2017 4-H Robotics Engineering Challenge

The 4-H Robotics Challenge provides an opportunity for 4-H members interested in science, engineering and technology to participate in a hands on, team based activity of building robots.

Game Manual

1.0 Teams

1.1 Teams will consist of 2 to 4 Junior, Intermediate or Senior 4-H members . Teams of mixed age groups are allowed, but the oldest member on a team establishes the age group applicable to the team. Please note that any team who wishes to compete for the National 4-H Engineering Challenge trip must be made up entirely of Senior (14 years old before January 1, 2015) 4-H members. While Junior and Intermediate team members may compete on a Senior team at the State Fair, they do not qualify for the National Trip. Mixed teams of Intermediate and Senior 4-H members also will not qualify for the National Trip. The top ranked team made up of entirely Senior 4-H members will earn the opportunity to represent Maryland at the National 4-H Engineering Challenge.

1.2 The team must have an adult coach who has completed the Maryland 4-H UME Volunteer training.

1.3 Senior teams and team members who have previously won the State contest may not compete in the 2016 contest.

2.0 Robot Design- This section provides rules and requirements for the design and construction of your robot. The robot is a remotely operated vehicle designed for the game.

2.1 Robots can be constructed from materials and/or from any robotic platform of the teams’ choosing as long as all other rules are met[1].

2.2 Motors- A robot may utilize no more than 10 motors or servos.

2.3 Batteries- The robot shall be powered by non-spillable batteries. The battery voltage shall not exceed 12 volts and the total battery capacity of the batteries used on the robot shall not exceed 6000 mAh.

2.4 Radio Control- Robots must use radio control for tele-operated operation. No tethered operations will be allowed on the field. Teams may use any radio control system as long as it has been approved by the superintendent for use. To gain approval, the team must submit a completed copy of the documentation contained in Annex 1. The VEX Robotics V.5 crystal-based radios, the VEX Robotics VEXnet radios, the LEGO Bluetooth radios, VEX IQ radios and the TERIX (FTC) Samantha Radio are already approved for use. Teams do not need to submit approval requests for these radio systems. New radio systems must be shown to be compatible with these existing radios in order to gain approval for use.

2.5 Microprocessor- Any microprocessor may be used in the design. It is the responsibility of the team to ensure their microprocessor is compatible with the batteries, motors and radio control system that they have selected.

3.0 Robot Inspection - Each robot will be required to be inspected by an inspector during the registration time. This inspection will ensure that the robot rules are met. If the robot does not pass inspection the team will be allowed to modify the robot and have it be re-inspected, but may not compete until the robot passes inspection.

3.1 Robot Size- The robot in it starting configuration must fit inside of a 18” X 18” X 18” sizing box without touching any side of the sizing box. A sizing box will be used during inspection to determine if the robot meets the size requirement. Once the match starts the robot may unfold to any size. The sizing box may also be used at the field by the referees to verify starting size. Robots that cannot meet this requirement will be disqualified from the match.

3.2 Robot Weight- The robot may weigh no more than 20 pounds with batteries installed. A scale will be used at inspection to ensure the robot meets this requirement. Any changes that add parts after inspection will require that the robot-be re-weighed.

4.0 Robot Control- An official field clock will be provided, however each team must provide their own means to start and stop their robot in the autonomous and tele-operated portions of the game. Start and stop commands will be given by the referee based on the official field clock. Teams who violate the stop command will be given a verbal warning on the first occurrence, and will be disqualified from the match for any subsequent occurrence.

4.1 Autonomous Period Operation

4.1. 1 Teams should utilize or design autonomous software to begin autonomous operation with minimum interaction with the robot. A designated member will be allowed to press a button on the robot at the beginning of the autonomous period if required. No manipulation of the robot or part of the robot is allowed when starting the autonomous program.

4.1.2 The autonomous program shall automatically terminate or be terminated by computer or control electronics from the side of the field at the time the referee gives the “stop” indication. The robot will be left in the position it stopped in at the end of the 30 second autonomous period. Any game pieces scored after the 30 second autonomous period will not be counted and will be returned to the playing field.

4.2 Tele-Operated Period Operation

4.2.1 Each robot must be controlled through wireless controllers. Two team members designated as the drivers may control the robot. One additional team member may be at the field for support. No team members or adults may coach from sidelines or spectator seating.

4.2.2 Teams should design their tele-operated software to start the tele-operated period of the game with minimal interaction of the robot. A designated member will be allowed to press a button on the robot at the beginning of the tele-operated period if required.

4.2.3 Once the Autonomous or Tele-Operated periods begin, no member of the team will be allowed to touch or in any way manipulate a robot or game piece. If a member touches or manipulates the robot or a game piece, the team will be disqualified for that match.

5.0 The Game

5.1 The Field

5.1.1 The field will be a standard 12’ X 12’ Vex/FIRST Tech Challenge field. The general field perimeter specifications can be found at: http://content.vexrobotics.com/docs/vex-robotics-competition-field/vl-field-assy-revc2.pdf

5.1.2 The floor of the field will be covered with standard foam Vex/First Tech Challenge foam floor tiles. Note that the field tiles are installed with the unfinished side up.

5.1.3 Scoring elements: 56 standard tennis balls (2.7” in diameter) will be used as the scoring elements in this game

FIGURE 1- Field Layout

FIGURE 2- Center Goal

Figure 3 – High Goal

Figure 4 - Walkers

Figure 5 - Hopper

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5.1.4 The field will be taped as shown in Figure 1

5.1.5 The center goal will be constructed of 2”x4” lumber, stand 3.5” high, and have sections of 1” PVC pipe connecting the corners to form the low goal area. The middle goal area is formed by the red and blue rectangles in the center of this goal.

