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Penn State Abington
Presents the
4th Annual Robo-TrailBlazers
Autonomous Mobile Robot Competition
Contest date: Sat, Dec
8, 2001, 1pm - 3pm at Penn
State Abington, Abington, PA
All are welcome -- it's free!
Last Updated:
11-1-01
© Copyright 2000-2001
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Design Objective:
Design an autonomous mobile robot, or a
collaborating team of robots, that is capable of navigating from a
start position to a goal position (on an 8 foot by 8 foot arena) in a minimum amount
of time.
Robots have the choice of following a white line (with forks and
splits) to the goal, or blazing a path through unknown territory,
avoiding obstacles, and crossing model railroad tracks! Robots may
also choose a combination of
methods. Robots have a total of 3 minutes in the arena to
find the quickest path (in time) from the start to the goal
location. The minimum travel time from start to goal achieved
by the robot or any member of the robot team at any time
during the 3 minutes will be the score for that match. Robots
within a robot team are encouraged to communicate and cooperate. Are two robots
better than one? The robot(s) can make unlimited attempts at
finding the quickest path during the 3-minute time limit. Objects
(empty soda cans) can be optionally placed within the
arena and a robot which manages to physically transport any can to the goal area will receive a bonus (time
reduction). Robots must be fully autonomous, which means there can be
no human intervention during the entire 3-minute match. This rule is not
applied to the K-4th grade category which allows teleoperated (IR
remote-controlled) robots.
Also, an electric train (trolley car) will be setup on O-27 gauge
train track, and this trolley will be blocking the white line path on a
grade crossing. The train can be commanded to move out of the way by
"breaking" a beam of IR light in the northwest and southeast corners of the
arena (see dotted red lines in diagram above) Of course, a robot must be smart enough to break the beam of
light at the right time. (The train is optional for the junior
divisions. )
The robots and designers will not know of the exact
location of the obstacles, nor of the path (white tape line) prior
to the contest. Robot entries will have 2 attempts to solve
the problem the minimum of the 2 match scores will be
the final score. Each match is 3 minutes in duration. The obstacle configuration
and path may be different
for the second match. No information regarding obstacle
layout or path can be programmed into the robot once the
configuration is revealed.
The robot contest is open (at no cost) to students of all levels with
the objective of promoting interest in science, engineering, information
technology, machine intelligence, robotics, artificial intelligence, and collaborative problem
solving. The event is also open to the public as spectators at no
cost.
Announcement: Each April the Penn State Abington College hosts a
regional fire-fighting robot contest
based on the Trinity College Fire-Fighting Robot Contest. Be
there in April of 2002.
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Robot
Specifications
- A single robot must fit within a 12" by 12" by
12" volume at the start of the match. Robots may increase in
size to a maximum of 16" by 16" by 16" during the match.
- All participating robots must be fully autonomous and
untethered.
- No robot can be touched or influenced by a human during
the match.
- The robot or robot team will start in the southwest
corner (18" by 12" area) of the 8 by 8
arena. The start area (18" by 12") will be
always be located in the southwest corner of the arena.
The goal area (18" by 12") will be always be
located in the northeast corner of the arena.
- There is no weight limit for the robot with the exception
that the robot should not inflict any damage to the
arena.
- At the start, a single robot will be placed in the starting
area facing north, and centered on the white line. (The idea here is
that you should not be able to "point" your robot to avoid
obstacles.)
- The single robot must be started by any mechanism (e.g. push-button,
tone, IR, Palm PDA, etc).
- A robot may lose parts, limbs, etc. throughout the match
-- these will remain on the playing arena throughout the
3 minute match. A robot can also strategically leave
"markers" or objects of any kind within the
arena during the match. These objects cannot permanently
affect the playing surface in any manner. For example,
depositing glue or a trail of water or powder, scratching
the surface, etc. will not be allowed.
- Robots may carry, setup, become detached from, any electronic devices (active or passive) within the course during the
match.
