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Updated 31 March 2015 NRC 2015 Regular Category Upper Secondary School Game description, rules, & scoring MOUNTAINEERING

Regular Category - Upper Secondary (Updated 31 March 2015)

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  • Updated 31 March 2015

    NRC 2015 Regular Category

    Upper Secondary School

    Game description, rules, & scoring

    MOUNTAINEERING

  • 1. Game Description

    The name of this year's high school regular category challenge is "Mountaineering". This year's

    theme, "Robot Explorers", encourages students to build robots that can investigate and explore different

    environments, some of them hostile to humans. Often explorers may rely on clues to guide their

    exploration throughout the unknown terrain. Other times, explorers may wander around while attempting

    to find what they are looking for. Explorers must also take care on their expeditions. The environment

    may pose a real risk to them.

    The high school level game challenges you to build a robot that is tasked with collecting supplies

    and delivering them to outposts high in the mountains. Clues are available regarding the environment

    and the location of each of the supplies to collect. The closer you get the supplies to the drop location,

    the higher the points. But proceed with caution so that your robot doesnt slip and fall off of the mountain.

  • 2. Challenge 2.1. Table Definitions

    Mountain Map Key Location

    Colored Cube Location

  • 2.2. Challenge Objects

    Figure 1. Colored cube (1 blue, 1 red, 1 green and 1 yellow cube).

  • 2.3. Challenge Overview

    The robots mission is to place each colored cube as high as possible on the correct mountain, with maximum points given for placing a colored cube in the hole at the center of the top of the mountain.

    3. Match Definition 3.1. Rules & Regulation

    1. The robot will have 2 minutes to complete the challenge. Time begins at the point when the judge gives the signal to start. The robot must be placed in the starting area. Once physical changes have been made to the satisfaction of the participants, the judge will give the signal for a program to be selected (but not run). Participants must wait for the judges signal to start before setting the robot into motion (run the program).

    2. The maximum dimensions of the robot before it starts must not be more than 250mm x 250mm x 250mm. After it starts, the dimensions of the robot are not restricted.

    3. The robot must start at ground level. No part of the robot is allowed to touch the mountains or a colored area at the base of a mountain.

  • 4. Each of the mountains can be placed at one of two orientations. At the start of each round the orientation of each mountain will be randomly selected. 4 colored cubes (Red, Green, Blue and Yellow) will be randomly placed, one at the intersection of the exposed black lines at the base of each mountain. A colored cube will never be placed in a quadrant of the same color. The orientation of each mountain and the position of each colored cube will be set for all participants in that particular round.

    Start, Finish and

    Map Key Location

    Colored Cube Location

  • 5. The orientation of each mountain and the location of each colored cube will be encoded using 8 colored card that will be placed in sequence in the center of the table. This is known as the map key.

    6. The quadrants, in clockwise order, are Red (top right), Blue (bottom right), Green (bottom left), and Yellow (top left).

    7. The 'natural' orientation of each mountain is to have the peak of the mountain aligned with the corner of the table. The mountains will always be placed in one of two orientations their natural orientation (the peak is aligned with the corner of the table), or their alternative orientation (rotated 90 degrees with the peak near the adjacent mountain).

    Mountain Orientation

    at Quadrant

    Colored Cube at

    Quadrant

  • 8. The first four colored cards indicate the orientation of the mountain placed in the corresponding quadrant. If the color of the card matches the color of the quadrant in which it is placed, the mountain in that quadrant will be placed in the natural orientation. If the color of the card does not match the color of the quadrant in which it is placed, the mountain in that quadrant will be placed in the alternative orientation.

    9. The location of the Red, Blue, Green, and Yellow cube will be indicated by cards five through eight. For example, if the fifth card is yellow, followed by green, red and blue, then the cubes placed in the quadrants will be as follows: quadrant 1 = yellow cube; quadrant 2 = green cube; quadrant 3 = red cube and quadrant 4 = blue cube.

    10. If there is any uncertainty during the task, the judge makes the final decision. They will bias their decision in the worst outcome available for the context of the situation.

    11. Your attempt and time will end if: a. Any team member touches the robot after it starts b. Challenge time (2 minutes) has ended. c. The robot has completely left the game table. d. The robot entered to the Finish Area completely (on condition that all 4 cubes have

    been slotted into their respective holes completely). e. The rules and regulations within have been violated.

  • 3.2. Scoring

    1. Score will only be calculated at the end of the challenge or when time stops. 2. Each colored cube placed completely in a quadrant of the same color = 10 points. 3. Each colored cube placed completely on the slope of a mountain in a quadrant of the same color

    (above the base but not at the top) = 25 points. 4. Each colored cube placed completely on the top of a mountain in a quadrant of the same color

    (but not in the hole at the top) = 50 points. 5. Each colored cube placed completely in the hole at the top of a mountain in a quadrant of the

    same color = 100 points. 6. Maximum score = 400 points. Breakdown:

    a. 400 points (4 colored LEGO cubes placed in the holes of their corresponding mountain tops x 100 points)

    7. If teams have the same score, ranking is decided by the second best score. If the score is still tied, ranking is decided by time recorded for the best score.

    8. If a scoring condition is produced as a result of touching the robot, benefitting missions are marked scoreless.

  • 4. Table Specifications 4.1. Horizontal Dimensions

    All walls 17mm, All black lines 20mm

    Outside dimensions 2400mm x 1200mm

  • 4.2. Horizontal Dimensions

    50mm Height

  • 4.3. Challenge Object Dimensions

  • 4.4. Colored Card Dimensions

    4.5. General Information

    1. The table is 2400mm x 1200mm in exterior dimension. 2. The walls at each edge of the table are 17mm in thickness and 50mm in height. Fall guards are

    attached to the walls to provide a total height of 300mm from the table surface. They may be constructed from a clear plastic, cardboard, painted, unpainted wood or any other materials.

  • Frequently Asked Questions Q. Please explain they will bias their decision to the worst outcome available for the context of the situation. A. If there is a situation where it is difficult to tell whether points should be awarded or denied, the judge is required to deny the points. Q. If a cube is partly in the hole at the top of the mountain, how is this scored? A. The cube must be in the hole completely to score 100 points. The orientation of the cube is not important (studs up or down). If the cube is partly in the hole (not completely), it is considered to be at the top of the mountain but not in the hole (50 points). Q. For a cube to be on the slope or on the top, does it have to touch the mountain or can it be on the robot with the robot on the mountain? A. The cube must touch the mountain for points to be scored. If the cube is still touching the robot it will score 0 points.