1.1. Size:
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1.1.1.
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The playing field for the 1-on-1 League is 87 cm by 119 cm (oversize
A0) (1-on-1 field diagram).
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1.1.2.
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The playing field for the 2-on-2 League is 122 cm by 183 cm (2-on-2
field diagram).
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1.1.3.
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As shown in the diagrams, each corner is a triangle of 8 cm on each of
the sides parallel to the walls.
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1.2. Floor:
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1.2.1.
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The floor of the playing field is covered with a printed, matte greyscale.
1-on-1 greyscale pitch surface (12286) can be ordered on-line
at:
http://www.commotionstore.co.uk/
2-on-2 greyscale mat can be ordered on-line at:
http://www.acroname.com/robotics/parts/R204-ROBOCUPJR-MAT.html
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1.2.2.
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The playing field should be placed so that it is flat and level. The
field may be placed on a table or on the floor.
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Hint:
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It is recommended that teams design their robots to cope with slight imperfections up to 3 mm on the surface.
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1.3. Walls:
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1.3.1.
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Walls are placed all around the field, including behind the goals.
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1.3.2.
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The walls are 14 cm high.
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1.3.3.
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The walls are painted matte black.
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1.4. Goals:
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1.4.1.
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The width of each goal for the 1-on-1 League is 29 cm, centred
on the shorter end of the field.
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1.4.2.
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The width of each goal for the 2-on-2 League is 45 cm, centred
on the shorter end of the field.
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1.4.3.
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The back, sides and floor of the goal (inside the field) are painted matte grey:
75% matte white and 25% matte black.
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1.5. Neutral Spots:
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1.5.1.
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For both leagues, there are five (5) neutral spots defined in the field.
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1.5.2.
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One (1) is in the centre of the field.
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1.5.3.
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Four (4) are adjacent to each corner, located a goal width along the
long edge of the field, aligned with each goal post; i.e., for the 1-on-1
League, 29 cm towards the middle of the field from each goal post (see
drawing in section 1.1.1.); for the 2-on-2 League, 45 cm towards the middle
of the field from each goal post (see drawing in section 1.1.2.).
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1.5.4.
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The neutral spots are positions on the field where the referee
can place robots or the ball in case play is interrupted (see 5.8. Interruption
of Game Play).
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1.5.5.
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The spots are marked by a small blue cross on the floor
of the field.
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1.5.6.
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The ball is to be placed on the goal neutral spots
if an interruption occurs while it is in the goal area. The ball is placed
in the central neutral spot if an interruption occurs while it is in the
Centre Area. See the diagram in section 1.1.1. or 1.1.2.
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1.6. Lighting and Magnetic Conditions:
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1.6.1. |
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Teams must come prepared to calibrate their robots based on
the lighting and magnetic conditions at the venue. Every effort will be made by
the organisers to keep light levels as low as possible and locate soccer fields
away from magnetic fields such as under floor wiring and metallic objects.
However, sometimes this cannot be avoided. |
Hint: |
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It is recommended that teams design their robots to cope
with variations in lighting and magnetic conditions, as these vary from venue
to venue. |
2.1. Dimensions:
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2.1.1.
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Robots will be measured in an upright position and with all parts fully extended.
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2.1.2.
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For the 1-on-1 League, the upright robot must fit inside an upright
18 cm diameter cylinder.
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2.1.3.
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For the 2-on-2 League, the upright robot must fit inside an upright
22 cm diameter cylinder.
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2.1.4.
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The robot height must be 22 cm or less.
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2.1.5.
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The robot's total weight must not exceed the following limits:
Secondary 2-on-2: 2.5 kg
Secondary 1-on-1: 2.0 kg
Primary 2-on-2 or 1-on-1: 1.5 kg
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2.2. Control:
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2.2.1.
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Robots must be controlled autonomously.
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2.2.2.
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Robots must be started manually by humans.
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2.2.3.
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The use of remote control of any kind is not allowed.
