| | 1 | [[TracNav]][[TOC]] |
| | 2 | = Introduction = |
| | 3 | This rulebook addendum provides a competition in the RoboCup logistics |
| | 4 | league domain, where the main tasks of the league are captured in isolated |
| | 5 | challenges. |
| | 6 | The objectives of this new competition are: |
| | 7 | * to provide a framework that allows teams to show and evaluate their progress in the individual tasks of the RCLL |
| | 8 | * to ease the preparation for the main competition through providing a simplified cost- and space-efficient setup suitable for replication in local labs |
| | 9 | * to be attractive for both RoboCup live events and online competitions, where teams can participate remotely from all over the world |
| | 10 | This document is not self-sufficient, instead all the rules from the main |
| | 11 | rulebook\footnote{\url{https://github.com/robocup-logistics/rcll-rulebook/releases}} % chktex ignore-long-line |
| | 12 | apply, unless stated otherwise. |
| | 13 | The proposed format is carried out at RoboCup 2021, which is held remotely. |
| | 14 | Hence the remainder of this document establishes the rules around the online |
| | 15 | competition. |
| | 16 | |
| | 17 | = Qualification = |
| | 18 | In addition to the regular Qualification process, teams have to participate |
| | 19 | in a RefBox workshop\footnote{\url{https://fh-aachen.sciebo.de/s/Qkm7VfIIEIIJk1d}} % chktex ignore-long-line |
| | 20 | To complete the workshop, a game report dump of at least two Challenges |
| | 21 | has to be submitted to the \acf{OC}. |
| | 22 | |
| | 23 | = Requirements to score points = |
| | 24 | \label{sec:scoring} |
| | 25 | For your challenges to count as completed and score points you need to submit |
| | 26 | 1. the recorded video footage |
| | 27 | 1. your game reports from the MongoDB |
| | 28 | to the \ac{OC}. |
| | 29 | Your submission will not be counted if the footage shows human |
| | 30 | interference with the field, machines or robots outside of |
| | 31 | the specified rules in Section~\ref{sec:operators}. |
| | 32 | |
| | 33 | = Competition Area = |
| | 34 | == Field Layout == |
| | 35 | The competition area for the main challenges consists of a \SI{5 x 5}{\metre} |
| | 36 | area divided in square zones of \SI{1 x 1}{\metre}. Additional challenges that |
| | 37 | are not counting towards the scoring of the competition are carried out on |
| | 38 | a \SI{7 x 8}{\metre} field instead (corresponding to half the field of the |
| | 39 | regular \ac{RCLL} field). |
| | 40 | The field is a subset of the magenta-half of the regular field as depicted |
| | 41 | in \reffig{fig:challenge-field}. |
| | 42 | |
| | 43 | \begin{figure} |
| | 44 | \centering |
| | 45 | \begin{tikzpicture}[x=-1cm,y=1cm] |
| | 46 | \fill[gray!50!white] (2,0) rectangle (5,1); |
| | 47 | \node at (3.5,0) [anchor=south, font=\tiny, inner sep=1pt] {Insertion Zone}; |
| | 48 | \foreach \i in {0,...,5} { |
| | 49 | \draw (0,\i) -- (5,\i); |
| | 50 | \draw (\i,0) -- (\i,5); |
| | 51 | } |
| | 52 | \foreach \i in {1,...,3} { |
| | 53 | \node at (1.5+\i,0.5) [circle,fill=magenta, draw=black,inner sep=0.2cm] {}; |
| | 54 | } |
| | 55 | \foreach \x in {1,...,5} { |
| | 56 | \foreach \y in {1,...,5} { |
| | 57 | \node[font=\tiny,anchor=north west, inner sep=1pt] at (\x,\y) {M\_Z\x\y}; |
| | 58 | } |
| | 59 | } |
| | 60 | \node at (0,0) [circle,fill,inner sep=1.5pt, |
| | 61 | label={[font=\scriptsize]-45:$(0,0)$}]{}; |
| | 62 | \node at (5,0) [circle,fill,inner sep=1.5pt, |
| | 63 | label={[font=\scriptsize]225:$(-5,0)$}]{}; |
| | 64 | \node at (5,5) [circle,fill,inner sep=1.5pt, |
| | 65 | label={[font=\scriptsize]135:$(-5,5)$}]{}; |
