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National Robotics Competition 2019


Regular Pro Category
Primary, Lower Secondary & Upper Secondary School

GENERAL RULES
Version: 15 February 2019

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General Guidelines
1. A school team should comprise of 2 or 3 students and 1 teacher.
2. A participant may only participate in ONE category.
3. Each school can send a maximum of 5 teams for each category.
4. All rules and regulations are subject to change without prior notice.

Age Groups
Category Date of Birth Event
Primary School 1 Jan 2007 – 31 Dec 2012 Smart Passenger Transport
Lower Secondary 1 Jan 2004 – 31 Dec 2006 Smart Lighting
Upper Secondary 1 Jan 2000 – 31 Dec 2003 Smart Grid

*The events and format for the final competition may differ from the above. Information will be
given to the finalists at a later date.

General Rules
1. The competition rules of the National Robotics Competition 2019 are constituted by
the organizing committee of the National Robotics Competition (“the tournament” for
short in the following paragraphs).
2. Additional surprise rules will be announced before the assembly time begin.
3. Regulations on materials used:
(a) The controller, motors, and sensors used to assemble robots must be from LEGO®
MINDSTORMS® NXT/EV3 sets. The HiTechnic Colour Sensor is the only third-
party element that can be added to this configuration.
(b) Only LEGO® branded elements may be used to construct the remaining parts of
the robot.
(c) Teams should prepare and bring all the equipment (software, portable computers,
batteries, extension wires, etc.) that they need during the tournament.
(d) Teams should bring enough spare parts. In the event of accidents or equipment
malfunction, the tournament is not responsible for any maintenance and
replacement of equipment.
(e) Mentors are not allowed to enter the quarantine area and give instruction or
guidance to their teams during the competition.
(f) Teams are allowed to use only one controller (NXT/EV3). Teams are allowed to
bring more than one controller (in case one controller gets damaged), but they can
only use one controller during assembly/maintenance time or robot runs. Teams
have to leave the spare controllers with their coach and contact the judges if they
need it.
(g) Batteries used during the competition can be 6 pieces of AA 1.5 V only rated
batteries or lithium batteries of LEGO® MINDSTORMS® NXT/EV3. Other power

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supply devices which are not authorised by the organisers are not allowed to be
used.
(h) All the parts for the robot should be in the initial states (not pre-built) when the
assembling time starts. For example, a tire cannot be put on a wheel until the
assembling time begins.
(i) Contestants may not refer to any instruction sheets/guides in any form including
written, illustrated or pictorial.
(j) Teams are allowed to pre-program the robot or store the program in the laptop
before the competition.
(k) Teams are not allowed to share laptop and/or program for a robot on the
competition day.
(l) No screws, glues or tapes are to be used to fasten any components of the robot.
Non-compliance with this rule may result in disqualification from the competition.
(m) Control software for all age groups (Elementary, Junior, Senior) is open to any
software and any firmware on NXT/EV3 controllers.
(n) The EV3 controller, motors and sensors used to assemble robots must be supplied
by Sasbadi Learning Solutions Sdn. Bhd. or its authorised reseller. Electronic parts
from other suppliers are not allowed. (To verify your EV3 electronic parts, please
look for the Sasbadi Hologram Stickers on it or contact your respective supplier).
(o) Modification of any original parts, for example, NXT/EV3 Intelligent Brick, motors,
sensors, batteries, etc is not allowed. Violation of this rule may result in
disqualification.
(p) See table below for NRC eligible sensors and motors for Regular Category:

