Robotics - Questions from Technical Fests on Robotics


1. GRID FOLLOWER

Problem Statement

Design and construct an autonomous robot which is capable of traversing the grid from one end to the diagonally opposite end following an allotted path.

Specifications

  • The robot should fit in a box of dimension 200mm x 200mm x 200mm at every given point time.
  • The weight of the robot should not exceed 5 kg.
  • Ready-made parts should not be used. However, ready-made microcontroller development boards can be used.
  • The voltage should not exceed 12V between any two points in the circuit.
  • The robot must have an on board power source. No external power source will be provided.
  • The robot must be fully autonomous with all powering and motoring mechanisms self-contained.
  • The autonomous robots should have only one power switch which can be used to power on/off the robot.
  • Human operators are not permitted to enter any information into the robot during the event. The robot must not communicate with any wireless device also.

General Rules

  • The machines would be checked for their safety before the run and would be discarded if found unsafe for other participants and spectators.

Arena

  • The competition platform has been designed with white lines on a black surface.
  • The grid will consist of 8 horizontal parallel lines and 9 vertical parallel lines as shown in the diagram below.
  • There will be in all 72 possible coordinates, from (0,0) to (8,7) as shown. The teams can get any one/two (depending upon the round) out of these. This coordinate will NOT be changed under any circumstances.
  • The line width will be 29±2 mm.
  • The entire arena will be set up outdoors in ambient lighting conditions. No complaints regarding the lighting conditions will be entertained.
  • An approximate size of the arena is given below. The distance between two parallel tracks will be 220±2 mm.
 

 

Allotted Path

Round 1 - Single Coordinate Round

  • Each team will be provided a random coordinate on the arena. The coordinate can be anything in between (0,0) and (8,7), thus making 72 distinct coordinates. Please refer the arena diagram for clarity.
  • Now, the robot has to start from the starting point, go to the allotted coordinate, stop there for some time, and then find a way and reach the finish line.
  • For example, if a team is allotted a coordinate of (2,5), then their robot should follow the following allotted path:
    • Start at the starting point and reach (1,0).
    • Then go from (1,0) to (2,5) by following any path, but the robot should not deviate from the path in any case.
    • Stop at (2,5) for some time, minimum 2seconds.
    • Then go from (2,5) to (7,7) by following any path, but the robot should not deviate from the path in any case.
    • And finally, reach the finish line from (7,7).

Round 2 - Double Coordinate Round

  • For this round, two coordinates will be given to each selected team randomly.
  • The first coordinate will be given from the purple region (refer to the diagram below) i.e. in between (0,0) and (8,3) i.e. 36 coordinates.
  • The second coordinate will be given from the red region (refer to the diagram below) i.e. in between (0,4) and (8,7) i.e. 36 coordinates.
  • Now, the robot has to start from the starting point, go to the first coordinate (in purple region), stop there for some time, then go to the second coordinate (in red region), and then find a way and reach the finish line.
  • The colours shown in the diagram are only for description. The actual arena will have completely black surface (as shown above) with white lines on it. The same arena will be used for both the rounds.
  • For example, if a team is allotted the coordinates of (5,1) and (1,6), then their robot should follow the following allotted path:
    • Start at the starting point and reach (1,0).
    • Then go from (1,0) to (5,1) by following any path, but the robot should not deviate from the path in any case.
    • Stop at (5,1) for some time, minimum 2 seconds.
    • Then go from (5,1) to (1,6) by following any path, but the robot should not deviate from the path in any case.
    • Stop at (1,6) for some time, minimum 2 seconds.
    • Then go from (1,6) to (7,7) by following any path, but the robot should not deviate from the path in any case. 
    • And finally, reach the finish line from (7,7).
 

 

Rules of Game Play

Pre-Game Rules - Allotment of Coordinates

  • Coordinates will be allotted 24 hours before the actual game play. This means that the coordinates of the first round will be given to the teams a day before the actual event. After the completion of the first round, the selected teams will be given the coordinates for the second round, which will be held the next day.
  • For Round-1, one coordinate will be allotted, whereas for Round-2, two coordinates will be allotted.
  • Each team will be given one/two (depending upon the round) random coordinates (on the arena) a day before the round. The procedure of giving coordinates will be totally random.
  • After the teams get their coordinates, if required, they will have to re-design or modify their code as per the allotted path. The details of the allotted path are given above.
  • The allotted coordinate(s) will NOT be changed under any circumstances.
  • The robots are supposed to traverse the arena from the start line to the finish line in the lowest time possible. The time for which the robot waits at the allotted coordinate(s) will not be calculated.
  • Sufficient calibration time will be given to the participants before their run.

Round 1 - Single Coordinate Round

  • In this round, only one coordinate is allotted. This means that the robot has to start from the starting line, go to the given coordinate, stop for some time (minimum 2 seconds), and then resume its journey towards the finish line.
  • The robot must stop at the coordinate for at least 2 seconds or else it won' t be counted.
  • The timer starts as soon as the robot crosses the start line and stops when it crosses the finish line. The timer will also stop momentarily when the robot waits at the allotted coordinate.
  • The robots can follow any track on the grid to follow the allotted path, but the path must not deviate from the grid. In other words, only the tracks specified on the grid should be followed.
  • A maximum of 5 minutes will be given to each team for their robot to complete the run.