- A robot may be reprogrammed between matches. For example,
speed or light sensitivities could be modified between
matches. Any repairs or alteration not resulting from
knowledge of exact location and configuration of
obstacles and white line path can be performed. In an
extreme case (but allowed), a path following (white line following)
robot may be programmed to perform another algorithm such
as mapping or wall-following.
- A robot may not communicate with any human or machine or
device of any kind located outside of the arena at any time during the
match.
- Internal batteries may be charged or replaced between
matches. At the judges' discretion and as the result of a
robot power failure, a power cable tether can be
connected from outside the arena to the robot to provide
power to the robot. A penalty of 2 minutes will be added
to any score.
- Each robot entry is encouraged to display a robot name
and/or school name. Banners, flags, signs, posts, etc.
used for robot/school identification can exceed the
maximum robot size regulations provided the signage is of
no consequence to the operation of the robot in the
contest.
- Robots will be started by the judges. At the discretion of the
judges, the contestants may be instructed to start their robots.
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Robot Teams
- A team of robots is optional. A maximum of 3 robots can comprise a
team. Robots within a team do not compete against each other -- they
cooperate with each other.
- The collective
volume of the team of robots must fit within a volume defined by
the start area - 12" by 18" by 12" (high) Each
robot must face north in the starting area, but do not have to be
positioned over the white line.
- Each robot in a team may be started individually at the
start of a match. All robots
should be started within 5-8 second period at the start of a match. The
robots do not necessarily have to move when activated.
- The robots within a team may
communicate via sound, radio, IR, etc. Robots within a team may not be connected via a physical link, such as a
wire or cable.
- Robots within a robot team may be touching in the start
position.
- Each robot within a team should be demonstrated to be a self-propelled,
computer-controlled, mobile robot. (I realize the definition of a robot is a fuzzy
concept.)
- The final match score will be the minimum time achieved
by any of the robots in the team. Bonuses achieved by any robot can
be applied to other robot's score (i.e. robots in a team can help each
other).
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The Arena
and Walls (see diagram)
- The arena is an 8 ft by 8 ft flat area painted semi-gloss black. The entire perimeter is surrounded by a wall which
is 4" high, and ¾" thick. The wall is
constructed from plywood. The sides and top of the walls are
painted semi-gloss white. The inside dimension of
the field is 8 feet minus 2 times the wall width = 94.5
inches.
- There exists an 8" wall (3/4" thick)
perpendicular to the north wall that forms a 16" by 8" area in
the northwest corner of the maze (see diagram). The IR beam is located in
this area. There is a similar 8" wall in the southeast corner of
the maze.
- A robot may bump into the walls without penalty. A robot
must not climb over a wall. A robot may look over the
wall or view the top of the wall.
- No equipment (including electronic devices of any kind,
reflectors, etc.) can be setup above, below, around, outside of the arena at any time. Equipment can, however, be
setup by robots within the arena at any time.
- O-27 gauge model railroad track ( 7/16" high) extends from the
south wall to the north wall. The track is perpendicular to the wall
at the point of contact with the wall, and the track continues to be perpendicular
to the wall for at least 12" away from the wall.
- The arena consists of 2, 4 ft. by 8 ft. sections of
plywood. The seam where the 2 sections meet runs north-south.
There could be up to a 1/4-inch "lip" or discontinuity at this
seam.
- In the southwest corner there is a 12" by 18"
start area. This area is outlined by red tape. The red tape
does not cover the white tape path. The red tape is considered
inside the 12" by 18" area. Likewise, there is a 12"
by 18" goal area in the northeast corner of the arena.
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The "Line" defining the path (see
diagram)
- A white line is placed on the floor of the arena and
describe a path from the start position to the goal area.
The white line consists of white electrical tape that has
a width of ¾ inches. (This tape can be purchased from
any hardware store, e.g. Home Depot, Sears Hardware).
- The white tape will consist of straight segments at least
2 inches long. Turns will be 45 degrees at maximum.
- The white tape trail segments will not intersect or cross
other segments at any point. Parallel segments will be at
least 6 inches apart.