| | 66 | \node at (0,5) [circle,fill,inner sep=1.5pt, |
| | 67 | label={[font=\scriptsize]45:$(0,5)$}]{}; |
| | 68 | \draw[line width=2pt,red,->] (0,0) -- node[above left,pos=1] {$x$} (-1.5,0); |
| | 69 | \draw[line width=2pt,red,->] (0,0) -- node[below left,pos=1] {$y$} (0,1.5); |
| | 70 | \end{tikzpicture} |
| | 71 | \caption{The \SI{5 x 5}{\metre} playing field.} |
| | 72 | \label{fig:challenge-field} |
| | 73 | \end{figure} |
| | 74 | |
| | 75 | The entire area belongs to a single team. The bottom left-most |
| | 76 | \SI{1 x 3}{\metre} area is called the insertion zone and provides the starting |
| | 77 | positions for up to three robots. |
| | 78 | Contrary to the full RCLL field, it is not necessary to build partial walls |
| | 79 | around the insertion zone and robots may be move freely in and out of the |
| | 80 | insertion zone. |
| | 81 | |
| | 82 | Teams can play as either cyan or magenta, but the field is always the magenta |
| | 83 | one depicted in \reffig{fig:challenge-field}. Machine positions published by |
| | 84 | the refbox place the machines of both teams on the same location (e.g., M-BS |
| | 85 | and C-BS are both placed at $\texttt{M\_Z12}$ in the field of |
| | 86 | \reffig{fig:grasping-field}). |
| | 87 | |
| | 88 | == Mockup Machines == |
| | 89 | In case no real \ac{MPS} stations are available, replications |
| | 90 | (so called \emph{mockup machines}) may be used, that do not need to |
| | 91 | physically perform the respective production steps. Instead, that work may |
| | 92 | be carried out by a human supervisor (see \refsec{sec:operators}). |
| | 93 | The minimum requirements for a mockup machine are specified in the following. |
| | 94 | |
| | 95 | Mockup machines are required to have the same box-like base shape as specified |
| | 96 | in the RCLL rulebook. |
| | 97 | Additionally, the following parts need to be mounted: |
| | 98 | \begin{itemize} |
| | 99 | \item a model of the conveyor belt |
| | 100 | \item a shelf on the front right side of the box on stations replicating a |
| | 101 | \ac{CS} |
| | 102 | \item either a shelf, a slide or a conveyor belt on the front right side |
| | 103 | of the box, such that it is accessible from the front on stations replicating a |
| | 104 | \ac{RS} |
| | 105 | \end{itemize} |
| | 106 | Models for a conveyor belt, shelf and slides can be found in the RCLL rulebook |
| | 107 | repository\footnote{\url{https://github.com/robocup-logistics/rcll-rulebook/tree/common/challenges/mock_up_models}}. % chktex ignore-long-line |
| | 108 | |
| | 109 | The building materials for the models must be opaque, but may have any color. |
| | 110 | |
| | 111 | In order to compete in all main challenges, a minimum number of 3 mockup |
| | 112 | machines are required. On higher difficulty some challenges may require |
| | 113 | 4 mockup stations and some secondary challenges require 7 stations. |
| | 114 | |
| | 115 | == Remote Setup == |
| | 116 | In case a competition is carried out remotely, a proper local setup has to |
| | 117 | be established and approved by the \ac{OC}. |
| | 118 | Requirements include a proper camera setup that covers the field sufficiently, |
| | 119 | such that external viewers can verify the integrity of each challenges, |
| | 120 | as well as an approval for every mockup machine and robot that is used. |
| | 121 | After registration the \ac{OC} will verify the field setup in a video call. |
| | 122 | The validation call will be scheduled individually for each team |
| | 123 | to account for timezones. |
| | 124 | |
| | 125 | When challenges are played remotely, a video recording of the live-streams |
