الروبوتات الدفاعية Defence & Tactical Robotics

NAVIGATOR COMPETITION RULES 

  1. INTRODUCTION & OBJECTIVE

Scenario: The land is too dangerous for humans to reach the victims. Your team has been given a difficult task. The robot must be able to carry out a rescue mission in a fully autonomous mode with no human assistance.

Objective: The robot must search through a maze for victims, navigate treacherous terrain (hills, uneven land, rubble), dispense rescue kits, and signal the position of the victims. Time and technical skills are essential.

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  1. TEAM REQUIREMENTS
  1. Team Size: Minimum 2 members, Maximum 4 members.
  2. Age: Junior Student Members must be between 14 and 19 years old as of July 1st of the competition year.
  3. Mentors: Each team must have at least one Junior Mentor (19 years or older).
  4. Roles: Every team member must have a defined technical role and should be able to explain their work.
  5. Supervision: Mentors must supervise students but are not allowed in the student work area during competition.
  1. ROBOT REQUIREMENTS
  1. Autonomy: Robots must be controlled autonomously. Remote control or manual control is not allowed.
  2. Dimensions: Height must not exceed 25 cm. No specific length/width limit, but must fit within start tile constraints.
  3. Construction: Any robot kit or building blocks may be used. Drones or hovercrafts are prohibited.
  4. Safety:
    • No sharp edges or pinch points.
    • Lasers must be Class 1 or 2.
    • Batteries must be stored in safety bags.
    • Robot must have a handle for pickup.
  5. Controls: Must have a single physical binary switch/button for starting.
  6. Victim ID: Must be equipped with one specific LED or display dedicated only for identifying victims (clearly visible to referee).
  7. Restrictions:
    • No pre-mapping (dead reckoning based on known field layout is prohibited).
    • Robots must not damage the field.
    • Robots may not have sensors that enable them to 'see' over walls.
    • No intentional marking of the field.
  1. FIELD SPECIFICATIONS
  1. Tiles: 30 cm x 30 cm unit squares.
  2. Walls: At least 15 cm high, 30 cm long, mounted on tile edges. Pathway width is 28 cm.
  3. Floor Colors:
    • Black: Holes (must avoid).
    • Silver: Checkpoints.
    • Blue: Puddles/Hard terrain (must stop for 5 seconds).
    • Red: Entrance to Dangerous Zone.
    • White/Standard: Normal path.
  4. Terrain:
    • Ramps: Max 25 degrees incline (30 degrees in Dangerous Zone).
    • Stairs: Max 2 cm height per step.
    • Speed Bumps: Max 1 cm height (2 cm in Dangerous Zone).
    • Dangerous Zone: Marked by red tile, surrounded by walls, more challenging terrain.
  5. Start/Exit: One start tile (location varies). Robot must return to start tile for Exit Bonus.
  1. VICTIMS & RESCUE KITS
  1. Victim Types:
    • Letter Victims: Uppercase letters on walls (Φ = Harmed, Ψ = Stable, Ω = Unharmed).
    • Cognitive Targets: Concentric circles (5 rings) with color values (Black=-2, Red=-1, Yellow=0, Green=1, Blue=2). Health status = Sum of rings (Harmed=2, Stable=1, Unharmed=0).
  2. Location: Near floor (approx. 7 cm high), not on black/silver/blue/red tiles or obstacles.
  3. Rescue Kits:
    • Robot can carry max 8 kits.
    • Must be deployed within 15 cm of victim.
    • Harmed: 2 kits required (30 pts).
    • Stable: 1 kit required (10 pts).
    • Unharmed: 0 kits required (0 pts).
  1. GAME RULES
  1. Time Limit: 8 minutes per game (includes calibration and scoring run).
  2. Calibration: Allowed before scoring run. Clock continues running.
  3. Start: Robot placed on start tile by referee.
  4. Lack of Progress (LoP):
    • Occurs if: Captain declares, robot visits black tile, robot violates blue tile stop rule, robot damages field, or human touches robot/field without permission.
    • Penalty: Robot returns to last checkpoint (or start). Score for that run resets; continues with remaining time.
  5. End of Game: When time expires, captain calls end, or robot returns to start tile (Exit Bonus).
  1. SCORING SYSTEM

7.1 Victim Identification (Successful Victim Identification - SVI)

  • Linear Tiles: Letter = 5 pts, Cognitive = 10 pts.
  • Floating Tiles: Letter = 15 pts, Cognitive = 30 pts.
  • Requirement: Stop within 15 cm, blink LED (500ms ON/OFF) for 5 seconds.

7.2 Rescue Kit Deployment (Successful Rescue Kit Deployment - SRD)

  • 1 Kit: 10 pts.
  • 2 Kits (Same Victim): 30 pts total.
  • Invalid: Delivering to unharmed victim or without prior ID (-5 pts misidentification penalty applies if ID attempted incorrectly).

7.3 Terrain Navigation

  • Speed Bumps: 5 pts per tile passed.
  • Ramps: 10 pts per successful up/down navigation.
  • Stairs: 10 pts per successful up/down navigation.
  • Checkpoints: 10 pts per visited silver tile.
  • Blue Tiles (Successful Blue Tile Visit - SBV): 30 pts for first visit. -10 pts for each revisit (min 0).

7.4 Bonuses

  • Reliability Bonus: (SVI × 10) + (SRD × 10) + (SBV × 10) - (LoP × 15).
  • Exit Bonus: (SVI × 10) + (SBV × 10) + (Stair Nav × 5) + (Ramp Nav × 5). Requires return to start tile and blinking LED (1s ON/OFF) for 10 seconds.

7.5 Penalties

  • Misidentification: -5 pts (if LED blinks outside 15 cm radius of victim).
  • Total Score: Cannot go below zero.
  1. COMPETITION STRUCTURE
  1. Rounds: Multiple rounds. Worst round(s) omitted from final score.
  2. Normalization: Scores normalized per round (Best Team = 100%).
  3. Final Score: 60% Field Score + 20% Rubrics (TDP/Video/Poster) + 20% Technical Challenge.
  4. Technical Challenge: Mini-tasks to modify robot behavior quickly (announced at competition).
  5. SuperTeam Challenge: Collaborative task between teams (optional/independent).
  1. CODE OF CONDUCT
  2. Fair Play: No deliberate damage to field or robots.
  3. Sharing: Teams encouraged to share technical developments after tournament.
  4. Violations: Warnings, session removal, or disqualification for repeated offenses.
  5. Mentors: Must not build/program during competition. Students must explain their own work.