet to the right of the corner of the field. The Stretcher is a 24 x8.5 x1.5 box and is the scoring area for the Manikin. It is located to the immediate left of the Spotter Box outside the field. The Rescue Timer Button is a 4 diameter button on an 8 square platform located on the right side of the Spotter Box. The Water Hydrant is a 2-gallon bucket, located on the left side of the Spotter Box, beyond the Stretcher. The Water Hydrant is located within 2 of the outer wall, and no more than 6 away from the Stretcher. Note: The physical game field that robots compete on will be different from the exact dimensions described in the rules and field drawings. Teams will be more successful if they prepare for these differences by building robots that are flexible and robust ( minimally sensitive to factors causing variability ). Page 28 of 62

5 Game Pieces Manny the Manikin The Manikin is a flexible object made from rope and small lengths of ¾ PVC pipe designed to simulate the behavior of an unconscious human body. The torso pipe is 9 long, and each limb consists of two 3 ½ long pieces of pipe. The head is a 1 ½ PVC endcap placed on a 1 ½ PVC plug. There are two pieces of rope - with knots tied on each end - holding Manny together. The first piece starts at the left foot, passes through the left leg and torso, connects to the head, then passes back down through the torso pipe and right leg, ending at the right foot. The second piece of rope passes through the right and left arms, and through a ½ hole located ½ from the top of the torso. Manny also has ⅜ flat washers at each of his hands and feet, which prevent the knots from slipping into the pipes Flames The Flames are upside-down 16-oz plastic cups. The Flames come in four colors: Green, Red, Blue, and Yellow. There are 30 of each color on a game field Water Water is simulated by hollow, dimpled, plastic, practice golf balls (not solid foam, and not wiffle-ball style). They are approximately 1 ¾ in diameter, and are much lighter than regulation golf balls. There are a total of 160 Water balls for each game field Chemical Drums The Chemical Drums are quart-sized paint cans with the lid securely in place. The Drums are 5 tall and 4.25 in diameter. The paint cans will have different amounts of regulation golf balls inside to simulate various amounts of chemicals. One can in each Hot Zone will have 3 golf balls, another will have 5, and the last will have 7. Page 29 of 62

6 Definitions Game Field Definitions Flames - The plastic cups stacked in the No-Entry Zone. Water - The hollow practice golf balls used to knock over Flames. Manikin - The flexible PVC figure that must be rescued. Chemical Drums - The 3 metal paint cans stacked in each Hot Zone. No-Entry Zone - The Zone in the center of the field. No robots are allowed. Shelves - The wooden platforms on which the Flames are stacked in the No-Entry Zone: Top, Middle, and Bottom. Shields - The 5 x3 screens that divide the No-Entry Zone into 4 sections. Filter - A plastic mesh beneath the Shelves that separates the Extinguished Flames from the used Water. Ramp - The platform that the Water lands on after falling through the Filter. Water Return - A small gate that can be opened to allow recycled Water to spill off the Ramp into the Hot Zone. Hot Zone - The middle Zone that surrounds the No-Entry Zone. One Robot is allowed to access each of 4 smaller areas. May also refer to a single quadrant of the Hot Zone, e.g. the Green Hot Zone. Doorway - The entrance to a Hot Zone. Cold Zone - The outermost Zone, where all robots are allowed. Starting Box - Where the robot starts, and where the Spotter can interact with it. Driver Box - The area the Driver is confined to during a match. Spotter Box - The area the Spotter is confined to during a match. Stretcher - The scoring area for the Manikin. Water Hydrant - A 2-gallon bucket which is the starting position for the Water. Rescue Timer Button - The Spotter presses this to activate the Rescue Timer Bonus. Rescue Timer Button Box - The wooden box that holds the Rescue Timer Button. Containment Area - The scoring area for Chemical Drums Scoring/Gameplay Definitions Rescued - When the Manikin is inside the Stretcher with all four limbs oriented away from the head and touching the bottom of the Stretcher. Extinguished - When a Flame is sideways, right-side-up, or off the Shelves. Lit When a Flame is not Extinguished. Under Control - All 30 Flames of one color extinguished. Docked - When the robot is Fully Supported by the Starting Box, and the Driver is not controlling the robot. Reconfigure - The addition/removal of parts to/from the robot, or the repositioning of Page 30 of 62