- There are 2 split paths along the white line path. One is located
prior to reaching the train track grade crossing, an one following the
grade crossing. Each of the paths splitting off at the fork
will be at 45 degree angles.
- The white tape trail will be approximately 20 to 30 feet
in total length.
- No obstacles or train track will be located within 6 inches of the
center of the white tape. No obstacles or train track will be
located within 6 inches of the red tape defining the start and goal
areas.
- The actual path from start to goal will be unknown to the
participants. Once the path has been revealed prior to
the contest start, no path information can be entered
into the robot(s).
- A 16" straight white line 9" from the west
wall and parallel to the west wall will exist in the
start area. The line will begin on the floor at the south
wall and extend 4" beyond the start area. This means
that a turn should not be expected until 4" beyond
the start area.
- Similarly, a white line parallel to the east wall and
extending 16" from the north wall will exist in the
goal area.
- The white line will pass over the O-27 gauge model railroad tracks at a
grade crossing (K-Line #K-4188; ~ $8). There will be no continuous white line
over the width of the track at the crossing. (Check Penn State Abington for availability
of grade crossings.)
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Scoring:
- At the instant the robot is started by the
judge, a 3-minute match timer will be started. When the
3-minute timer reaches zero, then the match will be
finished for this robot or robot team.
- When any robot leaves or exits the start
area, a "trail" timer will be started. The
robot has exited the start area when all parts of the
robot are outside the start area perimeter as defined by
the red electrical tape on the floor.
- The "trail" timer will be
stopped when any portion of the robot enters the goal
area. This "trail" time will constitute a
score.
- The "trail" timer will be reset
to zero if the robot re-enters the start area before
reaching the goal area.
- Only the transit time from the start area
exit to the goal area entrance will be timed.
- When a robot returns to the start area
(i.e. any part of the robot crosses the red tape defining
the start area), the new "trail" time will be not be started
until the robot exits the start area.
- A separate "trail" time will be
established for each robot in a robot team for every run..
- The minimum "trail" time
achieved during the 3 minute match by any robot in any attempt will be the match
score.
- Bonuses will be added and applied to the match score (which is the
minimum time achieved by any robot at any time during the 3-minute
match). Remember a slow robot can achieve bonuses that can be
applied to another fast robot's time.
- If a robot becomes hopelessly
"stuck" or disabled for 15 seconds, the judges
may terminate the match.
- Each robot or robot team entry will be
allowed 2 matches. Each match is 3 minutes in duration. The final contest score will be the
minimum of the 2 match scores.
- Robots should not in any way violate the
"spirit" of the rules (check with organizers
concerning rule interpretation).
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Bonuses:
-
Soda Cans along wall (total of 2)..............20% bonus for each can (must bring can to
goal area)
- Soda Cans along
white line (total of 2)......20% bonus for each can (must bring can to goal area)
- The match score will be reduced by 20% if at any time during the 3 minute match, any robot
manages to transport an empty soda can, located along the north or south wall, to the
goal area. There are 2 cans located along the walls (one can along
the north wall, and one can along the south wall), for a possible
total bonus of 40%. The cans will be placed 2" from the wall
(wall to edge of can) and will
be randomly located between the 6" wall obstacle (housing the IR beam
sensor) and the railroad tracks. The can cannot be thrown or tossed,
but can be dragged or rolled. For a bonus, the entire can must be
brought into the 12" x 18" by 12"(high) imaginary volume
defined by the goal area. The placement of these cans at the
start of a match is
optional.
- The match score will be reduced by 20%
if, at any time during the 3 minute match, any robot
managed to transport an empty soda can located along either white line
split path to the goal area. There are 2 cans, one located on each of the
2 split paths, for a possible total bonus of 40%. (There will be at least
3" of straight path before and after the can.) If a can is placed on
the right side of the first fork (traveling from start to goal), then the
second can will be placed on the left side of the second fork, and vice
versa. The placement of the can on the first fork will be random.
For a bonus, the entire can must be
brought into the 12" x 18" by 12"(high) imaginary volume
defined by the goal area. The placement of these cans at the start
of a match is optional.
