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GAME CATEGORIES
- 2003 |
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◀ Objectives ▶
Robot Olympiad is an event aimed for increasing youngsters’ interests to robots, raising
their robot design, control and hardware + software abilities. Also, Robot Olympiad provides
an opportunity to share ideas, build friendship and foster science and technology visions of the young generations.
◀ Outline ▶
3 persons per team is a popular robot education team formation and will
be used in this Robot Olympiad. Competition categories are built based
on the robot kits and computers certificated by the committee. (Committee consists of about 10 members from the foundations.
Different kinds of kits will be considered and tested periodically. No
special kit will be used only.)
◀ Participants ▶
1) Elementary school students (under 12): three
4th~6th grade elementary school students form
a team.
2) Middle/high school students (13~18): three
1st~3rd grade middle/high school students form
a team.
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| Regular Categories |
Junior League (under 12)
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Challenge League (13-18) |
Robot Line Tracing
Stair Climbing
Robot (Up only) Robot
Survival Game |
Legged Robot Obstacle
Race
Stair Climbing
Robot
FIRA Robot Soccer
(13-18) Vision-Robot
Rescue Operation (13-18)
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| Creativity Categories |
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| (Under
12 / 13-18 / Over 19)
- Robotics @ Home
- Special Theme (will be announced on-the-spot) | |
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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
Elementary school students (under 12)
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
(junior), slope parts (junior) and
other curves.
Elementary
A mixture of Straight Lines and Cross-line
as well as other curves.
* sample illustration *
Junior 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. | | |
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1) Objectives
Robot Survival Game is a directly robot-to-robot
competition; the participants can compete
with the robot made by them. The constructive
skill, programming skill and strategies
will decide the performance of the robot.
Robot Survival Game is a kind of new tournament
game. It can stimulate the youngsters’ anxiety
to victory, thus increase their interests
to robot science and technology.
2) Participants
Elementary school students (under 12)
3) Team Formation
2 robots and maximum 3 persons per team
4) Game Method
A playground assigned by the committee will
be used for Robot Survival Game. Each team
should place and set a flag and defensive
piece inside its own area before the game.
The IR/RF remote controller should control
robots. The team who pushes the opponent
flag into a victorious section-black hall
that has different scores from each other;
the winner .would be decided by the sum
of scores.
5) Game Rules
* Robot should be constructed in 3 hours.
*Electric power resource should be less
than 11V. (1.5VX 6 standard)
* 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.
* Participants could add additional components
to the robot, except the following cases.
- Infrared circuits interfering with the
opponent’s control to robot is not allowed
- Electromagnetic wave generating circuits
interfering with the opponent electrical
circuit is not allowed.
* Robots’ size should be no more than 25cm25cm25cm
(length/width/height). However, during working
the robot could become bigger.
* Not including the
remote controller, the total weight of the
two robots (including the batteries) should
be no more than 2kg. And the weight of each
robot should be no more than 1.5kg.
* Robots should work with an independent
electric power supply; it cannot use a combustible
device. Robots must not move before starting
of the game.
* Robots should be constructed 30 minutes
before the competition. Participants should
not touch directly or change the shape of
the robot during the competition. With the
permission of the referee, participants
could give a simple repair to the robot,
but the change of the robot shape is not
allowed.
* Only the IR/RF communication module assigned
by the committee could be used.
* Robots could work automatically or by
the remote control.
*A computer is allowed for programming;
participants should prepare for the computer.
5-1) Flags and Defensive Piece
*A flag is formed by a flag-shaped pin stuck
in a round (4cm diameter) Styrofoam base.
Each team has three flags.
* Disturbing robots with avoider/line tracer
function is allowed to move on the track.
5-2) Playground
* Playground is a
2mx1.8m rectangle.
* The center of the lower part on the playground
and 10cm away from each corner , there are
some holes of 10cm diameter long.(The hole
in the center has a hump which is 1 cm higher.
The hole in the left side has a 0.5cm hump
but the hole in the right side has no hump.)
* Round track is placed on the playground
with a specified distance to the wall (for
disturbing robots only).
* The wall of the
playground has a 5cm hump.
6) Game Operation
① Competition time: 5 minutes
② Participants: 3 people and 2 robots per
team
③ Robots classification: each team should
have a name and some special items (e.g.
color band) should be placed on the robots
for classification.