| | 126 | hast to be sent to the \ac{OC}. |
| | 127 | |
| | 128 | = Game Play = |
| | 129 | == Competition Scope == |
| | 130 | Each team can attempt a challenge by specifying a 30 minute time slot along |
| | 131 | with the challenge in advance of the respective competition day. |
| | 132 | The announcement procedure is managed by the \ac{OC}. |
| | 133 | Each slot can be used to do at most one challenge and is split in two phases: |
| | 134 | 1. In the \texttt{SETUP} phase the participants ensure that |
| | 135 | * the video stream is setup via Zoom, |
| | 136 | * the RefBox is started with the appropriate settings for the challenge, |
| | 137 | * the machines and robots are placed on the field according to the rules |
| | 138 | * and the robots are started. |
| | 139 | The setup must be completed within 10 minutes, otherwise the attempt is counted |
| | 140 | as a failure. |
| | 141 | 1. Then the \texttt{PRODUCTION} phase starts by instructing the RefBox |
| | 142 | accordingly. During the production phase the team has 20 minutes to solve |
| | 143 | the challenge. |
| | 144 | |
| | 145 | A team may retry the challenge by |
| | 146 | 1. setting the RefBox back to the setup phase |
| | 147 | 1. reesetting the field setup accordingly |
| | 148 | 1. and then starting the production phase again. |
| | 149 | Only the last attempt in each slot can be counted. A team may decide to count |
| | 150 | no attempt at all. Once a challenge is counted, it |
| | 151 | may not be retried again, unless the difficulty is increased. |
| | 152 | In order to complete an attempt, the RefBox needs to be set to phase |
| | 153 | \texttt{POST\_GAME}. |
| | 154 | |
| | 155 | All challenges are conducted while measuring the execution time of the |
| | 156 | corresponding attempt, starting from the begin of the \texttt{PRODUCTION} phase |
| | 157 | and ending at the begin of \texttt{POST\_GAME}. |
| | 158 | The fastest team to complete a challenge on the selected difficulty gains $5$ |
| | 159 | additional points. A challenge is only completed if the full score is achieved, |
| | 160 | so getting only partial credits for a challenge disqualifies from getting the |
| | 161 | bonus points for the fastest completion. |
| | 162 | |
| | 163 | == Changes compared to the Main Competition == |
| | 164 | The tasks covered in the various challenges have to be executed following the |
| | 165 | regular rules for the \ac{RCLL}, unless stated otherwise. |
| | 166 | However, some aspects are altered to simplify the setup. |
| | 167 | The changes are not affecting existing machine communication and processing |
| | 168 | steps, such that the challenges can be carried out on real machines as well as |
| | 169 | on mockup versions obeying the requirements outlined in \refsec{sec:machines}. |
| | 170 | |
| | 171 | === Product Delivery === |
| | 172 | The delivery procedure for finished products is altered compared to the |
| | 173 | \ac{RCLL} rule set. In order to reduce the amount of machines required |
| | 174 | for participation, Deliveries are made by bringing the finished product |
| | 175 | to the insertion zone and dropping it there. |
| | 176 | |
| | 177 | === Ring Payments === |
| | 178 | Easing the setup of mockup machines, it is not required to have a slide |
| | 179 | on ring stations. Instead, a shelf or additional conveyor may be mounted on the |
| | 180 | machine to place payments at the corresponding station. |
| | 181 | |
| | 182 | === Ring Color Assignment === |
| | 183 | The cost for mounting each ring color are fixed, the assignment of ring colors |