Round 2 - Double Coordinate Round

  • In this round, two coordinates are allotted. This means that the robot has to start from the starting line, go to the first coordinate, stop for some time (minimum 2 seconds), then go to the second coordinate, stop there for some time (minimum 2 seconds), and then resume its journey towards the finish line.
  • The robot must stop at the coordinates for at least 2 seconds or else it won’t be counted.
  • The timer starts as soon as the robot crosses the start line and stops when it crosses the finish line. The timer will also stop momentarily when the robot waits at the allotted coordinates.
  • The robots can follow any track on the grid to follow the allotted path, but the path must not deviate from the grid. In other words, only the tracks specified on the grid should be followed.
  • A maximum of 7 minutes will be given to each team for their robot to complete the run.

Disqualifications and Penalties

  • A robot will be penalised if
    • Any member of the team touches it.
    • Leaves the path and goes haywire. However, if the robot catches up with its path or some other part of the grid on its own, it won’t be considered as a penalty.
  • Any robot not conforming to the specifications provided will be instantly disqualified.
  • Any robot that damages the arena will be disqualified.
  • A member of the team will be allowed to touch the robot only thrice and have a maximum of two restarts. After that, the robot will be disqualified.
  • Any team not present at the allotted time will be disqualified by default.
  • Any team not ready to accept the allotted coordinate will be disqualified.
  • For each penalty, 10 seconds will be added to the final time and for each restart, 20 seconds will be added to the final time.





2. CRIC-O-BOTT

HOW TO BOWL

  • THE BALL WILL BE PLACED ON A PLATFORM ALONG WITH THE BOWLING ROBOT.
  • THIS PLATFORM IS PLACED ON ONE END OF THE PITCH CALLED THE BOWLING END
  • ALL THE BOT HAS TO DO IS PUSH THE BALL THROUGH ONE OF THE THREE AVAILABLE PATHS.
  • THESE AVAILABLE PATHS ARE BASICALLY PIPES THAT GUIDE THE BALL' S MOTION.
  • AS THE BALL COMES OUT OF THE PIPES IT TRAVERSES THROUGH THE PITCH TOWARDS THE OTHER END CALLED THE BATTING END
  • THAT IS WHERE THE BATTING ROBOT ATTEMPTS A HIT AT THE BALL.



HOW TO BAT

THE ROBOT ON THE BATTING SIDE WILL HAVE TO HIT THE BALL AND SCORE RUNS ACCORDING TO THE NUMBER OF SECTIONS IT CROSSES(i.e. THE LENGTH THE BALL TRAVERSES ACROSS THE PLAYING AREA AWAY FROM THE BATTING END)
  • THERE' S NO RESTRICTION ON THE MOVEMENT OF THE BATTING ROBOT WHILE TRYING TO HIT THE BALL.YOU MAY MOVE FORWARD, BACKWARD, LEFT, RIGHT ANY WAY YOU FEEL IS NECESSARY TO MAKE CONTACT WITH THE BALL.
  • NOW SINCE YOU ARE GIVEN THE FREEDOM OF MOVEMENT THE RULE OF A 'WIDE' BALL IS BYPASSED.THERE WOULD BE NO WIDE
  • THE BOT DOESN'T EVER GET OUT. THERE IS NO WICKET TAKING, NO LBW'S ETC. THIS HAS BEEN DONE TO KEEP THE GAME FAIRLY SIMPLE AND TO RELIEVE THE PLAYERS OF THE COMPLEXITIES OF THE REAL GAME.
  • THE BOT JUST HAS TO HIT THE BALL IN SOMEWAY ONCE THE BALL HAS BEEN RELEASED BY THE OPPOSING TEAM. FAILING TO COME IN CONTACT WITH THE BALL WILL RESULT IN THE BATTING TEAM BEING PENALISED BY REDUCTION OF 1 BALL.
  • NO RUNS WILL BE AWARDED IF THE BALL TRAVELS A DISTANCE AFTER HITTING THE BOT' S BODY. HITTING THE BALL WITH THE BAT IS NECESSARY IN ORDER TO SCORE RUNS.
  • THE BOT DOESN' T NEED TO SCORE RUNS BY MOVING ON THE PITCH.WE CONSIDER THE DISTANCE TRAVELLED BY THE BALL TO AWARD RUNS TO THE TEAM. THE GAMEPLAY AREA HAS BEEN DIVIDED INTO SECTIONS TO HELP IN THIS. THE RUNS ARE DECIDED BY THE FINAL LOCATION OF THE BALL.
  • YOU ARE SUPPOSED TO ATTEMPT A HIT AT THE BALL ONLY ONCE. WHICH MEANS THAT YOU CANNOT KEEP THE BAT ROTATING LIKE A WINDMILL AND HOPE TO HIT THE BALL IN SOME nth ROTATION
  • YOU HAVE TO HIT THE BALL IN A SINGLE ATTEMPT.YOU CAN ROTATE THE BAT ONLY ONCE AND HIT THE BALL HARD SO THAT IT MOVES FAR.NOW THIS' S WERE THE PRECISION PART OF THE EVENT COMES INTO PLAY.
  • THE VIDEOS ARE MERE GUIDELINES TO GIVE YOU SOME BASIC IDEA ABOUT WHAT WE EXPECT YOU TO PRESENT IN THE LEAST. IF YOU HAVE ANY BETTER IDEAS THEN YOU ARE FREE TO MAKE THEM PROVIDED THEY ARE UNDER THE BOT SPECIFICATIONS.
  • IF THE BALL ENDS UP IN ANY OF THE TUNNELS THEN THE BONUS OR PENALTY IS APPLIED ON THE NUMBER OF RUNS THE TEAM WOULD HAVE SCORED IF IT HAD LANDED IN THAT SECTION WITHOUT ENDING UP IN THE TUNNEL. 























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