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2.3. Marking/Colouring:
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2.3.1.
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Competitors are required to mark or decorate their robots to identify them as belonging to the same team.
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2.3.2.
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Colours of robots and/or light transmitters must not interfere with the
light sensor readings of other robots.
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2.4. Team:
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2.4.1.
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For the 1-on-1 League, a team shall consist of one and only one
(1) robot.
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2.4.2.
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For the 2-on-2 League, a team shall consist of no more than two
(2) robots.
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2.5. Construction:
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2.5.1.
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Any robot kit or building blocks, either commercial or from raw hardware,
may be used, as long as the robot fits the above specifications and as long
as the design and construction are primarily and substantially the original
work of the students (see 4.3. Students).
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2.5.2.
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Robot pieces may be permanently attached with glue,
screws, etc.
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2.6. Ball Capturing Zones:
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2.6.1. |
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Ball Capturing Zones are defined as any internal space
created when a straight edge is placed on the protruding points of a robot. |
2.6.2. |
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The ball cannot penetrate the Ball Capturing Zone by
more than 2 cm. |
2.7. Goalies (2-on-2):
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2.7.1.
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If a goalie is used in 2-on-2, it cannot limit
its movement to a single direction on the field. It must be
programmed to move in all directions.
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2.7.2.
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The goalie must respond to the ball in a forward direction in an attempt
to intercept the ball ahead of the goal. If required, its movement should
be able to take some part of the robot past the neutral spots (45 cm from the
goal). The goalie cannot respond sideways and then with a forward movement.
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2.7.3.
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Failure to respond to the ball with forward movement down the field will
result in the robot being classified as "Damaged" (see
5.10. Damaged Robots).
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2.8. Kickers:
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2.8.1. |
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If a robot or two colliding robots damage
a ball, they will
be removed from play and treated as damaged robots. |
2.8.2. |
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Adjustments must be made to the
robot/s to prevent this from recurring. |
2.8.3. |
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If a robot infringes again it
will be disqualified from the tournament. |
4.1. Schedule:
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4.1.1.
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The robots will be examined by a panel of referees before the start of
the tournament to ensure that they meet the constraints described
above.
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4.1.2.
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It is the responsibility of teams to have their robots re-inspected if
they are modified at any time during the tournament.
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4.2. Robot Configuration:
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4.2.1.
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While being inspected, each robot must be upright and at its maximum size; i.e.,
anything that protrudes from the robot must be fully extended. If a robot has a moving part that extends in two
directions, it will need to be inspected with this part operating.
The robot must be able to operate without touching the measuring cylinder.
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4.3. Students:
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4.3.1.
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Students will be asked to explain the operation of their robot/s in order
to verify that the construction and the programming of the robot/s are their own work.
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4.3.2. |
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Students will be asked questions about their preparation efforts,
and they may be requested to answer surveys
and participate in video-taped interviews for research purposes.
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4.3.3.
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Commercial
kits may be used but must be substantially modified by the students.
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4.3.4.
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Proof must be supplied that robots have been constructed and programmed
by the students.
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4.3.5.
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Any team that has original construction of robots or sensors (not commercially
available) must supply full documentary proof that the developments were wholly
the work of the students according to section 4.3.1. This will be in the form of
a log book describing all stages of design, development and construction.
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4.3.6.
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It is expected that all teams should attend a short verification interview
prior to all events.
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4.4. Violations:
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4.4.1.
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Any violations of the inspection rules will prevent
that robot competing until modifications are effected.
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4.4.2.
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However, modifications must be made within the time schedule of the tournament
and teams must not delay game play while making modifications.
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4.4.3.
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If a robot fails to meet all specifications (even with modification),
the robot will be disqualified for that game (but not the tournament).
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4.4.4.
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If there is excessive mentor assistance or the work on the robots
is not substantially original work by the students, then the team will
be disqualified from the tournament.
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5.1. Pre-game Setup:
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5.1.1.
