2009:Autonomous Strategies: Difference between revisions

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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  
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***general idea would be to score on the trailer
***general idea would be to score on the trailer


*'''Getting the empty cell and refueling (only valid for R1 and R3 positions) '''
*'''Getting the empty cell and refueling (only valid for R1 and R3 positions) '''  
**needs a “crazy Turn” to plow B2 out of the way  
**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)  
**R1 to local is too tight of a turn (same for R3 to remote)  
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***R3 => B2 => B3
***R3 => B2 => B3


*'''Offensive Defense - Stopping opponents from getting where they want to go '''
*'''"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 forward to block B3  
**drive directly across the field and block B2 &amp; B1 (these for R1&amp;R3)  
**drive directly across the field and block B2 &amp; B1 (these for R1&amp;R3)  
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**head on collision with corner opponents
**head on collision with corner opponents


*'''"Oh Crap Override" '''
<br>
**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


*'''Pure Defense '''
*'''Pure Defense '''  
**really random stuff  
**really random stuff  
**robot seizures (tipsy robot walk)  
**robot seizures (tipsy robot walk)  
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***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)
<br>
=== Pseudo Code  ===
[[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 &lt;same for blue alliance but with B1-B3&gt;)]]


===  ===
===  ===
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*Camera  
*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&nbsp; - 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>
&nbsp;&nbsp;&nbsp;&nbsp; --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&nbsp;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.

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?)


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