PID Product Picture Product Name

9842 Interactive Servo Motor

9843 Touch Sensor

9844 Light Sensor

9845 Sound Sensor

9846 Ultrasonic Sensor

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9694 NXT Colour Sensor

NCO1038 HiTechnic NXT Colour Sensor

45502 EV3 Large Motor

45503 EV3 Medium Motor

44504 EV3 Ultrasonic Sensor

44506 EV3 Colour Sensor

44507 EV3 Touch Sensor

45505 EV3 Gyro Sensor

4. Regulations concerning the robot:


(a) The maximum dimensions of the robot before it starts the mission must be within
250 mm X 250 mm X 250 mm. After the robot starts, the dimensions of the robot
are not restricted.
(b) Except for special designations in competition rules, the amount of motors and
sensors used during the competition are not restricted.
(c) Except for special designations in competition rules, any action or movement
deemed as interference or assistance to the team while the robot is functioning is
disallowed. Violation of this rule may result in disqualification from the competition.
(d) Use of radio communication, remote control and wire control systems to control
the robot is not allowed. Violation of this rule may result in immediate
disqualification of the team from the competition.
(e) The robot can leave on the field any parts of the robot that are not containing main
units (controller, motors, sensors) if needed. As soon as the part is touching the

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field or its game element and does not touch the robot it is considered as a free
LEGO element not being part of the robot.
(f) The Bluetooth and WiFi function of the NXT/EV3 Intelligent Brick must be switched
off.
(g) Use of SD cards to store programs is allowed. SD cards must be inserted before
the robot is inspected and may not be removed for the duration of the competition
once inspection is completed.
(h) Teams are advised to build their robot with NXT/EV3 LCD display Screen that can
be viewed easily for judges’ inspection purpose.
5. Regulations on the table and game mat:
(a) The internal dimensions of a game table are 2362 mm x 1143 mm.
(b) The height of the borders is 76.2 mm.
(c) The border is made of aluminum.
(d) All black lines are at least 20 mm.
(e) All dimensions may vary within ± 50 mm.
6. Regulations on the competition event:
(a) The competition consists of 2 rounds.
(b) Assembly time for Round 1 is 120 minutes and maintenance time for Round 2 is
30 minutes.
(c) Contestants can only start to assemble, program and test their robots after the
announcement of the tournament.
(d) Teams must place robots in their designated inspection area when assembly or
maintenance time ends, after which the judges will assess if the robots conform to
all regulations. Upon successful inspection, the robots will be allowed to compete.
(e) If teams want to make test runs, they need to queue with their robots in hand. No
laptops should be brought to the competition table.
(f) Before the robot is placed in the quarantine area for inspection the robot must have
only one executable program with the name “RUN2019”. If you can create project
folders, name it “NRC2019”. Other files, e.g. sub programs, are allowed to be in
the same directory but are not allowed to be executed.
(g) If a violation is found at the inspection, the judge will give the team 3 minutes to
correct the violation but the contestant is not allowed to add any parts, nor
download any program. If the violation is not corrected during the time given, teams
will not be allowed to compete.
(h) When assembly time is over, neither modification (for example, downloading
programs, changing batteries) of robot, nor request for time-out is allowed. In the
case of a robot breaking down accidentally, the contestant may be given
maintenance time by the judges but the contestant is not allowed to add any parts,
nor download any program.
(i) Contestants should take good care of their robots to avoid malfunction. If programs
cannot be downloaded to the robot due to ill-safekeeping, accidental bumping,
falling or other causes, assembly time or maintenance time will not be extended.
(j) The robot will have 2 minutes to complete the challenge. Time begins when the
judge gives the signal to start. The judge will give the signal for the NXT/EV3 brick
to be switched on and a program to be selected (but not run). The robot must be
placed in the starting area so the projection of the robot on the game mat is