| | 184 | is semi-fixed as teams can choose between two different options for each |
| | 185 | challenge (\texttt{option1} or \texttt{option2} according to |
| | 186 | \reftab{tab:ring-costs}). |
| | 187 | The RefBox settings default to \texttt{option1}, but teams may change this |
| | 188 | accordingly. |
| | 189 | |
| | 190 | \newcommand{\colconfig}{\mathcal{RC}} |
| | 191 | \begin{table}[!htb] |
| | 192 | \centering |
| | 193 | \begin{tabular}{l|l|l||l|l||l|l} |
| | 194 | & \multicolumn{4}{c||}{Ring Costs} |
| | 195 | & \multicolumn{2}{c}{\multirow{2}{*}{Color Assignment }}\\\cline{2-5} |
| | 196 | & Color & Price & Color & Price & \multicolumn{2}{c}{}\\\cline{2-7} |
| | 197 | & Yellow & 0 & Green & 0 |
| | 198 | & RS1: $\colconfig_1$ & RS1: $\colconfig_2$ \\ |
| | 199 | & Blue & 1 & Orange & 2 |
| | 200 | & RS2: $\colconfig_2$ & RS2: $\colconfig_1$ \\\hline\hline |
| | 201 | Configuration & \multicolumn{2}{c||}{$\colconfig_1$} |
| | 202 | & \multicolumn{2}{c||}{$\colconfig_2$} |
| | 203 | & $\texttt{option1}$ & $\texttt{option2}$\\ |
| | 204 | \end{tabular} |
| | 205 | \caption{Materials} |
| | 206 | \label{tab:ring-costs} |
| | 207 | \end{table} |
| | 208 | |
| | 209 | === Materials === |
| | 210 | The available material that can be used per challenge is restricted |
| | 211 | (unless stated otherwise) per machine according to the information in |
| | 212 | \reftab{tab:materials}. |
| | 213 | \begin{table}[!htb] |
| | 214 | \centering |
| | 215 | \begin{tabularx}{\linewidth}{l|l} |
| | 216 | Machine & Available Material \\\hline |
| | 217 | \ac{BS} & 2 bases of each color \\ |
| | 218 | \ac{CS} & 3 cap-carriers (cap color choices up to each team) \\ |
| | 219 | \ac{RS} & 4 rings of each assigned color (8 in total) \\ |
| | 220 | \end{tabularx} |
| | 221 | \caption{Materials} |
| | 222 | \label{tab:materials} |
| | 223 | \end{table} |
| | 224 | |
| | 225 | === Orders === |
| | 226 | Unless specified otherwise, orders that have to be fulfilled in challenges |
| | 227 | are entered through the web shop |
| | 228 | (see the RefBox workshop in \refsec{sec:qualification}) |
| | 229 | by any member of the team. |
| | 230 | |
| | 231 | In challenges where only one \ac{RS} is present, teams are responsible to |
| | 232 | order products which can be assembled using the available stations only. |
| | 233 | |
| | 234 | === Scoring === |
| | 235 | While the RefBox may assign points during challenges according to the |
| | 236 | regular RCLL rules, those points do not count towards this competition. |
| | 237 | Instead, the point scoring for each challenge is listed in |
| | 238 | \refsec{sec:challenges}. |
| | 239 | |
| | 240 | == Field Operators == |
| | 241 | In challenges where mockup machines are used, the actual assembly steps have |
| | 242 | to be performed by human supervisors. Whenever a machine is instructed, |
| | 243 | the RefBox operator announces the required interaction. One field operator may |
| | 244 | proceed to enter the field in order to perform the interaction. Afterwards the |
| | 245 | field has to be left immediately. |
| | 246 | The usual rules for replenishing resources (respecting the limited materials |
| | 247 | \refsec{sec:materials}) apply. |
| | 248 | |
| | 249 | == Available Challenges for the Primary Competition == |
| | 250 | Challenges have different types and variations (difficulty levels). |
| | 251 | The overall score of the competition is calculated by summing up the score |
| | 252 | in the highest difficulty achieved in each of the challenge types. |
| | 253 | The challenge types of the competition are described in |
| | 254 | \refsec{sec:challenge-navigation}-\ref{sec:challenge-markerless}. |
