GAME CATEGORIES - 2006
Regular Categories
Junior League (under 12)
Challenge League (13-18) Robo League Categories
(over 19)

(for Adult including Univ. Students)
Robot Maze Solving
Stair Climbing Robot (Up only)
Robot Survival Game
Robot Maze Solving
Legged Robot Obstacle Race
Stair Climbing Robot
FIRA Robot Soccer (MiroSot 3 vs 3)
Vision-Robot Rescue Operation
Robo Basketball
Robo Boxing
Robo Marathon
Robo BalancingBeam
Robo WeightLifting
RoboSoccer (Hurosot)
Creativity Categories

Theme for 2006 : keep our planet clean and green

Exhibition Category
Carrier Machine
Legged Robot
Obstacle Race
Robo Dancing (Robo League)
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
3 persons 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.

5) Game Rules
- Electric power resource should be less than 11V. (1.5VX 6 standard)
- Only DC motor could be used. Different types of DC motor could be used but the responsibility of running off the line by misuse of the motor should be taken by the participants.
- Robot should be constructed in 3 hours.
- Robot could be reconstructed automatically or by the participants.
- The participants should use a controlling part of robot after setting up in advance; on the contrary, other parts except the controlling part should be constructed on a field spot.
- The participants should construct robot on the game day. Only controller part can be remade.
- 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.
- Robot that cannot tracks up whole course inner 3 minute is disqualified.
- When the robot enters the finish line, it should stop more than 5 seconds.
- Participants should not touch the robot during the competition without the referee¡¯s permission.
- Participants should not add, remove or change any hardware or software of the robot during the competition.
- 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.)

- Cases that are not included in this rule will be judged by the committee on the game day. Objection will not be accepted.
- RF/IR is not allowed to control the robot.
- a Computer is allowed for programming. Each team should take the notebook computer for programming for itself.
-(Only the participant students can enter the designated competition area. Violators will be disqualified.)

6) Playground
- A playground assigned by the committee is in color of white with a black line less than 2cm wide painted on it. The black line is composed of straight lines, circular arcs, tunnel (Challeng League), slope parts (Challeng League) and other curves.

Junior League
A mixture of Straight Lines and Cross-line as well as other curves.
* sample illustration *

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.

7) Method of Scoring
- Ranking is decided by the average of two recorded tracking time.
- Tracking time is recorded by sensors. In case of unexpected situation (out of power, sensor breakdown), scorers will test the tracing time.
-When one round from two round is not completed, the record is summed up with the lowest lank record and 1second plus.
-When Tie is occurred, the faster one in second is win.

8) The Tiebreaker
- Robot with better construction will be the winner
- Lighter robot (not including the batteries) will be the winner.