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completely within the start area. The contestants are allowed to make physical
adjustments to the robot in the starting area. However, it is not allowed to enter
data to a program by changing positions or orientation of the robot parts or to make
any sensor calibrations of the robot. If a judge identifies this the team could be
disqualified from the competition.
(k) Once physical adjustments have been made to the satisfaction of the contestants,
participants must wait for the judge’s signal to start before setting the robot into
motion (run the program).
(l) If there is any uncertainty during the task, the judge makes the final decision. They
will bias their decision to the worst outcome available for the context of the
situation.
(m) If a team starts the run early by accident (without any tactical reasons, e.g. because
of a nervous situation), the judge can decide that the team can start the run again.
(n) Your attempt and time will end if:
i. Challenge time (2 minutes) has ended.
ii. Any team member touches the robot or any mission object on the table during
the run.
iii. The robot has completely left the game table.
iv. If a robot arrives in the finish area and a team member informs the judge that
this is the final position. Time will stop if the robot does not move anymore.
v. Violation of the rules and regulations within.
(o) Scores are calculated by the judges after each match. The contestants must verify
and sign the score sheet after each match.
(p) The ranking of team is decided by their best score of a round. If competing teams
acquire the same points, the ranking will be decided by consistency of performance
by examining which team achieved the next highest score during previous rounds.
If teams still remain tied, the ranking will be determined by the time recorded of
their best rounds.
(q) The score will never result in a negative score. If the score would be negative in
case of penalty points, then the score will be 0, example: A team got 5 points for
mission and 10 penalty points, then the team will be ranked with 0 points. Same
goes for a team with 10 points for a mission and 10 penalty points.
7. Regulations on the playing field:
(a) Teams must assemble their robots in the area designated by the tournament. Only
the contestants, NRC organising committee staff and special personnel are
allowed to enter the competition area.
(b) All models and playing fields are according to the standard provided by the
tournament on the competition day.
(c) As you build and program, keep in mind that our organizers make every effort to
ensure that all fields are correct and identical, but you should always expect some
variability, such as:
i. Flaws on the fields.
ii. Variety in colour brightness on the game mat, from table to table.
iii. Variety in lighting conditions, from hour to hour, and/or table to table.
iv. Judge’s shadow on the field.
v. Judges will walk around the field during judging.

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vi. Texture/ bumps under the mat.
vii. Waviness in the mat itself – at many tournaments, it is possible for the mats
to be rolled out in time to lose their waviness. Location and severity of
waviness varies. It is very important to consider this while designing.
viii. Two important building techniques you can use to limit the effects of variability
are:
o Avoid using steering systems that involve something sliding on the mat or
border walls.
o Cover your light sensor from surrounding lights.
8. Regulations on behaviour:
Behaviours listed below are prohibited and may result in disqualification:
(a) Causing damage to the competition playing fields, models or robots of other teams.
(b) Bringing a cellular phone, camera, entertainment devices or a medium of
wired/wireless communication device into the quarantine area.
(c) Using dangerous items or displaying behaviour that disrupt the competition.
(d) Using inappropriate words or behaving inappropriately towards other teams,
audience, judges or the tournament.
(e) Creating situations which judges deem unacceptable or interfering.
9. The judges have the utmost authority during the tournament. Their decisions are final
and shall not be changed. As such, they may not change their decision even after
viewing the competition video.
10. When a team is considered disqualified by any judge, the robot of the team concerned
must quit the match immediately, and the team will get no score for the match.
11. The tournament has the right to revoke the qualification of any team if the team violates
the rules.
12. Any communication devices and methods are strictly restricted while the competition
is in progress. Anyone who is outside the competition area is prohibited from talking or
communicating with the contestants in the competition area. Violation of this rule may
result in disqualification. However, under certain circumstances and with permission
from the judges, an urgent message can be conveyed through a tournament staff.
13. If the competition is delayed due to electricity breakdown, unavailability of playing
fields/models or difficulty in determining the scores, the judges may hold a return game,
and the contestants shall not raise any objection.
14. The tournament has the right to photograph and videotape the event and the right to
reproduce, modify and use the photographs and video tapes for various media.
15. If there is any inadequacy or alteration in the rules, the final decision shall be
announced by the judges at the tournament. The judges have the utmost authority to
amend the rules and regulations.
16. If any of the rules mentioned in this document are broken or violated, the referees can
decide on one or more of the following consequences:
(a) A team may be given a time penalty of max. 15 minutes. In this time, teams are
not allowed to do any changes on their robot and program.
(b) A team may not be allowed to participate in one or more runs.
(c) A team may get up to a 50% reduced score in one or more runs.
(d) A team may not qualify for the national final.

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(e) A team may be disqualified completely from the competition.

