3 | | = Welcome to RC Logistics League Technical Challenge “!StartUp”= |
4 | | Concept-Proposal for a technical challenge teams to entry into logistic league |
5 | | == Idea of RC Logistics League “!StartUp” technical challenge == |
6 | | The RC Logistics League faces different main problems: |
7 | | - The league needs a lot of material to be able to hold a competition. |
8 | | - The basic costs for a new team are relatively high. |
9 | | - The requirements for a new team are very complex. |
10 | | These basic problems lead to a shortage of new teams interested in RCLL. Furthermore, new teams are facing a lot of problems to find their way into the many requirements of the RCLL. This leads with interested teams to an excessive demand and a mostly sobering, thereby not motivating, first participation in the cup. |
| 3 | = Technical Entry Challenge = |
| 4 | Concept-Proposal for a rulebook for technical challenge to enter teams into logistic league |
14 | | == Also important for the new technical challenge == |
15 | | The following points are important for the new technical challenge: |
16 | | - New Teams should be able to get points with the standard-platform and standard software |
17 | | - Teams should have the opportunity to expand their knowledge and skills until they have mastered all the basic skills to switch to the RCLL. |
18 | | - The playing field should be as free as possible from complex structures and, as far as possible, without the stations (use of simple dummies, if necessary). |
19 | | - With the format “Technical challenge” there is no need to build a new league and the teams are challenged to switch to RCLL, after they get the most important skills. |
20 | | == Time Schedule for the technical challenge “StartUP” == |
21 | | Like RCLL, the TC “!StartUp” should last over 3 days. Additionally, 2 setup days are available. A skill sequence should not last longer than 15 minutes including preparation time of playing field and setup of the team. This should allow 4 sequences in one hour. If the first two days are from 9.00 to 19.00, 80 skills-slots would result (If needed). If we assume that 10 teams participate, then over 8 timeslots would result per team. |
| 10 | The TEC can be used for regional competitions. [[br]] |
| 11 | TECは,どんな組織でも開催することができる. |
43 | | == Possible Rules: == |
44 | | * General |
45 | | - Each team can choose the skill before the start (to define lead time) |
46 | | - The exact rule is defined in the skills rule |
47 | | - Once a skill has been successfully passed, it may no longer be chosen. |
48 | | - If a skill has started, one maintenance per robot is possible (Like RCLL). |
49 | | - For communication, we assume that OPC UA, the industry standard, will be used in the future. |
50 | | - The tags used to recognize the stations are based on the tags of Roboview (AR tags, the “dll” exist) |
51 | | - Whenever possible, the standard Refbox should be used so that no 2nd Refbox has to be programmed and maintained. For some crossover challenges an adaptation will be needed. |
| 37 | == Main Rules == |
| 38 | - Each team can choose the skill before the start (to define lead time) |
| 39 | - The exact rule of each skill is defined in the skill description |
| 40 | - If a skill has started, one maintenance per robot is possible (Like RCLL). |
| 41 | * '''(メンテナンスが許可されていないスキルもある)''' |
| 42 | - The tags used to recognize the stations are based on the tags of Roboview (AR tags, the “dll” exist) |
| 43 | - A simple version of RefBox will be used for TEC |
53 | | * Area |
54 | | - The skills area is about 5mx5m with 25 square zones 1mx1m, just like RCLL |
55 | | - Ideally, no boarders are used for the TC. If necessary, 2 boards of 1m each are installed in the corner area S11, S15, S55, S51. |
56 | | |
57 | | * Points |
58 | | - A successfully completed skill cannot be repeated. |
59 | | - If 2 or more teams have the same number of points, then whoever has reached the highest level in an exercise wins, or if this is the same, whoever has more of higher levels wins. |
60 | | - If the robot leaves the game area (out of the border the skill is not fulfilled) = 0 points |
61 | | - If the robot touches an obstacle, for each obstacle -5 points. |
| 45 | == Points == |
| 46 | - A successfully completed skill cannot be repeated. |
| 47 | - If 2 or more teams have the same number of points, then whoever has reached the highest level in an exercise wins, or if this is the same, whoever has more of higher levels wins. |
| 48 | - If the robot leaves the game area (out of the border the skill is not fulfilled) = 0 points |
| 49 | - If the robot touches an obstacle, for each obstacle -5 points. |