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Scoring Examples:
- A single robot is started by the judge; the robot
remains motionless for 1 minute; the robot then leaves
the start area and reaches the goal area in 50 seconds,
the robot then stops; the final score will be 50 seconds. (Remember,
time clock is started when robot exits start area).
- Each robot in a team of two robots is started; robot A
moves to the goal in 40 seconds while robot B is
motionless. Robot B now moves to the goal area along with a soda can
in 60
seconds.
The score for this match is 40 seconds minus 20% of 40
seconds = 32 seconds. (That is, the 20% bonus applies to the minimum score of
any robot during that match. In this way, a slow robot that can move a
soda can help a quicker robot on the team).
- A single robot moves from the start area to the goal
area in 45 seconds; the robot now moves from the goal
area back to the start area in 30 seconds. The robot now
leaves the start area and travels to the goal area in a
time of 50 seconds. The score will be 45 seconds. (Only
the time from start area to goal area is used in the scoring.)
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Obstacles
- Obstacles will be scattered throughout the arena. No obstacle will be located within 6" of the white line
path. No obstacles or train track will be
located within 6 inches of the red tape defining the start and goal
areas.
- The closest distance between obstacles will be 12" inches.
- Obstacles may be in direct contact with the wall. If an
obstacle is not in contact with the wall, then the
obstacle will be at least 12" from the wall.
- Obstacles will be at least 2" or more from any section of the
O-27 gauge railroad track
- There will be no obstacles within the start or goal
areas.
- The maximum height of an obstacle is 8 inches. The minimum
height of an obstacle will be 3 inches.
- Obstacles will consist of bricks (covered in contact paper)
that may be stacked.
- Following the wall perimeter from start to goal (clockwise or
counterclockwise) will be placed a total of 3 obstacles (this includes 2
brick obstacles and the 8" wall segment.)
- Robots may not (intentionally) climb over obstacles. Railroad
track is not considered an obstacle, and robots may climb over the
track. See floor plan diagram for track layout.
- Robots may not hop, jump, skip, or fly over obstacles or
any portion of the arena.
- Robots may "look" and communicate over obstacles with other
robots in a robot team.
- Robots may not push obstacles more than 2 inches. For
example, it is not permissible to design a
"bulldozer" robot which forges a direct path
from start to goal.
- There will be approximately 8 to 12 obstacles.
- Robots may make contact with obstacles and walls in order to navigate.
- The robot should not come in
contact with the trolley train when the train is positioned on the grade
crossing. If robot contacts train when train is positioned on the
grade crossing, then a 30 second penalty will be added to the match score
(after bonuses). Contact between robots and train is allowed
when train is not positioned on the grade crossing. Any aggressive
behavior (damage to train) on the part of a robot towards the train may
lead to disqualification based on judges' discretion.
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The Train
- A train trolley car
(Lionel; 3" high; 7.25" long) will be placed at a grade crossing in the approximate center of the 8' by
8' arena (optional for junior division) The trolley will be
blocking the white line path. The train will operate on O-27 gauge
track.
- At the start of a match the train will be resting motionless at the
grade crossing (see dotted white lines in diagram below).
- No contact should be established between a robot and
the trolley when the trolley is positioned on the grade crossing (otherwise
a 30-second penalty will be applied after bonuses). Inadvertent
contact may occur when
train is in a location other than the grade crossing.
- There are two IR beams in the arena which control the motion of the
train. One beam is located in northwest corner of the arena, and the
other beam is located in the southeast corner.
- (The robot team always starts in the southwest corner of the
arena.) In the northwest corner of the arena, there is a beam
of IR light parallel to the north wall. The beam is 16 inches in
length, 4 inches from the north wall, and 2 inches above the surface of
the arena. (The IR transmitter is embedded in
the west wall and is placed 2 inches in height above the floor surface, and 4 inches
south of the north wall. The IR transmitter is pointing due east.
The IR receiver is embedded in the 8" wall (parallel to the west
wall),
and is directly facing the transmitter, 16 inches away.)