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Organised by Powered by

National Robotics Competition 2019


Regular Pro Category
Upper Secondary School
Game description, rules and scoring

SMART GRID
Version: 15 February 2019
Table of Contents
1. Introduction ....................................................................................................................... 2
2. Game Field ......................................................................................................................... 3
3. Game Objects .................................................................................................................... 4
4. Positioning of Game Objects / Randomization ............................................................... 6
5. Robot Missions.................................................................................................................. 8
5.1 Mission: Place the node devices in the correct orientation .................................... 8
5.2 Mission: Connect the fiber optic cables ..................................................................10
5.3 Mission: Park the robot ............................................................................................10
5.4 Penalty points (walls)................................................................................................10
6. Scoring..............................................................................................................................11
7. Assembly of Game Objects .............................................................................................16

1. Introduction
Future IT networks face challenges such as holographic video conferencing, driverless cars, and
interactive robots, just to name a few of the options that are expected to occur in the near future.
In IT data transfer, not only is the goal to increase the speed, but also to create complex systems
that can intelligently adapt to the needs of users so that technology remains hidden from the
everyday user. Hardware and software solutions will work together to run the future networks.

Creating these future networks involves adapting the current technology, developing new devices,
and strengthening wireless technologies. Only a fast, reliable, and secure system can serve as
the base for the smart city of the future. It is necessary to create a system that does not require
specific IT knowledge from the user. By hiding the technology, only the benefits and the
convenience are presented to users. Hungary is one of the centers of 5G research, which can
provide a foundation for intelligent networks.

This year, it is the mission to create a robot that modernizes the network within a city by
installing new wireless node devices and establishing an optical network between them.

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2. Game Field
The following graphic shows the game field with the different areas.

If the table is larger than the game mat, use the Start & Finish Area as a guide and place the Start
& Finish Area at the edge of the wall to set up the game mat.

For more information about the table and game mat specifications, please take a look at
NRC 2019 Regular Pro Category General Rules, Rule 5.

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3. Game Objects
There are two different node devices: black colored, ring-shaped objects (new devices) and
white colored without a ring (old devices).

There are 4 black and 2 white node devices.

New devices (4 elements) Old devices (2 elements)

2 fiber optic cables are used to connect different areas on the field.

Fiber optic cables

There are 4 identifier blocks in the colors red, green, yellow, and blue that are used to determine
the orientation of the node devices.

Identifier Block

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There is a wall construction that defines the White Areas to place the node devices (one in
every colored part) and Orange Areas to place the fiber optic cables (one cable from red to
blue and one cable from green to yellow).

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4. Positioning of Game Objects / Randomization
Positioning of node devices

The node elements are placed on the left side on the field. There are two lines with 3 elements
each. Every line contains 2 black node devices and 1 white node device that are randomly
selected. The position of the nodes in the two columns (left and right line) is drawn separately.

The following photo shows an example of a possible starting position:

One possible starting position Starting orientation of a black node device,


always facing this way.
Positioning of identifier blocks

The 4 identifier blocks are randomly placed on the 4 positions (numbered 1 to 4) on the right side
above the starting area. The following photo shows an example of a possible starting position:

Empty starting position (with numbers) A possible starting position

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Positioning of fiber optic cables

The fiber optic cables will be placed on the orange


rectangles on the left side of the field. The size of the
orange rectangles and the cables is the same. It should
look like photo on the right.

Positioning of wall construction

The wall construction is placed on the dark grey area. This dark part is exactly the size of the wall
construction.

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5. Robot Missions
For a better understanding, the missions will be explained in multiple sections. But of course, the
team can decide in which order they will do the missions.

5.1 Mission: Place the node devices in the correct orientation

The black node devices must be transported from their initial positions to the White Areas in the
installation area. White objects must be left in their initial positions.

The black node devices must be aligned in specific orientations that are determined by the
identifier blocks. The identifier blocks define the orientation each black node device should have
in the surrounding colored frame, example: Green block on position 4 means that the node
device should be placed pointing NORTH in the green wall area (see example on the next
page).

In each game, all 4 orientations shown in these photos will be used.

WEST Orientation EAST Orientation SOUTH Orientation NORTH Orientation

See a full solution for this orientation on the next page.

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Start position of the identifier blocks:

Optimal end position of node devices:

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5.2 Mission: Connect the fiber optic cables

The robot should connect the two fiber optic cables between
the different areas.

