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 | ||
Line 5: | Line 5: | ||
***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) | ||
Line 12: | Line 12: | ||
***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 & B1 (these for R1&R3) | **drive directly across the field and block B2 & B1 (these for R1&R3) | ||
Line 18: | Line 23: | ||
**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) | ||
Line 29: | Line 31: | ||
***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 <same for blue alliance but with B1-B3>)]] | |||
=== === | === === | ||
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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 - 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