GAME CATEGORIES - 2007
Regular Categories
Junior League (under 12)
Challenge League (13-18) Robo League Categories
(over 19)

(for Adult including Univ. Students)
Robot Maze Solving
Robot Survival
Legged Robot
Obstacle race
Carrier Machine
FIRA Robot Soccer

Robot Maze Solving
Legged Robot
Obstacle race
Carrier Machine
FIRA Robot Soccer

Robo Basketball
Robo Boxing
Robo Marathon
Robo BalancingBeam
Robo WeightLifting
RoboSoccer (Hurosot)
Creativity Categories

Theme for 2007 : Healthy Living with Robotic Helpers

Exhibition Category
Robot Chingay
Robo Dancing
Non-Program Line tracer (under 8)
Robot Maze Solving

1) Game Objective
Provide an opportunity to increase the youngsters¡¯ interests to robot through design and programming. Foster youngsters to be the future robot experts. .(foster creativity, interest and understanding of the application of technology for benefit of society)

2) Participants
Junior League /Challenge League

3) Team Formation
1persons per team

4) Game Method
A playground assigned by the committee will be used for Robot Line Tracing. Performance of the robot is judged by its tracing ability along a line between 1cm and 2cm wide.
The mission will be announced on the game day. The participant will gets 2 chances to run their robots.

5) Game Rules
5-1. Robot should be constructed within 3 hours including practice time.
5-2. The robot should be built on during the construction time except controlling part. Controlling part can be pre made.
5-3.
Robot should work autonomously with an independent electric power supply ; it cannot use a combustible device. Direct control by the participants is not allowed except the starting of the robot.
5-4. There is no limitation on the size of the robot. However, if the participant can't participate in the assigned playground the team will be disqualified.
5-5. Robot that cannot tracks up whole course inner 2 minute is disqualified.
5-6. When the robot enters the finish line, it should stop for longer than 5 seconds.
5-7.
Participants should not touch the robot during the competition without the referee¡¯s permission.
5-8. Participants should not add, remove or change any hardware or software of the robot during the competition.
5-9. Robot that completes the track in the short time will be judged as the winner. (Tracing time starts from robot¡¯s passing the starting line and ends with robot¡¯s passing the ending line.)
5-10. Cases that are not included in this rule will be judged by the committee on the game day. Objection will not be accepted.
5-11. A Computer is allowed for programming. Each team should take lab-top computer for programming for itself.

6) Disqualification
6-1. When body part of the robot leave the line
6-2. If the measuring instrument does not measure for 3 times due to design of the robot. The participants must rebuild the robot during construction time.

7) Playground
7-1. A playground size assigned by the committee is 2M X 2M white surface with black line less than 2cm wide painted on it. The black line is composed of straight lines, circular arcs, tunnel (Challenge League), slope parts (Challenge League) and other curves. The width of the line can be varies in the course.

7-2. Example of playground

7-3 Junior League
A mixture of Straight Lines and Cross-line as well as other curves.

7-4. Challenge League
A mixture of Straight Lines, Cross-line and Tunnel with slope parts. The sloped part will not exceed an inclination of 5 degrees.

8) Winner
8-1. Ranking is decided by faster time of 2 runs by each participants.
8-2. Tracking time is recorded by sensors. In case of unexpected situation (out of power, sensor breakdown), scorers will test the tracing time.

9) The Tie breaker
9-1. The participants that succeeded both round will be the winner.
9-2. If there is no team that completed the mission, 1) One with heavier robot, or 2) one uses lower voltage will be the winner. If they are still tie do a rematch.