- In the southeast corner of the arena, there is a beam of IR light
parallel to the south wall. The beam is 16 inches in length, 4
inches from the south wall, and 2 inches above the surface of the arena.
(The IR transmitter is embedded in
the east wall and is placed 2 inches in height above the floor surface, and 4 inches
north of the south wall. The IR transmitter is pointing due west.
The IR receiver is embedded in the 8" wall (parallel to the east
wall),
and is directly facing the transmitter, 16 inches away.)
- When the northwest IR beam is broken, the train moves
from the grade crossing approximately 2 feet north and stops. The
train will remain in this new position as long as the IR beam is broken
(interrupted). When the northwest IR beam is re-established, the train
moves back to the grade crossing and stops.
- When the southeast IR beam is broken, the train
moves from the grade crossing approximately 2 feet south and stops.
The train will remain in this new position as long as the IR beam is
broken (interrupted). When the southeast IR beam is re-established, the
train moves back to the grade crossing and stops.
- If both the southeast and northeast IR beams are
simultaneously broken, the train will move to the grade crossing and stop.
- Due to the direction reversal mechanism on the train
trolley, the train may not take the most direct path from the grade
crossing to a new position (that is, it might hit a north or south wall first to
reverse direction.)
- Robots cannot interfere with the electrical operation of the
train. For example, robots should not be designed to apply
electricity to train or track, sense track voltage, use track voltage to
power devices, "short out" track power supply, etc.
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Recommended
Equipment
There are very few restrictions on hardware, software or
building materials. Robots should be of a
"home-brew" nature. Robot kits (store-bought) are
allowed if the designers make modifications or
improvements. A robot kit which needs only to be programmed would
be fine since the designers are creating the program. The use
of an existing robot base or R/C vehicle platform controlled
by a programmable device (and programmed by the participants)
is also allowed. Direct any questions on
legitimate robot entries to Bob Avanzato at Penn State
Abington. There exist many approaches in both hardware and
software be creative.
I would recommend the following for consideration (this is
not a complete list):
1) Handy
Board (programmed with Interactive C language) and LEGO
building blocks. The Handy Board works well with Lego motors and building
materials. Suggested for high school and college levels.
2) Basic STAMP.
(Parallax, Inc) Suggested for advanced high school and college levels.
3) For grades 4 to 12+, I would recommend purchasing the LEGO
Mindstorms Robotics Invention System (RIS). These products can be purchased from PITSCO Lego Dacta
(1-800-362-4308) and are available at retail stores such as Toys-R-Us (cost is
~$200-220). These devices are programmed in a
"visual" icon-based language. Software support is for the
PC. Additional software can be purchased (RoboLab, ~$25) for a MAC (and PC) from
Pitsco-Dacta. There is also software support for C (Not Quite C),
Visual Basic, and other languages. It is also recommended that a Lego IR remote control
unit be purchased.
4) For grades K-3, I would recommend either the Lego
Mindstorms Robotics Invention System (RIS) or the Mindstorms Robotics
Discovery System. The Discovery system does not require a
desktop computer for programming, but has less features than the Invention
system. It is also recommended that a Lego IR remote control unit be
purchased with this set. The IR Lego remote can be used to control
the robot in the TRailBlazers robot contest -- K-4th grade level only.
The choice of software and hardware depends on your
educational objectives, resources, and time constraints. Please contact Bob A. for consultation regarding microprocessor,
software, and
building material selection. (Also check Robot
Resources from Bob Avanzato's Robot Page.)
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Eligibility and Registration
"Robo-TrailBlazers" contest is open to all
students at the college, high school, and grade school levels. Home-schooled
students are also very welcome. (There are also a few entries reserved for
professional engineers and researchers -- please contact Bob
Avanzato for details.) There is no charge for registration,
but the number of total entries in the contest will be limited to approximately 20
robots. Please register as soon as possible for 3 reasons -- 1) registered
participants will receive
latest news, announcements and updates, 2) registration will guarantee participation in
contest, 3) early registration allows us to plan prizes, refreshments, etc.