The cable connection should be made between the red and


blue and the green and yellow areas. In the best case, the
fiber optic cables touch the orange areas of the installation
area.

5.3 Mission: Park the robot

Before the start of the run, the robot must start completely
within the Start & Finish area (the surrounding line is not
included in the Start & Finish Area. At the start, the cables
count toward the maximum size of the robot, so they need
to be included in the Start & Finish Area).

The mission is completed when the robot returns to the Start


& Finish area, stops, and the chassis of the robot is completely (top-view) within the Start & Finish
area (cables are allowed to be outside of the Start & Finish area).

5.4 Penalty points (walls)

The walls must not be damaged or moved from the grey area. If the walls are damaged or moved
outside the light grey area, a penalty is given but will never result in a negative score (see NRC
2019 Regular Pro Category General Rules, Rule 6(q)).

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6. Scoring
Definitions for the scoring
• “Correct / Wrong Orientation” is defined by the identifier blocks, please take a look at
Mission 1 for an explanation.
• “Touching only” means that the object is touching the white node device area inside
the installation area on the mat (completely lying on one side). Every other situation
where only a part of the object touches the white area inside the installation area (e.g. if
the object is partly held up by the wall) is defined as “Touching partly”
• Note: Points for node devices and fiber optic cables are only awarded if the objects are
lying inside the wall construction. You cannot move the wall construction to the side to
score points.

Tasks Each Total


A black node device: 30 120
• Correct orientation
• Touching only the field mat
A black node device: 10 40
• Wrong orientation
• Touching only the field mat
A black node device: 5 20
• Any orientation
• Touching partly the field mat
Fiber optic cable – Full Connection: 30 60
The connection between the two areas is complete, both ends of the
cable are touching the orange colored area on the mat.
Fiber optic cable – One-Side Connection: 20 40
The connection between the two areas is almost done. On one side,
the end of the cable touches the orange colored area on the mat. On
the other side the end of the cable touches the surrounding wall of
the orange colored area.
Fiber optic cable – Wall Connection: 10 20
The connection between the two areas not worked out, on both sides
the ends of the cable touche the surrounding wall of the orange
colored area.
The white node elements remain in the initial position. 5 10
(only if other points with black node devices are assigned)
Robot completely stops within Start & Finish Area. 10
(only if other points are assigned)
Robot damages or displaces the wall construction. -10
Maximum Score 200

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Scoring Interpretation
A black node device with CORRECT orientation, touches only the mat ➔ 30 points

You can see that the yellow block is lying on The node device is lying completely on the
the WEST Orientation. field in the correct orientation (WEST
orientation), the lower side only touching the
mat and not held up by the wall.

A black node device with WRONG orientation, touches only the mat ➔ 10 points

The node device is lying completely on the field but in the wrong orientation (EAST instead
of WEST orientation), the lower side only touching the mat and not held up by the wall.

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A black node device with ANY orientation, touches PARTLY the mat ➔ 5 points

The node device is not completely lying on


the field, held up by the wall as well.

Fiber Optic Cable – Full Connection (both cable ends touch the orange areas) ➔ 30 points

Fiber Optic Cable – One-Side-Connection (one cable end is touching the orange area, one
cable end is touching the side the wall)
➔ 10 points

It is important that the


surrounding walls (in this
case red or blue) are
touched.

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Fiber Optic Cable – Wall-Connection (both cable ends are touching the wall) ➔ 5 points

It is important that the


surrounding walls (in this
case red or blue) are
touched.

Fiber Optic Cable – no (ZERO) points for these situations:

No points for touching the No points for touching the No points if the cable is only
mat with one cable end white part of the wall (the lying on the field mat.
surrounding red wall must be
touched)

The white node elements remain in the initial position ➔ 10 points


(only if other points with black node devices are assigned)

Both elements are lying It is OK if the white element No points if one or both
completely fine on their touches the starting position white elements are no longer
starting positions. (like this one here). touching the starting position.

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Robot completely stops within Start & Finish Area ➔ 10 points
(only if other points are assigned)

The projection of the robot is The projection of the robot is No points if the projection of
completely inside the start completely inside, and cables the robot is not in the start
area. Well done ☺. are out. That is still OK. area.