④ Robots, flags and defensive pieces should
be placed on the playground where the participants
want to put before starting the game.
⑤ Executive staff: referee, working staff
(will be assigned by the committee lately).
⑥ Point for attention: Participants should
not touch the robots during competition.
In an unavoidable case, a referee and working
staff could touch the robots.
⑦ Warning: In the following cases, the referee
can give a warning to the participants.
- Interfere with the opponent team’s work
(e.g. loud voice, body contact).
- Refuse to obey the referee and working
staff’s direction or interfere with the
game.
-Destroy the opponent
robot intentionally
- Leave the assigned places.
7) Method of Scoring
7-1) The winner in the game
*By the first 5 minutes during the competition,
if a team puts the 3 flags in the opponent
area into a black hole at first, the game
would be finished. Then the team which has
a higher score according to the total sum
scores of flags; 3 scores-the flag in the
center black hole,2 scores-the flag in the
left side black hole, 1 score ?the flag
in the right side.(The left and the right
side would be decided with facing each other.)
*Any team who pushes the three flag inside
the victorious zone first will be the winner.
* Any team whose member touches the robots
during competition will be judged as the
looser definitely.
* Any team warned by the referee for 3 times
will be judged as the looser.
7-2) The winner
after the game
*When any team hasn’t put a flag put in
the black hall at the end of the game ,the
total score of the flags that have been
put in the black hall will judge the winner.
* When both of the teams haven’t put any
flags after the game, the team that has
lower weight of robots will be the winner.
7-3) The winner among the tiebreakers
*The team which has put more flags
*The team which has less warning | | |
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FIRA
Small League MiroSot Game Rules
Law 1 : The Field and the Ball (a) Playground dimensions
A black (non-reflective) wooden rectangular playground 150cm
X 130cm in size with 5cm high and 2.5cm thick white side-walls
will be used. The topsides of the side-walls shall be black
in color with the walls painted in white (side view). Solid
7cm X 7cm isosceles triangles shall be fixed at the four corners
of the playground to avoid the ball getting cornered. The
surface texture of the board will be that of a ping pong table.
(b) Markings on the playground (Appendix 1)
The field of play shall be marked as shown in Appendix 1.
The center circle will have a radius of 20cm.
The arc, which is part of the goal area, will be 20cm along
the goal line and 5cm perpendicular to it.
The major lines/arcs (centerline, goal area borderlines and
the center circle) will be white in color and 3mm in thick.
The free ball (Law 13) robot positions (circles) shall be
marked in gray color.
(c) The goal
The goal shall be 40cm wide. Posts and nets shall not be
provided at the goal.
(d) The goal line and goal area
The goal line is the line just in front of the goal which
is 40cm long.
The goal areas shall comprise of areas contained by the rectangle
(sized 70cm X 15cm in front of the goal) and the attached
arc (20cm in parallel to the goal line and 5cm perpendicular
to it).
(e) The ball
An orange golf ball shall be used as the ball, with 42.7mm
diameter and 46g weight.
(f) The filed location
The field shall be indoors.
(g) The lighting condition
The lighting condition in the competition site shall be fixed
around 1,000 Lux.
Law 2 : The Players (a) The overall system (Appendix 2)
A match shall be played by two teams, each consisting of
three robots. One of the robots can be the goalkeeper (Law
2.b.2). Three human team members, a "manager", a
"coach" and a "trainer" shall only be
allowed on stage. One host computer per team, mainly dedicated
to vision processing and for location identifying, can be
used.
(b) The robots
The size of each robot shall be limited to 7.5cm X 7.5cm
X 7.5cm. The height of the RF communication antenna will not
be considered in deciding a robot's size.
The topside of a robot must not be colored in orange. A color
patch either blue or yellow, as assigned by the organizers,
will identify the robots in a team. All the robots must have
(at least) a 3.5cm X 3.5cm solid region of their team color
patch, blue or yellow, visible on their top. A team's identification
color will change from game to game, and the team color patch
used should be detachable. When assigned with one of the 2-team
colors (blue or yellow), the robots must not have any visible
patches of those colors used by an opponent team.
Note : The teams are recommended to prepare a minimum of
6 different color patches, other than blue and yellow, for
individual robot identification
To enable infrared sensing a robot's sides should be colored
light, except at regions necessarily used for robot functionality,
such as those for sensors, wheels and the ball catching mechanism.
