1)
Game Objective
Obstacle race is to build the robot that
identify the obstacle and avoid the collision
by applying basic robotic system. The participants
will be able to understand the principle
of autonomous and reaction of human brain
reaction by avoiding the collision.
2) Participants
Junior /Challenge League
3) Team Formation
1 persons and 1 robot per team
4) Game Method
A playground assigned by the committee will
be used for Obstacle Race. All robots start
from a starting point and the robot that
successfully passes by all obstacles and
reaches the final point fastest will be
the winner.
5) Game Rules
5-1. Robot should be constructed in 3 hours.
5-2. Robots could be reconstructed and modified
automatically or by the participants; a
combustible device is not allowed. Direct
control by the participants is not allowed
as well; participants could only contact
the robot when it is starts the game.
5-3. The robot should be built on during
the construction time except controlling
part. Controlling part can be pre made.
5-4. The IR/RF remote controller is not
allowed.
5-5. The wheel size must be under 15cm diameter
and caterpillar tread can be used. But the
robot can not jump over the obstacles and
must avoid the obstacles.
5-6. Robots must stop more than 3 seconds
on the finish line.
5-7. The playground would be announced on
the game day.
5-8. A computer is allowed for programming;
participants should prepare for the computer.
5-9. Robot must have ability to sense the
obstacle and the robot that passes the test
assigned by the committee would be allowed
to participate.
6) Playground (tolerance
15%)
6-1. Playground size
is 200cm x 200 cm (width X length)
6-2. The Width of the road is 40~60 cm and
the heights of play ground wall is over
20cm. The play ground can have downhill
road, Uphill road, hole, prominence and
depression
6-3. The size of obstacles are less than
20cmX20cmX20cm and red, yellow and blue
in color.
6-4. Example of playground
*
Please note that this picture of playground
is only an example.
7) Method
of Scoring
7-1. The average of two recorded tracking
time and the team with the fastest of average
record will be the winner.
7-2. Sensors record tracking time. In case
of unexpected situation (out of power, sensor
breakdown), preliminary scorers will test
the tracing time.
7-3. Without the permission of the referee
or working staffs, any team whose member
touches the robot during competition will
be disqualified.
8) Tie breakers
8-1. When Tie is occurred, the
faster one in the first game is a winner
and if there is still tie breaker re match
the game between the tie breakers
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