Registration is not a formal commitment to participate -- it simply tells us
that you are seriously planning to enter a robot.
There will be 4 divisions. Prizes will be awarded in each
division. Number of
awards will depend on the number of entries in each division. Prizes will be awarded to
the sponsoring school or sponsoring association:
1) College division
(college level and higher) -- autonomous robot; train placement required
2) High school Division(grades 9 - 12 or
equivalent) -- autonomous robot; train placement required
3) Middle School Division (grades 5-8 or equivalent)
-- autonomous robot; train optional -- bonus for use of train
4) Junior Division (K - 4 or equivalent) -- IR
remote control allowed -- bonus for autonomous
Registration will be conducted via email. To
register, email the following information to Bob Avanzato.
- Name of student(s) and contact information (include email address)
- Name of school or association and advisor/faculty (include
email).
- Name of robot (if available)
- Specify division: Junior (K-4), Middle(5-8), High School
(9-12), College.
- Is this an individual robot or robot team entry? If
team entry, how many members?
- Brief description of robot -- Lego, Handy Board , Mindstorms,
other, etc.
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Date, Time, Directions
The "Robo-TrailBlazers" robot contest is scheduled for Saturday, December
8, 2001 at the
Penn State Abington College in Room 112 Woodland Building at 1pm. Access to the contest arena for practice, sensor
calibration, etc. will be available from 10am to 12:30pm on
the day of the contest. Participants are responsible for
bringing their own materials, supplies, tools, computers,
etc. Workspace and outlets will be provided.
Penn State Abington is conveniently located just off Rt.
611 in Abington, PA. (suburb of Philadelphia, Pennsylvania USA). The contest is free to participants and
spectators. Free parking is available.
Directions: From PA Turnpike
take exit #27, follow Rt. 611 South 3.4 miles to
Abington, turn left on Woodland Road, look for Abington Hospital on
right and Inn Flight Restaurant on left. Follow Woodland road for 0.5 miles. Campus is on
right. Take first entrance on right (past Cloverly Lane) and park. Go through main
entrance of Woodland Bldg. (white stone bldg. adjacent to parking lot). Upon entering
Woodland bldg., enter first set of doors to your left -- this is room 112W, the auditorium. You
could also proceed downstairs and enter auditorium from lobby. (From Phila area, take Rt.
611 north, past Rt. 73, and make right onto Woodland Road.)
For more information, contact Bob Avanzato, Penn State Abington College:
email: rla5@psu.edu; (email
is preferred)
telephone: 215-881-7358(voice); 215-881-7623(fax)
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Sponsors:
- Penn State Abington
- Abington Bank (Abington, PA)
- Penn State Abington Student Chapter of IEEE (Institute for
Electrical and Electronics Engineers)
- NASA Space Grant
Philosophy:
- The contest is accessible to all ages and is free.
- It is not necessary to build a full-scale maze in order to
practice -- black construction paper and white tape will do.
- There is an IR remote control division for K-4th grade,
other divisions require autonomous robot
- There are no real constraints on the equipment used -- due
to the design of the contest, there is no real advantage to participants
that have unlimited funds. Many low-cost robots will be effective.
Simplicity is the key.
- The contest is Lego Mindstorms friendly. These kits
are available for about $200 and are reusable.
- The contest can be the foundation of an after-school
activity, science fair, hobby, course, or college senior design project,
etc.
- Participants can invest anywhere between 4 hours and 400
hours to build a robot for this contest.
- The contest promotes the notion of team robots (robots
assisting one another), but this approach is optional
- The contest can be approached at many levels of
sophistication, and solutions can be expanded from year to year. There is no
such thing as "the solution".
- In the past, solutions have ranged from "random
walk" to fuzzy logic-based algorithms, and everything in-between.
- Emphasis is on creative problem-solving, teamwork,
innovation, hands-on learning process.
- Emphasis is on fun over competition. Students who fail to
laugh and have fun could be disqualified :-)
Floor Plan (Example Only;
actual path and obstacle layout will vary at contest):
