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The
2003 Game: Robo Tow Truck
or
Neill's
$3.3M Folly
The University is in serious
financial trouble. The stock market crash plus the expensive construction
of a new house for the President, (but not for the Wiess Master) have
depleted the endowment. Once again the troubled University has turned
to its students for help. The Ass. V. P. for Finance and Student Aggravation
has significantly increased parking ticket fines for student vehicles
that are not in the correct lots on Monday morning. Your task is to
build a robot tow truck to collect the vehicles of your friends on the
opposite side of the campus, and to bring them back and place them in
your parking lot. You also have to deal with the opposing robot who
is trying to collect his set of vehicles. The robot with the most points
at the end of the game wins. Strategy, reliability, and speed are important
because your opponent can end the game early and stop your scoring.
The board and specific game
rules are described below. See the web page of the current game for
a description of the contest format, the general contest rules, and
the robot construction rules, which do not change signifcantly from
year to year.
Specific
Game Rules

The game board is
a 6 foot by 8 foot nominally flat surface. One half of the board is painted
black and has white lines to aid navigation; the other half is painted white
and has black lines. In the diagram above, the navigation lines are shown
as thick dashed lines. The board has 4.5 inch high walls at all four sides.
All the walls are painted white. A two foot long by 3-3/4 inch high wall
at the center of the table, painted white on one side, black on the other,
separates two rows of cars. Each side of the table has an enclosed parking
lot with a card reader and gate. The red stars represent the starting lights
in the board where the robots begin the game. The start lights are on the
centerline of the board, 1 foot from the back wall. The above drawing is
reasonably to scale, but the official dimensions are those of the physical
game board. Since the board is constructed in parts, there may be small
surface and wall misalignments; these should be less than 1/8 inch. The
various features of the board shown in the diagram are explained below.
Parking Lots
The parking lots are about
2 feet square, enclosed on two sides by the game board walls, on one
side by a row of bollards, and on the fourth side by a gate. The bollards
are cylindrical posts 1-1/4 inches in diameter, 4 inches high, and spaced
4 inches on center. The gate is a plastic tube, 3/4 inch in diameter,
about 8 inches above the table surface, extending 20 inches out from
the wall. The gate pivots up at the wall to allow entrance when a parking
pass is inserted into the card reader. The reader is located at the
front corner of the lot, 2 feet from the side and rear walls. The reader
slot is a 1 inch high gap, with the bottom 8 inches above the board
surface. When a card is placed in the slot (breaking the IR beam) the
gate will rise and remain up so long as the card is in the slot. The
gate will lower 2 seconds after the card is removed.
Vehicles
The cars are 2 inch foam rubber
cubes; the SUVs are 2 x 2 x 4 inches long foam blocks. The vehicles will
be located as shown at the start of the game. The 5 cars are located on
a line 8 inches from the board center line, 6 inches apart along the center
2 feet of the board width. The SUV is located 1 foot from the board side
and end walls, across from the parking lot. Your vehicles are the ones that
are on the opposite side of the board from where you start. If you start
on the white side, your vehicles are white foam blocks on the black side;
if you start on the black side, your vehicles are pink foam blocks on the
white side. Your robot may collect, move, or touch only its own vehicles.
The game pieces may not be altered, punctured, or damaged in any way.
Scoring
One point will be awarded for
each of your vehicles that your robot causes to cross the game board center
line, from the opposite side to your starting side. This point is awarded
only once for each vehicle.
For each of your cars in your
parking lot at the end of the game you will receive 2 additional points.
If your SUV is in your lot at the end of the game, you will receive 10 additional
points.
The machine with the most points
wins the game. If there is a tie, the judges may decide the winner based
on which robot has more vehicles closer to its parking lot, or declare a
double win. If no points are scored a double loss will be awarded.
Period of Play
- The contestants will have
30 seconds to place their machines on the game board from the time the
judges call them. During this time the start lights will be ON to aid
in robot alignment. When both teams are ready, and/or the preparation
time is over, the start lights will be turned off and the teams will have
a few seconds to prepare their robot to start the game. The robots may
be placed in any orientation within the starting area, which is a circle
18 inches in diameter centered on the start light.
- The game will be started by
the judges turning on the starting lights, located in the surface of the
table in the center of each robot's starting circle, for the first two
seconds of the game.
- False Start Rule: A robot
that fails to start as expected will be awarded a loss, and may be removed
from the table at the judge's discretion. The remaining robot will be
allowed to play without opposition.
- The powered portion of a game
will last a maximum of 90 seconds. Software will be provided to cut off
power at the end of 90 seconds, and any machine that continues to supply
battery power after that time will lose the game.
- The game will be ended
early whenever a particular parking lot gate is opened a total of
three times. The robots will be turned off manually and the score
computed based on the vehicle positions at that time.
- The judges will propose to
terminate a game early if neither robot appears to be making any progress.
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