| | 255 | |
| | 256 | The RefBox is used to log the progress and data for each challenge. |
| | 257 | Participating teams are required to send the corresponding game report dumps |
| | 258 | to the \ac{OC}. |
| | 259 | Once the competition is finished, $5$ bonus points are awarded each time a |
| | 260 | team solved a challenge on a difficulty in the shortest amount of time. |
| | 261 | |
| | 262 | == Navigation Challenge == |
| | 263 | Basic navigation task with known obstacles.\\ |
| | 264 | \textbf{Task:} Drive to 12 randomly generated target zones. A target zone is |
| | 265 | reached, if any robot remains in that zone for at least 5 consecutive seconds. |
| | 266 | The pose of each robot must be set in the beacon message |
| | 267 | for the RefBox to properly register the zones as visited. The robot may move |
| | 268 | within the zone during the 5 second period.\\ |
| | 269 | Variations of this challenge depend on the number of available machines |
| | 270 | (see \reftab{tab:challenge-navigation}). |
| | 271 | Multiple robots may be used to simultaneously to reach multiple target zones. |
| | 272 | Partial points may be awarded in case only a subset of target zones were |
| | 273 | reached, which are accumulated if the challenge is completed fully. |
| | 274 | |
| | 275 | \begin{table}[!htb] |
| | 276 | \centering |
| | 277 | \begin{tabular}{l|l|l|l|l} |
| | 278 | \multirow{2}{*}{Machines} |
| | 279 | & \multicolumn{4}{c}{Scoring} \\\cline{2-5} |
| | 280 | & $\geq$ 4 zones & $\geq$ 8 zones & all 12 zones & combined \\\hline\hline |
| | 281 | 2 & +2 & +4 & +9 & 15 \\ |
| | 282 | 3 & +3 & +6 & +14 & 23 \\ |
| | 283 | 4 & +4 & +8 & +18 & 30 \\ |
| | 284 | \end{tabular} |
| | 285 | \caption{Navigation Challenge} |
| | 286 | \label{tab:challenge-navigation} |
| | 287 | \end{table} |
| | 288 | |
| | 289 | == Exploration Challenge}\label{sec:challenge-exploration == |
| | 290 | Replicate the RCLL exploration phase. |
| | 291 | Machine Marker detection as well as navigational skills are required to solve |
| | 292 | this challenge.\\ |
| | 293 | \textbf{Task:} Find and report all machines on the field (type and orientation) |
| | 294 | according to the rules of a regular exploration phase. |
| | 295 | \\ |
| | 296 | Variable in the number of machines |
| | 297 | (see \reftab{tab:challenge-exploration}). |
| | 298 | \begin{table}[!htb] |
| | 299 | \centering |
| | 300 | \begin{tabular}{l|l} |
| | 301 | Machines & Scoring \\\hline |
| | 302 | 2 & 10 \\ |
| | 303 | 3 & 20 \\ |
| | 304 | 4 & 30 \\ |
| | 305 | \end{tabular} |
| | 306 | \caption{Exploration Challenge} |
| | 307 | \label{tab:challenge-exploration} |
| | 308 | \end{table} |
| | 309 | This challenge needs to be run by setting the RefBox to phase |
| | 310 | \texttt{EXPLORATION}. |
| | 311 | |
| | 312 | === Grasping Challenge}\label{sec:challenge-grasping === |
| | 313 | Simple grasping task. |
| | 314 | Each Machine has a base at output. |
| | 315 | Robots start at the zone in front of a machine output.\\ |
| | 316 | \textbf{Task:} A robot brings a base from one machine's output back to its |
| | 317 | input. A human supervisor places it back to the output. Repeat until all |
| | 318 | products were placed at the respective machines input 3 times and all robots |
| | 319 | returned to their starting positions. \\ |
| | 320 | Variations differ by number of machines, see |
| | 321 | \reftab{tab:challenge-grasping}. The $i$-th repetition is considered to be |
| | 322 | successful, once all bases were placed at the respective machine input |
| | 323 | at least $i$ times. |
| | 324 | The placement of the machines on the field is fixed according to |
