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Tall robot to block shots into our alliance partners
Ability to move the trailer without moving the robot, so that we can dodge shots against us.
Heavy robot could push opponent robot towards our shooter
(Trailer is considered a game piece, may be able to push it against a wall)
Human player could have an enormous amount of impact on the game
Instead of attacking other robots, could make a robot that collects moon rocks for human players
It is advantageous to score Super Cells in the last 20 seconds of the match
Super Cells can only be obtained by ferrying Empty Cells from the outpost to the fueling station
It will be important to determine the usable capacity of the trailer. If it gets full of Moon Rocks, then no Super Cells will fit at the end.
Ball is 9 inches in diameter, Diameter of trailer (posts) is 25 inches in diameter, with a center post taking up some space too. So the trailer space is only slightly larger than the ball.
Robot shooter: Single ball strategy vs multi-ball strategy
Does robot shoot only on stationary targets, or on mobile targets?
If we build a robot that can successfully shoot on a moving target, would it help us get picked for an alliance?
Have a robot with as much traction as possible, by using as many ROVER WHEELS as possible.
Could start with 20 Moon Rocks in the Outpost, for maximum effect, since it is difficult (impossible?) to provide more balls to the Outpost.
Can a team start with 7 balls in their robot, and more than 13 balls with their human player? (other team giving balls to our human player?)
<G20>-C: MOON ROCKS can be recycled to the PAYLOAD SPECIALISTS by passing them over/through the AIRLOCK and through the FUELING PORT in the Alliance Station Wall, or by passing them through the port in the OUTPOST shield.
So Moon Rocks can be ferried to the Outpost from the alliance wall.
In the last 20 seconds of a match, where should our robot go, and what should it do? The opponents may try to score on us with Super Cells
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Excellent session today! Remember to contribute your strategy ideas to this list.
Practice shooting baskets tonight. And if you have an approximately 9-inch ball, bring it to the meeting tomorrow.
The goal tomorrow will be to condense and prioritize the list of strategy ideas so that the team could go into a design phase, where actual robot features are created.
For example, if "be maneuverable to prevent opponent scores on our alliance" is strategy number one, then the engineering focus will be to research what is important for maneuverability and find ways to implement those features.
But it is important to decide if maneuverability is more important than being a large blocking robot, or a heavy, hard to push around robot.
One strategic idea: be powerful to be able to move other bots bumper to bumper
I realized that we didn't talk much about the autonomous period. I see in the manual the the starting positions ("Launch Pads") for each robot is right in front of the opposing team's fueling station or outpost. That means if our robot does nothing, it will be a sitting duck for hand-thrown moon rocks. So what should the robot do in that time period? Head toward friendly territory? Drive around in circles crazily? Try an pin an opponent's robot in one of our fueling stations?
Also, how important is it for our robot to be easily reloaded with moon rocks by a human player? Is it better to just focus on picking up pieces from the game field directly? The choices should be prioritized because there may be only enough time to work on one way to collect balls.
I think driving around in crazy, random circles might be best to avoid robots that have vision capabilities.
Team, unfortunately, I am not able to make it tonight – it was great working with you yesterday! Regarding strategy, you may consider an offensive strategy to rack up points by taking advantage of a large basket on top the robot to collect and hold human-thrown balls. The balls can be released down a chute when the robot is in position next to the opponent’s trailer. This may be more effective than trying to throw the balls into their trailer. Good luck. See you on Saturday. Bill Bandrowski
Practice play out: Getting gears. Starting from wall: about 4 (teleo-op) + 1 on station + 1 in autonomous (60 points) Robot can hold about... 100 balls Be sure to limit the balls given to opposing side 2 feet lift off the ground to reach the touch pad
Autonomous: 1 gear (60 points) + crossing line (5 points) = 65 points or... 10 fuels to start with: 3 points(3 kPa) bottom or 10 points top (10 kPa)
(2 feet of lift is for the tall-format robot only. The short robot would have to climb higher..)
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Teleop: Fuel: 180 points, 180 kPa (max) high goal Gears: 200 points (max) + 1 ranking with full (autonomous usage of rotary) No autonomous -- 160 points
Strat idea: Be a position shoot bot. Other bots feed you fuel. Would be a popular robot
It could be an advantage to have a robot that runs to all the fuel bins and releases them onto the ground, if the robot can collect balls from the ground easily and the opponents all depend on loading a hopper from the chute...
Gear delivering in auto and in teleop Scaling
Idea: Gear delivering + being able to fill other robots (feed them balls)
Chokehold, that is the term I was referring to. See this link. http://www.simbotics.org/files/pdf/effective_first_strategies.pdf
►A strategy which, when executed, guarantees victory, independent of any action by your opponents ►Determining if one exists should be the first step in game analysis ►FIRST tries to design games with no reasonable chokehold strategy ►If one exists, it will be very difficult to perform ►Pulling three goals - Team 71, Beatty & Hammond (2002), Deflecting Balls? (2010) ►133, 134 (2011) – Why are these numbers relevant? ►Try to find one single, finite task that overwhelms all other possible ways of scoring
Our approach today focused on limiting ourselves to prioritizing two subsystems -- we picked Gear handling and Climbing. Certainly, my instinct is to prioritize conservatively like this. In contrast, I read the following comment from a very experienced poster on the "Fuel seems undercosted" thread on Chief Delphi. He argues that there will be teams who manage to score all the gears with time left over.
"Also, fuel has an effectively infinite scoring potential, whereas gears are finite. True, the gears limit is relatively high and will take many alliances the full match or more to reach, but others will be able to finish them off with plenty of time to spare. In these matches, where both alliances do this, fuel will be the difference maker.
"Additionally, there's two very key differences between fuel and most recent shooting tasks: the ball is tiny compared to the robot, and storage is unlimited. Unlike recent games, and especially unlike last year, where you had to make every shot count, pure rate of fire is arguably more important than actual accuracy, and the size difference opens up some interesting possible ways to make this happen."
Oh, and there's a "fuel vs gears" discussion there as well: https://www.chiefdelphi.com/forums/showthread.php?t=153173.
3019 in Arizona is thinking a lot like us.
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