5.1.6 Two high goals made from 3”x28” PVC pipe will be mounted on 2”x4” frames and installed in a horizontal position on the sides of the field, one for blue, one for red. The pipe will be cut in half for nearly its entire length – only the last 4” will remain intact, and will be on a slight slope for its entire length (12” at the high end, 10.0” at the low end). The goal will be installed so that the low end of the goal is facing the side of the field with starting tile of the same color (e.g. The low end of the red goal will face the side of the field with the red starting tile). A simple mechanical stop will be installed at the end of this goal, making it possible to de-score elements when activated.

5.1.7 There will be 4 vertical “hoppers” constructed from 3”x24” PVC pipe located on the side walls of the field between the ends of the high goal and the corner. Each of these will hold 8 tennis balls at the beginning of the match, with the tennis balls being held in place by the same type of mechanical stop as the high goals. In order to release the balls into the field of play, the mechanical stop must be activated. The bottom of the hopper will be 6” off the field surface.

5.1.8 There will be 8 tennis balls placed on the field one full tile to the left of each starting tile.

5.1.9 Each team will be given 4 tennis balls as match preloads. Use of the preloads is optional. Before a match begins, the preloads may be placed on a team’s starting tile, in the robot, or on the robot. Once the match begins, the preloads can no longer be used.

5.1.10 There will be 8 “walkers” constructed from 1/2” PVC pipe and roughly 12” in diameter. At the outset of each match, these are placed at the designated locations around the field so there will be 4 red walkers and 4 blue walkers.

5.1.11 Each team must start the match on color tile matching their robot’s assignment for that match.

5.2 The Challenge

5.2.1 The goal of the game is to score as many tennis balls in the various goals as possible, and to gain an advantage in the number of walkers displaying your team’s color.

5.2.2 Balls scored in the low goal area will be worth 1 point each. These points are _not_ multiplied by the walkers.

5.2.3 Balls scored in the middle goal area will be worth 1 point each. In addition, this point total will be multiplied by the number of walkers showing the same color as the goal. Thus, a ball scored in the red goal when there are 4 walkers showing red would be worth 4 points, a ball scored in the red goal when there are 3 walkers showing red would be worth 3 points, and a ball scored in the red goal when there are 5 walkers showing red will be worth 5 points.

If a team controls no walkers at the end of the match, the balls scored in the middle goal of their color will be worth 1 point.

5.2.4 Teams may move, pick, transport, stack, or otherwise possess any number of walkers. The walker does not have to be in contact with the floor of the field in order to count towards the final score. A walker’s effect on the score will be determined by a single factor: the color of the highest “arm” of the walker.

5.2.5 Balls scored in the high goal are worth 5 points each. These points are _not_ multiplied by the walkers.

5.2.6 There is no limit to the number of tennis balls a robot may possess at one time.

5.2.7 Balls may be de-scored from any goal. Any and all parts of the robot may touch any part of any goal. Therefore, it is legal for a robot to drive into the low goal area and de-score from within that goal.

5.2.8 The center goal may be moved, but all corners of the goal must remain in contact with the field at all times. In other words, the center goal may be pushed, but not lifted.

5.2.9 De-scoring from the high goals may only be done by activating the mechanical switch at the low end of the tube.

5.2.10 There is no neutral area of the field. Therefore, robots may make contact with their opponent’s robot at any time in any location. However, no action other than pushing the opponent’s robot will be allowed. In addition, robots may not push their opponents more than twice in a match.

5.2.11 No pinning is allowed. If a robot is pushed into a wall it must immediately be released, and the pushing robot must retreat to a length of at least one full tile (24”) away from their opponent’s robot.

5.2.12 You may not “corner” your competitor or block all paths of movement of another robot.

5.2.13 You may position your robot to defend your own goal or block access to your competitor’s goal. However, pushing is allowed in both of these situations in order to gain access to the blocked goal.

5.2.14 Every effort should be made to ensure that robots cannot become easily snagged or entangle with another robot (no sharp edges, no loose or dangling wires). If the robots become entangled or hooked such that the robots cannot be separated by normal driving actions, at the referee’s discretion a warning may be given to the offending robot. If a team receives a warning for entanglement, they should make a good faith effort to remedy the source of the entanglement.

5.2.15 Each team may use 4 preloads for the autonomous portion of the match. Preloads can only be placed on the robot but not touch the field tiles or field walls. Preloads do not need to be used. They may not be introduced to the field once the match has started.

5.2.16 The Autonomous Bonus of 20 points is awarded to the autonomous period winner. The Autonomous Period winner is the team that scores the most points at the end of the Autonomous Period.

5.2.17 Tennis balls will be considered scored if more than half of the ball is inside the vertical boundary of the goal (i.e. tennis balls _can_ stacked) and no part of the ball is in contact with any part of the robot of the same color as the goal.

5.2.18 Tennis balls may not be intentionally ejected from the field area. The first offense will result in a warning. A repeated offense during a match will result in disqualification for that match.

5.2.19 Any tennis ball that leaves the field accidently will be placed in the hopper nearest to the point at which it left the field.


6.0 Official Questions about the Game- If you have questions about the game, e-mail them to Willie Lantz at .

7.0 The Tournament

7.1 Matches- Matches will be 2 minutes and 30 seconds in length. The first 30 seconds will be the autonomous period. The remaining two minutes will form the operator control part of the match.

7.2 Ranking- A team will earn two points for each Match win and one point for a Match Tie. Teams will be ranked using the total of points earned for Match Wins and Ties, plus the points earned for their Engineering Journal as discussed under Section 8.0. In the event that two teams are tied in rankings, they will play an additional match to break the tie.