| | 325 | \reffig{fig:grasping-field}. |
| | 326 | |
| | 327 | In order to load the fixed field shown in \reffig{fig:grasping-field}, a |
| | 328 | corresponding game report\footnote{\url{https://github.com/robocup-logistics/rcll-refbox/blob/tviehmann/challenges-2021/benchmarks/grasping_challenge.gz}} % chktex ignore-long-line |
| | 329 | can be restored in the RefBox using the supplied script.\footnote{\url{https://github.com/robocup-logistics/rcll-refbox/blob/tviehmann/challenges-2021/etc/scripts/restore_reports.bash}} % chktex ignore-long-line |
| | 330 | In order to load the field setup, specify tha report to laod from and |
| | 331 | disable field randomization in the RefBox configuration as shown in |
| | 332 | \reflst{lst:restore-field}. |
| | 333 | \begin{lstlisting}[language=yaml,basicstyle=\small, |
| | 334 | caption={RefBox configuration to load grasping challenge field}, |
| | 335 | captionpos=b, |
| | 336 | label={lst:restore-field}, frame=single] |
| | 337 | random-field: false |
| | 338 | ... |
| | 339 | # load data from latest game report with a given name |
| | 340 | # leave empty to always load from latest stored report |
| | 341 | load-from-report: "GraspingChallenge" |
| | 342 | \end{lstlisting} |
| | 343 | \begin{table}[!htb] |
| | 344 | \centering |
| | 345 | \begin{tabular}{l|l|l} |
| | 346 | \multirow{2}{*}{Machines} |
| | 347 | & \multicolumn{2}{c}{Scoring} \\\cline{2-3} |
| | 348 | & first repetition |
| | 349 | & each subsequent repetiton \\\hline\hline |
| | 350 | 1 & +10 & +2 \\ |
| | 351 | 2 & +20 & +2 \\ |
| | 352 | 3 & +25 & +2 \\ |
| | 353 | \end{tabular} |
| | 354 | \caption{Grasping Challenge} |
| | 355 | \label{tab:challenge-grasping} |
| | 356 | \end{table} |
| | 357 | |
| | 358 | \begin{figure} |
| | 359 | \centering |
| | 360 | \begin{tikzpicture}[x=-1cm,y=1cm] |
| | 361 | \fill[gray!50!white] (2,0) rectangle (5,1); |
| | 362 | \node at (3.5,0) [anchor=south, font=\tiny, inner sep=1pt] {Insertion Zone}; |
| | 363 | \foreach \i in {0,...,5} { |
| | 364 | \draw (0,\i) -- (5,\i); |
| | 365 | \draw (\i,0) -- (\i,5); |
| | 366 | } |
| | 367 | \foreach \x in {1,...,5} { |
| | 368 | \foreach \y in {1,...,5} { |
| | 369 | \node[font=\tiny,anchor=north west, inner sep=1pt] at (\x,\y) {M\_Z\x\y}; |
| | 370 | } |
| | 371 | } |
| | 372 | \node at (4.5,1.5) [circle,fill=magenta, draw=black,inner sep=0.2cm] {}; |
| | 373 | \node at (4.5,2.5) [rectangle,fill=green!30!white, draw=black, |
| | 374 | inner sep=0.1pt,align=center,font=\tiny] {input\\output}; |
| | 375 | \node at (0.5,0.5) [circle,fill=magenta, draw=black,inner sep=0.2cm] {}; |
| | 376 | \node at (0.5,1.5) [rectangle,fill=green!30!white, draw=black, |
| | 377 | inner sep=0.1pt,align=center,font=\tiny] {input\\output}; |
| | 378 | \node at (0.5,4.5) [circle,fill=magenta, draw=black,inner sep=0.2cm] {}; |
| | 379 | \node at (1.5,4.5) [rectangle,fill=green!30!white, draw=black, |
| | 380 | inner sep=0.1pt,align=center,font=\tiny,rotate=90] {input\\output}; |
| | 381 | |
| | 382 | \end{tikzpicture} |
| | 383 | \caption{Starting configuration for the grasping challenge. |
| | 384 | BS is placed at $\texttt{M\_Z12}$, CS1 is placed at $\texttt{M\_Z53}$ |
| | 385 | and RS1 is placed at $\texttt{M\_Z25}$.} |
| | 386 | \label{fig:grasping-field} |
| | 387 | \end{figure} |
| | 388 | |
| | 389 | === Product Challenges === |
| | 390 | This section covers four types of challenges, which all can be individually |
| | 391 | completed. |
| | 392 | Each challenge corresponds to the production of a product with one of the |
| | 393 | available complexities (C0, C1, C2, C3) in the \ac{RCLL} using either |