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Organisers will provide access to the competition area for
calibration and testing prior to the competition and according
to a schedule that will be made available at the start of the event.
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5.1.2.
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Organisers will make every effort to allow at least 10 minutes
of setup time before each game.
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5.2. Length of Game:
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5.2.1.
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The game will consist of two 10-minute halves.
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5.2.2.
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There will be a 5-minute break in between the halves.
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5.2.3.
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The game clock will run for the duration of the game (two 10-minute
halves), without stopping (except as noted in 5.10. Damaged Robots).
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5.2.4.
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The game will run on a central time clock.
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5.2.5. |
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Teams can be penalised one goal per minute at
the referee's discretion if they are late.
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5.2.6. |
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If a team does not report within 5 minutes of
the game start, it will forfeit the game and the winning team awarded
a 5-0 score line.
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5.3. Start of Game:
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5.3.1.
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At the start of the first half of the game, the referee will toss
a coin and the team first mentioned in the draw shall call the coin
while it is in the air.
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5.3.2.
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The winner of the toss can choose either (a) which end to kick
to, or (b) to kick off first.
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5.3.3.
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The loser of the toss will decide the other option.
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5.3.4.
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The team not kicking off in the first half of the game will kick
off to begin the second half of the game.
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5.4. Kick-Offs:
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5.4.1.
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Each half of the game begins with a kick-off.
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5.4.2.
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All robots must be located on their own side of the field.
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5.4.3.
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All robots must be halted.
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5.4.4.
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The ball is positioned by the referee in the centre of the field.
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5.4.5.
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The team kicking off places their robots on the field first.
Robots cannot be placed, nor remain behind, the goal line. Robots
cannot be moved once they have been placed.
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5.4.6.
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The team not kicking off will place
their robots on the defensive end of the
field.
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5.4.7.
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All robots on the team not kicking off must be at least 30 cm
away from the ball.
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5.4.8.
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The referee may adjust the placement of the robots.
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5.4.9.
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On the referee's command, all robots
will be started immediately by human team members.
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5.4.10.
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Any robots that are started before the
referee's command will be removed from the field and treated as
damaged robots (see 5.10. Damaged Robots).
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5.5. Humans:
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5.5.1.
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In general, movement of robots by humans is not acceptable.
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5.5.2.
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Humans can only move robots at the instruction
of the referee.
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5.5.3.
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Before the start of each match, teams should designate one human
who will act as "Captain", and be allowed to start, place, remove
and replace robots during the game, based on the stated rules and
as directed by the referee.
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5.5.4.
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Other team members within the vicinity of the playing field are
to remain at least 1 m from the field while the ball is in play, unless otherwise directed
by the referee.
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5.6. Ball Movement:
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5.6.1.
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A robot cannot "hold" a ball.
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Hint:
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Holding a ball means taking full control of the ball by removing
all of its degrees of freedom. For example, this would mean fixing
the ball to the robot's body, surrounding the ball using the robot's
body to prevent access by others, encircling the ball or somehow
trapping the ball with any part of the robot's body. If
the ball stops rolling while the robot is moving, or the ball does not rebound when rolled into
the
robot, it is a good indication
that the ball is trapped.
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5.6.2.
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The ball cannot be held underneath a robot.
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5.6.3.
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The ball must be visible at all times.
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5.6.4.
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Other players must be able to access the ball.
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5.6.5.
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The only exception to rule 5.6.1. is
the use of a rotating drum that imparts dynamic back-spin on the
ball to keep the ball on its surface. This is called a "dribbler".
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5.6.6.
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A dribbler must comply with 2.6. Ball
Capturing Zones, i.e. the ball cannot penetrate under the
dribbler by more than 2 cm. The 2 cm is measured from the contact
point of the dribbler on the ball.
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5.7. Scoring:
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5.7.1.
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A goal is scored when the whole of the ball crosses the goal line.
This coincides with the ball striking the back wall of the goal.