7 parts on the robot by the Spotter when the robot is docked. See Section 7.3. Fully Supported Object A is fully supported by Object B if Object B is holding the full weight of Object A. Example A: If a robot is holding the Manikin, but one of the arms is resting on the ground, the Manikin is not fully supported by the robot. Scoring Rescuing the Manikin The Manikin is considered Rescued if it is completely inside the Stretcher (the boundary formed by the inside of the Stretcher walls), with all four limbs oriented away from the head (See pictures in Section 3.8 Examples). Rescuing the Manikin is worth 120 points at the end of the match. If the Manikin is rescued before the end of the match, the Spotter can initiate a bonus by pressing the Rescue Timer Button. The point bonus will be equal to the number of seconds remaining in the match when the Spotter pressed the button. When the button is pressed, the referee will immediately check that the Manikin is in correct scoring position. The button can only be pressed once per match, so the Spotter should be certain the Manikin is in scoring position before stopping the timer. If the button is pressed before the Manikin is in position, the team will receive zero points for the bonus, but the standard 120 points can still be earned if the Manikin is adjusted into correct scoring position. If the button is pressed after the Manikin is properly rescued, but the Manikin leaves scoring position later (even momentarily), the team will receive zero points for the bonus, but the standard 120 points can still be earned if the Manikin is adjusted into correct scoring position. Example A: The Spotter places the Manikin in the Stretcher properly, and presses the Rescue Timer Button with 75 seconds remaining. The Manikin remains in scoring position for the remainder of the match. The team receives 195 points (120 from Rescue + 75 from Timer Bonus). Example B: The Spotter places the Manikin in the Stretcher properly, and presses the Rescue Timer Button with 75 seconds remaining. Then the Spotter accidentally moves the Manikin s right leg outside the Stretcher (no longer scoring position), and puts it back in less than one second. The team receives 120 points (120 from Rescue + 0 from bonus). Example C: The Spotter places the Manikin in the Stretcher with the left arm resting on the edge of the Stretcher (not scoring position), and presses the Rescue Timer Button with 75 seconds remaining. The Spotter fixes the arm, presses the button again (which does nothing) and the Manikin remains in scoring position for the remainder of the match. The team receives 120 points (120 from Rescue + 0 from bonus). Example D: The Spotter places the Manikin in the Stretcher properly, but does not have time to press the Rescue Timer Button. The team receives 120 points (120 from Rescue + 0 from bonus). The Manikin must be delivered to the Starting Box by the robot, and then moved from the Starting Box to the Stretcher by the Spotter. When the Spotter is receiving the Manikin from the Robot, the Manikin must be Fully Supported by a Docked robot, Fully Supported by the Starting Box (including the tape and the wall between the Starting Box and Spotter Box), or Fully Supported by a combination of a Docked robot and the Starting Box. Page 31 of 62

8 If the Spotter touches the Manikin illegally (e.g. when the Manikin is crossing the tape line of the Starting Box), the team will receive zero rescue points, including standard and bonus points. Once the Spotter has touched the Manikin, the Spotter can set down/touch/pick up the Manikin from any combination of the Starting Box, Spotter Box, and Stretcher. The Spotter may also adjust the Manikin if it is partially in the Stretcher and partially touching the ground outside the field. The Manikin must exit the Hot Zone through the Doorway, not over the wall. The Manikin is in correct scoring position regardless of any Water that is in the Stretcher Extinguishing the Flames A Flame is considered Extinguished when the cup is knocked sideways or right- side-up, or is no longer on a Shelf. There are 30 Flames of each color: Green, Red, Blue, and Yellow. Each Flame is worth 5 points for the team of its color if it is extinguished at the end of the match, regardless of which robot extinguished it. If all 30 Flames of one color are extinguished, that portion of the fire is considered Under Control, and the team of that color will receive a 30 point bonus. E.g. The Green robot extinguishes 29 Green flames. The Blue robot accidentally extinguishes the last Green flame while aiming for Blue flames. At the end of the match, the Green team receives 150 points for extinguished Green flames (30 x 5) plus the 30 point Under Control bonus. Blue Team does not get points for helping Green Team Removing the Chemical Drums The Chemical Drums are scored in the Containment Area in the corner of the Field. They are hazardous, and may not be touched by the Spotter. Each Chemical Drum is worth 40 points if it is touching the bottom of the Containment Area at the end of the match. Each team can only score three Chemical Drums, and the robot may only touch Chemical Drums while they are in the Cold Zone or in that team s Hot Zone. The Drums must exit the Hot Zone through the Doorway, not over the wall Scoring Summary The Maximum score a team can earn in a match is 600 points: Manikin Rescue Rescue Bonus* Flames Extinguished Under Control Bonus Chemical Drums 120 Points 180 Points (Rescue in under 1 second) 150 Points (30 Flames x 5 points) 30 Points 120 Points (3 Drums x 40 points) *Note: The Rescue Bonus will likely cap out around 170, since a rescue in under 10 seconds is extremely difficult**. **Yes, that is a challenge. Video or it didn t happen. Page 32 of 62