The robots should wear uniforms and the size of which shall
be limited to 8cm X 8cm X 8cm.
A robot within its own goal area (Law 1.d.) shall be considered
as the "goalkeeper". The goalkeeper robot shall
be allowed to catch or hold the ball only when it is inside
its own goal area.
Each robot must be fully independent, with powering and motoring
mechanisms self-contained. Only wireless communication shall
be allowed for all kinds of interactions between the host
computer and a robot.
The robots are allowed to equip with arms, legs, etc., but
they must comply with the size restrictions (Law 2.b.1) even
after the appendages fully expanded. None of the robots, except
the single designated goalkeeper, shall be allowed to catch
or hold the ball such that more than 30% of the ball is out
of view either from the top or from the sides (Appendix 3).
While a match is in progress, at any time the referee whistles
the human operator should stop all robots using the communication
between the robots and the host computer.
(c) Substitutions
Two substitutes shall be permitted while a game is in progress.
At half time, unlimited substitutions can be made. When a
substitution is desired while the game is in progress, the
concerned team manager should call 'time-out' to notify the
referee, and the referee will stop the game at an appropriate
moment. The game will restart, with all the robots and the
ball placed at the same positions as they were occupying at
the time of interrupting the game.
(d) Time-out
The human operator can call for 'time-out' to notify the
referee. Each team will be entitled for two time-outs in a
game and each shall be of 2 minutes duration.
Law 3 : Transmissible Information The manager, the coach or the trainer may transmit certain
commands directly from the remote host computer to their robots.
It is not allowed to transmit commands such as reset signals
to stop any/all of the robots or restart signals, without
the permission from the referee. Any other information, such
as game strategy, can be communicated to robots only when
a game is not in progress. The human operator should not directly
control the motion of their robots either with a joystick
or by keyboard commands under any circumstances. While a game
is in progress the host computer can send any information
autonomously.
Law 4 : The Vision System (Appendix 3) In order to identify the robots and the ball on the playground,
a vision system can be used. The location of a team's camera
or sensor system should be restricted to, over and above their
own half of the field including the center line, so that the
camera need not has to be moved after the side change at halftime.
If both teams wish to keep their cameras over and above the
center circle of the playground, they shall be placed side
by side, equidistant from the centerline and as close to each
other as possible. The location of the overhead camera or
sensor system should be at a height of 2m or higher.
Law 5 : Game Duration The duration of a game shall be two equal periods of 5 minutes
each, with a half time interval for 10 minutes. An official
timekeeper will pause the clock during substitutions, while
transporting an injured robot from the field, during time-out
and during such situations that deem to be right as per the
discretion of the timekeeper.
If a team is not ready to resume the game after the half
time, additional 5 minutes shall be allowed. Even after the
allowed additional time if such a team is not ready to continue
the game, that team will be disqualified from the game.
Law 6 : Game Commencement Before the commencement of a game, either the team color
(blue/yellow) or the ball shall be decided by the toss of
a coin. The team that wins the toss shall be allowed to choose
either their robot's identification color (blue/yellow) or
the ball. The team who receives the ball shall be allowed
to opt for their carrier frequency band as well.
At the commencement of the game, the attacking team will
be allowed to position their robots freely in their own area
and within the center circle. Then the defending team can
place their robots freely in their own area except within
the center circle.
At the beginning of the first and second halves, and after
a goal has been scored, the ball should be kept within the
center circle and the ball should be kicked or passed towards
the team's own side. With a signal from the referee, the game
shall be started and all robots may move freely.
At the beginning of the game or after a goal has been scored,
the game shall be commenced/continued, with the positions
of the robots as described in Law 6.2.
After the half time, the teams have to change their sides.
Law 7 : Method of Scoring
(a) The Winner
A goal shall be scored when the whole of the ball passes
over the goal line. The winner of a game shall be decided
on the basis of the number of goals scored.
(b) The Tiebreaker
In the event of a tie after the second half, the winner will
be decided by the sudden death scheme. The game will be continued
after a 5 minutes break, for a maximum period of three minutes.
The team managing to score the first goal will be declared
as the winner. If the tie persists even after the extra 3
minutes game, the winner shall be decided through penalty-kicks.