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5.7.2.
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The ball must be free rolling to score a goal, otherwise it will be
deemed "pushed" by the referee and disallowed. In the event
of a pushed goal, play will be stopped with the referee's whistle.
The referee will explain the decision. The goal will not be allowed.
The ball is replaced on the nearest available neutral spot before play
is resumed.
The robot must make a visible effort to kick or release the ball,
otherwise a goal will be deemed a "push". If no attempt is
made to release the ball and it momentarily rolls free while in the
control of a robot travelling towards the goal, it will still be deemed
a pushed goal.
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5.7.3.
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The only exception to this is when a robot makes first contact,
or a collision occurs with another robot with the ball less than
15 cm in front of the goal.
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5.7.4.
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The referee will blow the whistle when a goal is scored.
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5.7.5.
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After a goal is scored, a kick-off will occur. The non-scoring team will be awarded the ball.
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5.7.6.
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A penalty goal will be awarded if a ball deemed to be travelling
towards the goal strikes a robot that has some part of it over the
goal line and in the "in goal" area.
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5.7.7. |
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"Own goals" will be treated as a goal
to the opposition, even if the ball is "pushed" into the
goal.
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5.8. Interruption of Game Play:
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5.8.1.
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The situations listed in sections 5.9.-5.12. may
cause play to be interrupted, usually resulting in the movement
of the ball to a neutral spot while play is allowed to continue.
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5.8.2.
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Play may also be stopped by the referee blowing
a whistle, but the game clock is not stopped, all at the discretion
of the referee. All robots must be stopped immediately and returned
to their positions when the whistle was blown.
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5.8.3.
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After a stoppage in play, play will resume on
the referee's command and all robots are started simultaneously.
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5.9. Lack of Progress:
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5.9.1.
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This occurs if the ball is stuck between multiple robots
("forcing" situation) or between
robot/s and the wall, consequently the ball is deemed by the referee
to have no chance of being freed. The referee can call "Lack of
Progress" at any time and will call "Lack of Progress"
immediately when a "forcing" situation arises.
If a referee is slow to remove the ball and a
goal is scored as a direct result of a robot using greater power to
force the ball past the opposition, the goal will be disallowed and
the ball placed on the nearest neutral spot.
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5.9.2.
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Lack of Progress also occurs if the ball has
not been touched by any robot for at least 20 seconds and it appears
that no robots are likely to hit the ball.
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5.9.3.
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In the case of Lack of Progress, the ball will be moved to the
nearest unoccupied neutral spot according to 1.5. Neutral Spots.
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5.9.4.
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When Lack of Progress is called, robots will be freed using minimal movement
by the referee. Goalies should be maintained with the same alignment.
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5.9.5.
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When Lack of Progress is called, any robots sitting
behind the goal line will be moved forward out of the goal area.
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5.10. Damaged Robots:
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5.10.1.
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If a robot does not move for a period of at least
20 seconds and/or it does not respond to the ball, it will be deemed
damaged by the referee.
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5.10.2.
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If a robot continually returns to the area within
the goals, it will be deemed damaged by the referee.
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5.10.3.
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The referee or players may remove damaged robot/s
from the field.
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5.10.4.
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A damaged robot must remain off the field for
at least one minute.
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5.10.5.
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A damaged robot may be returned with the referee's
permission to the neutral spot that is closest to the position on
the field from where the robot was removed and does not advantage
that robot.
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5.10.6.
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Goalies may be returned to the area in front
of the goal.
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5.10.7.
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Play may continue during removal, repair and
replacement. Note that the referee may choose to interrupt play
if robot damage occurred because of a collision with an opposition
robot.
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5.10.8.
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If a robot turns over on its own accord, it will
be treated as a damaged robot and removed. If the robot is tipped
over after a collision with another robot, it can be righted by
the referee and continue playing.
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5.11. Multiple Defence (2-on-2 only):
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5.11.1.