Penalty points: Robot damages or displaces the wall construction ➔ -10 points

It is OK if the wall is moved Penalty points if the wall is Penalty points if the wall is
inside the light grey area. outside the grey area. damaged.

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7. Assembly of Game Objects
Assembly of node devices

There are 2 white (old) and 4 black (new) node


devices on the field.

For one black node device you need:


• 5 black 2x4 bricks
• 1 black 2x2 brick
• 1 grey 2x2 bricks with the connection for
the ribbed hosepipe
• 1 grey ribbed hosepipe
• 4 black 1x6 bricks

Step 1 Step 2 Step 3 Step 4

Step 5 Step 6 Step 7

Step 8 Step 9

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For one white node device you need:
• 6 white 2x4 bricks
• 4 whit 1x6 bricks

Step 1 Step 2 Step 3

Step 4 Step 5 Step 6 Step 7

Assembly of identifier blocks

There are 4 identifier blocks, one red, one yellow, one


green, and one blue.

For each identifier block you need 6 2x4 LEGO bricks in


the specific color.

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Assembly of the fiber optic cable

There are 2 fiber optic cables on the field.

For one fiber optic cable you need:


• 4 white 2x2 bricks
• 4 white 2x4 brick
• 2 white 1x6 brick
• 2 black 1x6 brick
• 2 grey 2x2 bricks with the connection for a
hosepipe
• 1 grey ribbed hosepipe

Step 1 (twice) Step 2 (twice) Step 3 (twice) Step 4 (twice)

Step 5 (twice) Step 6

Step 7

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Assembly of the wall construction

The assembly of the wall will be done in multiple


steps:

1. Assembly of the red and yellow parts


2. Assembly of the blue and green parts
3. Connecting walls

Red and Yellow target areas for node devices


and cables
For the red or yellow wall part you need:
• 4 2x2 bricks
• 25 2x4 bricks
• 26 1x6 bricks

Step 1 Step 2 Step 3

Step 4 Step 5 Step 6

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Step 7 Step 8 Step 9

Step 10 Step 11 Step 12

Step 13 Step 14

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Step 15 Step 16

Step 17 Step 18

Step 19 Step 20

Step 21 Step 22

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Step 23 Step 24

Step 25 Step 26

Step 27 Step 28

Step 29 Step 30

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Step 31 Step 32

Step 33 Step 34

Step 35 Step 36

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Step 37

The steps for building the yellow storage are the same as the red storage.

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Green and Blue target areas for node devices and cables
For the green and blue wall part you need:
• 4 2x2 bricks
• 25 2x4 bricks
• 26 1x6 bricks

Step 1 Step 2 Step 3

Step 4 Step 5 Step 6

Step 7 Step 8 Step 9

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Step 10 Step 11 Step 12

Step 13 Step 14 Step 15

Step 16 Step 17 Step 18

Step 19 Step 20 Step 21

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Step 22 Step 23 Step 24

Step 25 Step 26 Step 27

Step 28 Step 29 Step 30

Step 31 Step 32 Step 33

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Step 34 Step 35 Step 36

Step 37 Step 38 Step 39

Step 40 Step 41 Step 42

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The steps for building the blue storage are the
Step 43
same as the green storage.

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Connecting walls

Color: red, yellow, blue, green (one of each)

You need the following number of bricks for each


wall:

• 1 2x2 bricks
• 4 2x4 bricks
• 6 1x6 bricks

Step 1 Step 2 Step 3

Color: white (4 pieces)

You need the following number of bricks for one


wall:

• 7 white 2x4 bricks


• 4 white 1x6 bricks

Step 1 Step 2 Step 3

Step 4 Step 5

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Connect the different elements for the full construction
For the connection between red / green and blue / yellow area you need:

• 4 white 1x6 bricks

Step 1

Step 2

Step 3

Step 4

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Step 5

Step 6

Step 7

Step 8

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Step 9

Step 10

Congratulations, you made it! ☺


Take a look at the photos on the next page to check if you have built everything correctly.

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