190 likes | 337 Views
FIRST “Aim High” . Game Review, Analysis and Discussion. Point Structure of the Game. 3 points for each ball scored in the center goal during eligible periods. 1 point for each ball scored in the lower corner goals during eligible periods. 10 point autonomy bonus
E N D
FIRST “Aim High” Game Review, Analysis and Discussion
Point Structure of the Game • 3 points for each ball scored in the center goal during eligible periods. • 1 point for each ball scored in the lower corner goals during eligible periods. • 10 point autonomy bonus • 5, 10, and 25 points respectively for 1, 2, and 3 robots on the ramp at the end.
Constraints on Scoring • Rate at which robots can collect balls • Efficiency of robot mechanisms/Driver Skill • Rate at which humans can enter balls into play (we’ll see a hypothetical situation later) • Effect of strategic interaction (ball control) • Accuracy and rate at which robots can score balls • Robot Mechanisms/Driver skill • Physical power limitations, electro-mechanical limitations • Time • Keep in mind you only have 80 seconds + 10 autonomous to score points!!!
Strategic Dominanceof 3 point scoring • High Incentives and Low Risk for pursuing a shooting robot • I do not decide what you guys will build, but look at the structure of the game.
Strategic Dominanceof 3 point scoring • High Incentives • Remember the constraints on scoring… • For every ball you shoot into their goal, they gain CONTROL of the ball and can reenter the ball into play where they choose. • Scoring a 1 point ball is a stale-mate situation, • a good human player can feasibly throw it all the way back into your 1 point goal) • This is not to say you should not score 1 pointers, but that they are more limited in its strategic usefulness in a game. (End game uses) • For every 3 pointer you score, your opponents must return a 3 point shot or fall behind 2 points per ball control.
Strategic Dominanceof 3 point scoring • Low Risk • If your shooter mechanism fails or is unreliable, the alternative is pushing balls in the corner goal. • This can be done will a well designed basic drive train. • This will be every team’s fall-back. • Robots specifically designed for collecting and scoring 1 point balls will face a distinct and clear disadvantage against any team who has the ability to score 3 pointers. (Ball control the key issue)
On Ball Control… • Let’s look at an extreme case to see if we can learn anything • The Setup • -Team 1 can collect and store and score 4 balls / second collected from their own alliance human players • -Team 1 cannot score 3 pointers • -Team 1 will get ½ the balls on the field • -Team 2 can collect and store and score 1 balls / second collected from their own alliance human players • -Team 2 can score 3 pointers with 50% accuracy. • -Team 2 will get ½ the balls on the field • Parameters • Each team starts with control of 40 balls. • Ignore the advantage/disadvantage of autonomous play. • How would you play as Team 1? • How would you play as Team 2?
The Dominant Strategy • Team 2 Offense Period • Team 2 will collect and shoot their 40 balls with 50% accuracy. (it takes them 40 seconds) • Score • Team 1 = 0 points • Team 2 = 60 points • Balls on field = 20 • ½ goes to team 1 (10 balls) • ½ goes to team 2 (10 balls) • Team 2 gets 20 balls that are scored. • team 1 controls 10 balls • team 2 controls 70 balls
The Dominant Strategy • Team 1 Offense Period • Will collect and score the 70 balls they have in control. • Score • Team 1 = 70 points • Team 2 = 60 points • Ball Control • Team 1 = 0 Balls • Team 2 = 80 Balls
The Dominant Strategy • Final Period • Team 2 Controls all Balls on Field Now • Team 2 scores shoots 10 shots for 5 hits at last 10 seconds of play • Team 2 scores 15 points • Ball Control for Last 5 seconds of play • Team 1 controls 7, (5 from scored balls 2, from misses) • Team 2 controls 70 balls (Can throw them at last second for 1 point) • End Score • Team 1 = 70-72 (A few Balls get in at last second) • Team 2 = 60+15+extra last second shots = 75-77
What Can We Learn From This? • In Actuality, this scenario is very unlikely to happen on its own… • But use this extreme case to draw out the most important aspects of playing this game. • What insights do you have as a result of this game? (I’ll show you mine later)