Each team shall take three penalty-kicks, which differs from
Law 11 as only a kicker and a goalkeeper shall be allowed
on the playground. The goalkeeper should be kept within its
goal area and the positions of the kicker and of the ball
shall be the same as per the Law 11. After the referee's whistle,
the goalkeeper may come out of the goal area. In case of a
tie even after the three-time penalty-kicks, additional penalty-kicks
shall be allowed one-by-one, until the winner can be decided.
All penalty-kicks shall be taken by a single robot and shall
commence with the referee's whistle. A penalty-kick will be
completed, when any one of the following happens:
The goalkeeper catches the ball with its appendages (if any)
in the goal area.
The ball comes out of goal area.
Thirty (30) seconds pass after the referee's whistle.
Law 8 : Fouls A foul will be called for in the following cases.
Colliding with a robot of the opposite team, either intentionally
or otherwise: the referee will call such fouls that directly
affect the play of the game or that appear to have potential
to harm the opponent robot. When a defender robot intentionally
pushes an opponent robot, a free kick will be given to the
opposite team. It is permitted to push the ball and an opponent
player backwards provided the pushing player is always in
contact with the ball.
It is permitted to push the goalkeeper robot in the goal
area, if the ball is between the pushing robot and the goalkeeper.
However pushing the goalkeeper into the goal along with the
ball is not allowed. If an attacking robot pushes the goalkeeper
along with the ball into the goal or when the opponent robot
pushes the goalkeeper directly then the referee shall call
goal kick as goalkeeper charging.
Attacking with more than one robot in the goal area of the
opposite team shall be penalized by a goal kick to be taken
by the team of the goalkeeper. A robot is considered to be
in the goal area if it is more than 50% inside, as judged
by the referee.
Defending with more than one robot in the goal area shall
be penalized by a penalty-kick. (A robot is considered to
be in the goal area if it is more than 50% inside, as judged
by the referee.) An exception to this is the situation when
the additional robot in the goal area in not there for defense
or if it does not directly affect the play of the game. The
referee shall judge the penalty-kick situation when the additional
robot in the goal area is not there for defense or if it does
not directly affect the play of the game. The referee shall
judge the penalty-kick situation.
It is referred to as handling, as judged by the referee,
when a robot other than the goalkeeper catches the ball. It
is also considered as handling, if a robot firmly attaches
itself to the ball such a way that no other robot is allowed
to manipulate the ball.
The goalkeeper robot should kick out the ball from its goal
area (Law 1.d.) within 10 seconds. The failure to do so will
be penalized by giving a penalty kick to the opposite team.
Giving a goal kick to the team of the goalkeeper will penalize
the intentional blocking of a goalkeeper in its goal area.
Only the referee and one of the human members of a team (manager,
coach or trainer) shall be allowed to touch the robots. The
award of a penalty-kick shall penalize touching the robots
without the referee's permission.
Law 9 : Play Interruptions The play shall be interrupted and relocation of robots shall
be done by a human operator, only when:
A robot has to be changed.
A robot has fallen in such a way as to block the goal.
A goal is scored or a foul occurs.
Referee calls goal kick (Law 12) or free-ball (Law 13).
Law 10 : Free Kick (Appendix 4) When a defender robot intentionally pushes an opponent robot,
a free kick will be given to the opposite team (Law 8.1.).
The ball will be placed at the relevant free kick position
(FK) on the playground (Appendix 1). The robot taking the
kick shall be placed behind the ball. The attacking team can
position its robots freely within its own side. The defending
robots shall be placed in touch with the goal area on either
side of the arc. With the referee's whistle all robots can
start moving freely.
Law 11 : Penalty-Kick (Appendix 5) A penalty-kick will be called under the following situations.
Defending with more than one robot in a goal area (Law 8.4.).
Failure on the part of a goalkeeper to kick out the ball
from its goal area within 10 seconds (Law 8.6.).
When any one of the human members touches the robots without
the referee's permission, while the game is in progress (Law
8.8.).
When the referee calls a penalty-kick, the ball will be placed
at the relevant penalty kick position (PK) on the playground
(Appendix 1). The robot taking the kick shall be placed behind
the ball. While facing a penalty kick one of the sides of
the goalkeeper must be in touch with the goal line. The goalkeeper
may be oriented in any direction. Other robots shall be placed
freely within the other side of the half-line, but the attacking
team will get preference in positioning their robots. The
game shall restart normally (all robots shall start moving
freely) after the referee's whistle. The robot taking the
penalty-kick may kick or dribble the ball.