9 Crossfire Game Specific Rules Game Operations All violations will result in a 20-second penalty (as described in generic rules) unless otherwise stated. All penalties are ultimately at the discretion of the Head Referee Spotter and Driver Allowed Activities The Spotter may touch the robot if it is Docked (See section ) at any time during the match. The Spotter may Reconfigure the robot if it is Docked at any time during the match (See section 7.1). The Spotter may touch the Water Hydrant, the Stretcher, the Rescue Timer Button (including the button box), the ground inside the Spotter Box, and the Ground inside the Starting Box. The Spotter may touch Water if it is in the Water Hydrant, in the Stretcher, in the Spotter Box, or in the Starting Box (including on the robot, if it is Docked). The Spotter may pick up the Water Hydrant, e.g. to pour Water into the robot. The Spotter can receive the Manikin from the robot if the Manikin is Fully Supported by the robot, and the robot is Docked, or if the Manikin is Fully Supported by the Starting Box. After the Spotter has received the Manikin, the Spotter can touch the Manikin in the Spotter Box, Starting Box, Stretcher, or any combination of those areas. The Spotter may adjust the Manikin if it is partially in the Stretcher and partially touching the ground outside the field. Spotters and Drivers are allowed to dance during the match as long as they stay out of referees way and inside their respective areas, and especially if the song that is currently playing is their jam Spotter and Driver Non-Allowed Activities Drivers and Spotters may not be on or around the field without wearing safety glasses, including before, during, and after a match. The Driver is not allowed to touch any game pieces. Exceptions will be made if the driver gets pelted by stray water balls. The Spotter may not load Water into the robot before the match starts. Penalty: Robot must remain in Starting Box until all Water is removed. The Spotter is not allowed to throw Water (or any other game piece). Penalty: Disqualification (no points for match). The Spotter may not pick up the Stretcher. Page 33 of 62

10 Crossfire Game Specific Rules The Spotter is not allowed to touch the Chemical Drums. Penalty: No points for Chemical Drums Reconfiguration Rules The Spotter may only reconfigure the robot while it is Docked. All extra parts and the robot must collectively meet the size and weight requirements at inspection and before each match. (Override of Generic Rule item 6) Extra parts are only allowed on the robot, in the Starting Box, or in the Spotter Box. Before a match, once the robot has been shown to fit within the starting box, including extra parts, the Spotter may remove and store extra parts in the Spotter Box before the match starts. That robot and any other parts that stay on the field must still fit in the Starting Box until the match starts. Any extra parts must be safely attached and detached. The Spotter may not reconfigure any electronics on the robot (e.g. connecting a servo). The Spotter may not bring tools onto the field. The Spotter may store potential energy in the robot, e.g. raising weights, stretching springs, etc. Warning: Stored energy can be very dangerous; teams should be very careful when designing and operating robots that utilize stored energy. It should be noted that extra parts can be in the Starting Box before or after a robot is Docked, but those parts can only be added to or removed from the robot by the Spotter during reconfiguration. Extra parts which are added or removed by the robot itself are considered Detachable Subassemblies, which are not allowed Robot Allowed Activities Robots may use Water as projectiles (Override of Generic Rule item 6). Any Water or Chemical Drums that are not touching any robots may be collected by any robot (if it is in an area to which that robot has access). Robots may enter the No-Entry Zone to open the Water Return. Robots may collect Water from the ground in any area where they have access. Page 34 of 62

11 Crossfire Game Specific Rules Robot Non-Allowed Activities Robots are expected to get in each other s way during matches, but purposeful blocking of a robot while it is rescuing its manikin may receive a penalty at the discretion of the head referee. Robots which are not capable of staying within the confines of the Starting Box, including extra parts, will not be allowed to participate in any matches until the problem is corrected. (Reiteration of Generic Rule item 1) The robot is not allowed to leave any parts separate from itself on the field (No detachable subassemblies override of Generic Rule item 10). Robots are not allowed in other teams Starting Boxes. Robots may not attempt to knock over Flames using any method other than launching Water (e.g. bumping/shaking the field, or pushing air to blow over the cups). Robots may not steal Water, Chemical Drums, or the Manikin from a robot that is touching them. The robot is not allowed to touch another team s Manikin. As always, Referees may make exceptions. E.g. if a team abuses this rule to use their Manikin as an obstacle. Every effort should be made to avoid launching water balls out of the field. Repeated or egregious foul balls may be penalized at the discretion of the head referee. Robots are not allowed to touch any part in the No-Entry Zone, except the front of the Water Return, and the outer sides of the Ramps. (Override of Generic Rule 3.6.1) Page 35 of 62

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