2009:Autonomous Strategies: Difference between revisions
Programming (talk | contribs) (New page: *Score on opponent ** Choose what opponent to score on **Which station currently at ***needs to drive an arc (still to come are drawings and math) ***general idea would be to score on the ...) |
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*Score on opponent | *'''Score on opponent ''' | ||
** Choose what opponent to score on | **Choose what opponent to score on | ||
**Which station currently at | **Which station currently at | ||
***needs to drive an arc (still to come are drawings and math) | ***needs to drive an arc (still to come are drawings and math) | ||
***general idea would be to score on the trailer | ***general idea would be to score on the trailer | ||
*Offensive Defense - Stopping opponents from getting where they want to go | *'''Getting the empty cell and refueling (only valid for R1 and R3 positions) ''' | ||
**drive forward to block B3 | **needs a “crazy Turn” to plow B2 out of the way | ||
**drive directly across the field and block B2 & B1 (these for R1&R3) | **R1 to local is too tight of a turn (same for R3 to remote) | ||
**choose left or right | **needs to determine position (has to be from R1 or R3) | ||
***R1 => B2 => B1 | |||
***R3 => B2 => B3 | |||
*'''"Oh Crap Override" ''' | |||
**detect if we stopped moving | |||
**become a creator of chaos (vague but… it’ll be awesome) | |||
**can be put in other modes just in case<br> | |||
*'''Offensive Defense - Stopping opponents from getting where they want to go ''' | |||
**drive forward to block B3 | |||
**drive directly across the field and block B2 & B1 (these for R1&R3) | |||
**choose left or right | |||
**head on collision with corner opponents | **head on collision with corner opponents | ||
<br> | |||
*Pure Defense | *'''Pure Defense ''' | ||
**really random stuff | **really random stuff | ||
**robot seizures (tipsy robot walk) | **robot seizures (tipsy robot walk) | ||
***random speed for 2-3 ft distance | ***random speed for 2-3 ft distance | ||
***random choice for left and right fork | ***random choice for left and right fork | ||
***no more than 2 left or right turns in a row (to avoid getting stuck on walls) | ***no more than 2 left or right turns in a row (to avoid getting stuck on walls) | ||
Needed sensors: | <br> | ||
*Gyro | |||
*Encoders | === Pseudo Code === | ||
*Camera | [[Media:Pseudo_codes_with_lonely_trailer.doc|pseudo code including trailer without a robot]] | ||
=== Field Postions === | |||
As to attempt to avoid confusion, this is the diagram that the R1-R3/B1-B3 is referring to in the strategy section above. | |||
[[Media:AutonomousFieldLogistics.doc|the positions as seen by the programmers (R1 is the near position on the red alliance- R3 is the far one <same for blue alliance but with B1-B3>)]] | |||
=== === | |||
=== Needed sensors: === | |||
*Gyro | |||
*Encoders | |||
*Camera | |||
*Accelerometer – practice this stuff first (EDD chassie?) | *Accelerometer – practice this stuff first (EDD chassie?) | ||
<br> | |||
==== added strategy team comments from 1/10 meeting: <br> ==== | |||
Possible problems - Getting confused about opponent vs. our own team for scoring on trailer<br> | |||
Must move out fast to avoid dumping from player behind you<br> | |||
Possible pure defense - drive to our own refueling station (near) and hold the blue bot in place for our team to score on <br> | |||
<br> | |||
--From Calvin's notes--<br>Hard to actually deliver empty cells, collecting is probably good though | |||
Manually call at a set time oh crap override on pure defense (in safe zone, see below)? | |||
Possible safe zones for pure defense (Corners with YOUR human player in them)? | |||
--All modes--<br>Turn in smooth arcs (hopefully) to help with trailer swinging | |||
Must move IMMEDIATELY to be able to get awy from human player |
Latest revision as of 20:41, 30 December 2009
- Score on opponent
- Choose what opponent to score on
- Which station currently at
- needs to drive an arc (still to come are drawings and math)
- general idea would be to score on the trailer
- Getting the empty cell and refueling (only valid for R1 and R3 positions)
- needs a “crazy Turn” to plow B2 out of the way
- R1 to local is too tight of a turn (same for R3 to remote)
- needs to determine position (has to be from R1 or R3)
- R1 => B2 => B1
- R3 => B2 => B3
- "Oh Crap Override"
- detect if we stopped moving
- become a creator of chaos (vague but… it’ll be awesome)
- can be put in other modes just in case
- Offensive Defense - Stopping opponents from getting where they want to go
- drive forward to block B3
- drive directly across the field and block B2 & B1 (these for R1&R3)
- choose left or right
- head on collision with corner opponents
- Pure Defense
- really random stuff
- robot seizures (tipsy robot walk)
- random speed for 2-3 ft distance
- random choice for left and right fork
- no more than 2 left or right turns in a row (to avoid getting stuck on walls)
Pseudo Code
pseudo code including trailer without a robot
Field Postions
As to attempt to avoid confusion, this is the diagram that the R1-R3/B1-B3 is referring to in the strategy section above.
Needed sensors:
- Gyro
- Encoders
- Camera
- Accelerometer – practice this stuff first (EDD chassie?)
added strategy team comments from 1/10 meeting:
Possible problems - Getting confused about opponent vs. our own team for scoring on trailer
Must move out fast to avoid dumping from player behind you
Possible pure defense - drive to our own refueling station (near) and hold the blue bot in place for our team to score on
--From Calvin's notes--
Hard to actually deliver empty cells, collecting is probably good though
Manually call at a set time oh crap override on pure defense (in safe zone, see below)?
Possible safe zones for pure defense (Corners with YOUR human player in them)?
--All modes--
Turn in smooth arcs (hopefully) to help with trailer swinging
Must move IMMEDIATELY to be able to get awy from human player