Law 12 : Goal Kick (Appendix 6) A goal kick will be called under the following situations.
When an attacking robot pushes the goalkeeper in its goal
area, the referee shall call goal kick as goalkeeper charging
(Law 8.2.).
Attacking with more than one robot in the goal area of the
opposite team shall be penalized by a goal kick to be taken
by the opposite team (Law 8.3.).
When an opponent robot intentionally blocks the goalkeeper
in its goal area (Law 8.7.).
When the goalkeeper catches the ball with its appendages
(if any) in its own goal area.
When a stalemate occurs in the goal area for 10 seconds.
During goal kick only the goalkeeper will be allowed within
the goal area and the ball can be placed anywhere within the
goal area. Other robots of the team shall be placed outside
the goal area during goal kick. The attacking team will get
preference in positioning their robots anywhere on the playground,
but it must be as per Law 8.3. The defending team can then
place its robots within their own side of the playground.
The game shall restart with the referee's whistle.
Law 13 : Free-Ball (Appendix 7) Referee will call a free-ball when a stalemate occurs for
10 seconds outside the goal area.
When a free-ball is called within any quarter of the playground,
the ball will be placed at the relevant free ball position
(FB) (Appendix 1). One robot per team will be placed at locations
20cm apart from the ball position in the longitudinal direction
of the playground. Other robots (of both teams) can be placed
freely outside the quarter where the free-ball is being called,
but with the rule that, the defending team will get their
preference in positioning their robots. The game shall resume
when the referee gives the signal and all robots may then
move freely. | | |
Legged
Robot Obstacle Race
1) Objectives
Legged Robot is a kind of good education
robot for the youngsters to understand the
human walking patterns. Students can learn
how human walks through applying for the
system to the robot instead of using wheels;
CPU processes the signal from sensors and
instructs the robot to avoid obstacles.
This may give students the basic idea of
how the human brain works.
2) Participants
Middle/high school students (13~18)
3) Team Formation
2~3 persons and 1 robot per team
4) Game Method
A playground assigned by the committee will
be used for Legged Robot 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
* Robot should be constructed in 3 hours.
* Robot should have at least 2 legs during
movement any other driving pattern is not
allowed except legs. (Leg number has no
limitation.)
* Electric power resource should be less
than 11V. (1.5VX 6 standard)
*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.
* 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 IR/RF remote controller is not allowed.
*Robots must stop
more than 5 seconds on the finish line.
*The playground would be announced on the
game day.
*A computer is allowed for programming;
participants should prepare for the computer.
* Robot should work with an independent
electric power supply. Burning power (e.g.
engine) is not allowed.
6) Playground
* Playground size is 50cm x 240 cm (width
length)
* Obstacle (October.
6, 2003)
-round abstacle diameter is
15cm and over, height is 15cm and over
-square abstacle size is 25cm
× 3cm × 15cm (width × length × height)
-triangle abstacle size is 20cm
× 20cm (base × height)
* Only the obstacles assigned by the committee
could be used

7) Method of Scoring
* Race records decide ranking. Ranking
is decided by the average of two recorded
tracking time
*Sensors record tracking time. In case of
unexpected situation (out of power, sensor
breakdown), preliminary 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 plus 1 second.
*When Tie is occurred, the faster one in
the second game is a winner.
* Without the permission of the referee
or working staffs, any team whose member
touches the robot during competition will
be disqualified.
Stair
Climbing Robot
1) Objectives
Up and Down the Stairs is a game that tests
not horizontal but
vertical moving ability of the robots
with understanding of humane walking system
.A research says the performance of the
robots varies as students’ programming ability
and mechanical comprehension of human articulations
This game also provides an opportunity to
comprehend how the future humanoid robots
will be.
2) Participants
Elementary (under 12)/Middle and high school
students (13~18)
3) Team Formation
2~3 persons
and 1 robot per team
4) Game Method
4-1) Elementary school students
A playground assigned on the game day by
the committee will be used for Up Stairs.
According to the number of steps assigned
on the day, robots should step up the stairs
and stop at an assigned stair as fast as
possible. (Stay at the assigned stair for
more than 3 seconds will be judged as stop)
4-2) Middle/high school students
A playground assigned on the game day by
the committee will be used for Up and Down
Stairs. Robots should climb up and then
down the stairs on the other side as fast
as possible and stop at an assigned step.