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Multiple Defence occurs if more than one robot
from the defending side enters the region near the goal and substantially
affects the game.
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5.11.2.
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For a "Multiple Defence", the robot
having the least influence on play is moved to the nearest neutral
spot. In the case where a goalie is involved, the other player will
be moved.
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5.12. Fouls:
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5.12.1.
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If a robot utilises a device or an action which
continuously attacks or charges a robot not in possession of the
ball, the referee will call "Foul". The team captain must
then remove the robot from the playing field for at least one minute
and correct the problem; play will continue (as in 5.10. Damaged
Robots).
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5.12.2.
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If the robot continues to foul, it will be permanently
removed from the game. In 1-on-1, that team will forfeit
the game.
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5.12.3.
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If a robot is damaged by a foul, the referee will stop the game
and stop the clock while repairs are made.
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5.12.4.
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If a robot is removed from more than one
game for "fouling" it will be disqualified from the tournament.
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5.13. Free Kicks:
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5.13.1.
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There are no free kicks.
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5.14. Penalty Kicks:
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5.14.1.
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There are no penalty kicks.
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5.15. Offside:
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5.15.1.
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There are no offside rules.
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5.16. Timeouts:
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5.16.1.
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There are no timeouts in the game.
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5.17. Substitution:
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5.17.1.
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Substitution of robots at any time during a
tournament is strictly forbidden. Any team or teams that knowingly
substitute robots will be disqualified from the tournament.
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7.1. Fair Play:
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7.1.1.
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Robots that cause deliberate interference
and repeated damage to structurally sound robots during normal game
play will be disqualified (see 5.12.
Fouls).
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7.1.2.
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Robots that cause damage to the field or the ball
during normal game play will be disqualified
(see 2.8. Kickers).
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7.1.3.
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|
Humans that cause deliberate interference with robots or damage
to the field or the ball will be disqualified.
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7.1.4.
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|
It is expected that the aim of all teams is to play a fair and
clean game of robot soccer. It is expected
that all robots will be built with 7.1. Fair Play in mind.
If robots are built to the upper limits of
power and weight, they must anticipate the possibility of damaging
other robots. Officially endorsed RoboCupJunior balls have been
tested for robustness and are not damaged in normal RoboCupJunior
game play.
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7.2. Behaviour:
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7.2.1.
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All movement and behaviour are to be of a subdued nature within the
tournament venue.
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7.2.2.
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Competitors are not to enter setup areas of other leagues or other
teams, unless expressly invited to do so by team members.
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7.2.3.
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Participants who misbehave may be asked to leave the building, and
risk being disqualified from the tournament.
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7.2.4.
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These rules will be enforced at the discretion of the referees,
officials, conference organisers and local law enforcement authorities.
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7.3. Mentors:
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7.3.1.
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Mentors (teachers, parents, chaperones
and other adult team-members) are not allowed in the student work
area.
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7.3.2.
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|
Sufficient seating will be supplied for mentors
to remain in a supervisory capacity around the student work area.
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7.3.3.
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Mentors are not to repair robots or be involved in programming of
students' robots.
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7.3.4.
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|
Mentor interference with robots or referee decisions will result in
a Yellow Card warning in the first instance. If this recurs, a Red Card
will be awarded and the mentor will be asked to leave the venue.
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7.4. Sharing:
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7.4.1.
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An understanding that has been a part of world RoboCup Competitions
is that any technological and curricular developments should be
shared with other participants after the competition.
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7.4.2.
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Any developments may be published on the RoboCupJunior website
after the event.
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7.4.3.
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|
This furthers the mission of RoboCupJunior as an educational initiative.
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7.5. Spirit:
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7.5.1.
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|
It is expected that all participants - students and mentors alike
- will
respect the RoboCupJunior mission.
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7.5.2.
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The referees and officials will act within the spirit of the event.
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7.5.3.
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|
It is not whether you win or lose, but how much you learn
that counts!
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