Lessons Learned • Here are a few I came up with. • Balls shot in the last 10 seconds of play cannot be returned to play from the opponents. • Ramp points will not greatly affect the outcome of the game in most cases unless someone’s robot is disabled or unable to climb the ramp. • If you block one of their robots at the expense of you robot, both teams lose 15 points… • In this case, all balls could be entered onto the field, but lets look at the velocity of ball movement…
Lessons Learned • Feasible Estimate • Each human player can collect and throw 1 ball every 2 seconds. • 6 human players, assuming no strategic constraint on ball control can enter 3 balls/ second into play. 3 x 120 seconds of play = 360 balls maximum, if all players are throwing at all times. • Let’s assume 1/3 of that for efficiency/game sake, not all humans will always be stocked with balls, some balls will go out of bounds/ be stored in robots etc = 120 balls at stake. • Since there are 80 balls on the field, this suggests that the balls will cycle through the system/ change control on ave. only 1.5 times. Again, disadvantage of a team who can only score 1 point per ball
Game Analysis Summary and Nuts(Food) for Thought • 3 point scoring robots, even with a mediocre 50% overall accuracy will dominate 1 point scoring robots even if 1 point robots are better in collection/other aspects. • This does not guarantee a win by any means, at team of 1 point robots, if they out-drive or out maneuver you can still beat you. 3 point ability only gains an advantage an even greater one if you have autonomous advantage. • Driver experience and ability will be paramount in this game. • Coaching/strategic interaction between alliance partners will greatly decide who wins a match. • When on offense you must play 2v3, you are at a disadvantage to score. Think of Possibilities of coordinated tactical maneuvers in with your partners, (Feints, draws etc.)
Game Analysis Summary and Nuts(Food) for Thought • Field position is key. To shoot, most robots will have a few fixed ranges/ locations where they are most accurate. Very very few robots 1/1000 will be able to effectively shoot and scoot. (Shoot on the move) Take advantage / be aware of this so your shooting game is not shut-down by an opponent robot occupying your optimal shooting zone. (have multiple optimal locations?) • Taking your opponents balls (those their human players have thrown) will gain you a distinct ball control advantage. (this works the other way too, so be careful where you throw your balls) • Blocking your opponents from their ramp positions could be a valuable end game tactic, especially if you are shooting to the last second. • Throwing all the balls in your human player station for 1 point shots at the last 15 second of game is also a good idea. (Think about practicing this throw, it may decide some games) Think of projectile motion when devising ways of throwing your ball. (They do bounce…)
Questions and Comments before some last Remarks. • Questions/Comments • Criticize and attempt to breakdown the scenarios and outcomes I have drawn if possible.
A few things to consider… • Calculate the margin of error for shooting balls for various positions of the field. You can do the particular physics calculations for your shooter later. • Danger! Mines! • Those small basketballs can be land mines. (Remember getting beached on other various balls? Test it to find out and make sure this doesn’t happen; being beached will ruin your game, no matter how good your robot is. • Close Shave? • A 30 degree ramp means you have to have enough ground clearance to climb it. But wait! What happens with small spongy balls and high ground clearance? Hmm…
A few things to consider • Robot Houdini? • Don’t lose points by shoving yourself/getting shoved into the corner goals. That’s 5 point an infraction. • Tortoise or Hare, Turtle-Bunny? • Think about how you want to maneuver in this game. How fast do your want your drive-train to be? Can you shove another robot out of the way? 2 robots? Remember on offense you can be double teamed.
Lastly… • Feeling Tipsy? • The end game ramp will be critical to climb effectively and compete on. The ramp has a 30 degree angle to the ground, this is twice as steep as the 15 degree ramp from 2003, and there’s a high probability your robot will be just as top-heavy with a shooter / harvester. You may need some assistive devices to climb mitigate your chances of a tip over.