| | 394 | one or two \ac{RS}.\\ |
| | 395 | For complexities C1, C2 and C3 the accumulated cost for mounting the required |
| | 396 | rings must be equal to 1, 2 and 3, respectively. |
| | 397 | \textbf{Task:} Produce all posted orders.\\ |
| | 398 | \begin{table}[!htb] |
| | 399 | \centering |
| | 400 | \begin{tabular}{l|l|l} |
| | 401 | Machines & Challenge type & Scoring \\\hline |
| | 402 | 2 & C0 & 30 \\ |
| | 403 | 3 & C1 & 50 \\ |
| | 404 | 4 & C1 & 50 \\ |
| | 405 | 3 & C2 & 70 \\ |
| | 406 | 4 & C2 & 70 \\ |
| | 407 | 3 & C3 & 100 \\ |
| | 408 | 4 & C3 & 100 \\ |
| | 409 | \end{tabular} |
| | 410 | \caption{CX Challenge} |
| | 411 | \label{tab:challenge-cx} |
| | 412 | \end{table} |
| | 413 | |
| | 414 | === Exploration + Production Challenges === |
| | 415 | The same challenge as in \refsec{sec:challenge-cx} but without receiving the |
| | 416 | machine positions. Hence exploration and production takes place concurrently. |
| | 417 | The same point scores as in \reffig{tab:challenge-cx} apply with an additional |
| | 418 | $+20$ per challenge |
| | 419 | |
| | 420 | === Markerless Detection Challenge === |
| | 421 | Image recognition challenge to classify different machine types.\\ |
| | 422 | \textbf{Task:} Autonomously label the machines shown in a set of pictures |
| | 423 | by their type. |
| | 424 | A picture may contain more than one machine, which all count towards the |
| | 425 | total number of machines to detect. Labels must be placed on the machines |
| | 426 | within the picture. Machines are distinguished by their types |
| | 427 | (BS, CS, RS, DS, SS).\\ |
| | 428 | As a preparation for this challenge, a data set will be supplied to |
| | 429 | all participants which may be used for training and testing |
| | 430 | purposes\footnote{\url{https://fh-aachen.sciebo.de/s/MRghypMQSMhTYaC}}. |
| | 431 | The evaluation set for the challenge consists of a set of separate images that |
| | 432 | is encrypted and distributed in advance of attempting the challenge. |
| | 433 | The password to decrypt the evaluation set is given out when the challenge |
| | 434 | is attempted. |
| | 435 | This challenge can only be attempted once to avoid improper use of the |
| | 436 | evaluation set. |
| | 437 | The points scored are calculated based on the relative amount of correctly |
| | 438 | and wrongly classified machines (across all types) according to |
| | 439 | \reftab{tab:challenge-markerless}. So a total amount of 30 points can be scored |
| | 440 | if all machines of all types are correctly classified. |
| | 441 | \begin{table}[!htb] |
| | 442 | \centering |
| | 443 | \begin{tabularx}{\linewidth}{l|l|l|l} |
| | 444 | \% Correctly Classified & \% Wrongly Classified & \% Not Classified |
| | 445 | & Scoring \\\hline |
| | 446 | $x$ & $y$ & $z$ & $(x-y)\cdot30$ |
| | 447 | \end{tabularx} |
| | 448 | \caption{Machine Detection Challenge} |
| | 449 | \label{tab:challenge-markerless} |
| | 450 | \end{table} |
| | 451 | |
| | 452 | In order to verify the labeling, each team must presents the labeled data |
| | 453 | within the time slot (e.g., via screen-sharing when participating remotely). |
| | 454 | Additionally, the labeled data has to be sent to the \ac{OC}. |
| | 455 | |
| | 456 | == Challenges for the Secondary Competition == |
| | 457 | === Full game === |
| | 458 | Play the production phase of an RCLL game on a field of \SI{7 x 8}{\metre} with |
| | 459 | $7$ machines (no machines from the opposing team). |
| | 460 | The normal RCLL rules apply with the exception that the ground truth for |
| | 461 | machine positions is not sent by the RefBox. |