The stairway lies like a straight based
line with upward and downward slopes; therefore,
no reverse is needed.
5) Game rule
* Robots should be constructed in 3 hours.
* Robots should work with an independent
electric power supply. Combustion power
(e.g. engine) is not allowed. Direct
control by the participants is not allowed
except the starting of the robot.
*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.
*Robots should walk up or down step by step.
For every step, the whole body of the robots
should be within the area of the stair.
* Robots’ size is not restricted. But the
size of the robots should be changed appropriately
according to the size of the playground
. Otherwise, the team will be disqualified.
* Robots’ action should be performed by
leg-shaped component or corresponding component
utilizing leg moving mechanism.
* Robots, which use wheels or caterpillars
for movement, will not be admitted.
* Computer is allowed for programming. Each
team should take the notebook computer for
programming by itself.
*Robots must stop
more than 5 seconds on the finish line.
6) Playground
* Each stair size is 60cm40cm5cm (length/width/height).
※ For elementary school students, stair
size is 60cm40cm3cm (length/width/height).
* A 5cm wide black line is drawn on the
end of each up step (place where the step
meet with the next up stair) and front of
each down stair (place where the stair meet
with the next down stair). The red part
in the figure represents the real black
line.
* Stair is 60cm long, 40cm wide and 5cm
high. The width of the top stair is 50cm |

Junior League-Stair
Climbing Robot (Up only)
|

Challenge League-Stair
Climbing Robot
 |
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 rounds is not completed,
the record is summed up with the lowest lank
record and 1second plus.
-When Tie is occurred, the faster one in the
second game is a winner. |
Vision-Robot
Rescue Operation
1) Objectives
Intelligent robot with built-in vision system
is a kind of commonly studied object in
robot research area. Vision-Robot Rescue
Operation provides an opportunity for the
student to understand how this kind of robot
could be used in our daily life.
2) Participants
Middle/high school students (13~18)
3) Team Formation
3 persons and 1 robot per team
4) Game Method
A playground assigned by the committee will
be used for Vision-Robot Rescue Operation.
Robots should bring the color (orange or
white) balls into robots’ own area as many
as possible. Different color balls have
different points and the team who gets the
highest point will be the winner.
5) Game Rules
* Robot should work with an independent
electric power supply. Burning power (e.g.
engine) is not allowed. Participants could
only contact the robot before game starts.
* Only built-in vision system is allowed.
Image processing and control is allowed
by built-in processor or by the remote host
computer. In case of remote host computer,
both wired and wireless communication between
the robot and the computer is allowed. (Remote
controller is not allowed).
*A robot that attacks or damages the opponent
robot intentionally during the competition
will be disqualified.
*A robot, which stays at a same position
without any actions for 20 seconds, will
be judged by the referee to be disqualified.
*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 robot according to its judgment could
take even the ball in the opponent area.
*A team that uses wired communication should
adjust wire position not to interfere with
the opponent robot movement (e.g. using
stand); otherwise, the referee will give
a warning. (A team that gets 3 warnings
will be disqualified.)
* Robots’ size should be no more than 30cm30cm30cm
(length/width/height).
* Competition time is 5 minutes
* Computer is allowed for programming. Each
team should take the computer for programming.
(Desktop computer is allowed.)
* Playground is in the shape of rectangle
with the size 2m1.5m.
①Floor of the playground is black.
②5 orange balls and 5 white balls (table
tennis ball) will be placed in a central
circle (diameter: 30cm) on the playground.
(To prevent the ball from sliding out the
circle, there will be a 0.5cm high shield
around the circle)
③Outer wall of the playground is set up
to prevent robot from moving outside.
④20cm wide areas from both sides’ edge of
the playground will be pasted two different
colors to distinguish teams.
(There will be a 0.5cm high shield to prevent
the ball from sliding out).
* Only the participant students could enter
the place for game. If other people who
don’t participate the game were disclosed,
the team would be disqualified.
6) Playground

* Score of the orange ball (100 points each)
and the white ball (50 points each) gathered
into the participant’s own area will be
added together.
* 30 points will be taken off for one penalty
(in the following cases).
-Intentionally damage an opponent robot
-Not obey the referee’s instruction
-The part not belonging to the body of the
robot interferes with the opponent robot.