DOGFIGHT

Introduction

The event offers one on one fight of robots.

 The objective of the game is to score maximum points at the end of the allotted time. Teams can score points by depositing corresponding colored Balls in the cylinders.

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Video describing general theme of Dogfight.
Balls are available for sale for Rs.15/- each.
Contact- Akshay Phatak    -  9766251743.

No Registration Fees .

Click on Right Side Menu for details......

  Arena Details:
The entire arena has dimensions 7m x 7m and is surrounded by a wall of height 5 cm.





Zone 1 is the starting zone for machines.
Starting zones for Teams A and B are as marked in the above figure.
Starting zone of Team A is diagonally opposite to Team B (as shown)
The dimensions of the starting zone are 50cm X 50cm. Teams can place their machines in any way in this zone such that no part of the machine extends beyond this zone.

 Zone 2:
Zone 2 contains a set of balls. The dimensions of Zone 2 are 60cm x 60cm. Zone 2 is surrounded by a wall of height 2 cm (not shown in figure). Each team has 13 balls of their respective colors.


Zone 3:
This is the actual playing area.
This Zone is divided in 2 levels. Level 2 is elevated above level 1 by 10 cm.
There are total 9 cylinders in the arena, 6 on level 1 (3 for each team) and 3 on Level 2, which are common to both teams. The central cylinder is on the apex of a pyramid.

The manual operator is allowed to move along with the machine on level 1 of zone 3. Operator is not allowed to step on to level 2.

The machine has to deposit balls (i.e. Blue for team A; Red for team B) in the cylinder to score points. Simply carrying the balls on the machine do NOT fetch any points.

Machines are not allowed to deliberately make any contact with the balls already deposited in the cylinders. This will lead to a restart from the respective starting zone.

A ball will be termed “deposited” only when NO part of the ball is touching the machine.

Ditches of (100 cm x 25 cm area and 20 cm depth) are present on this zone as shown in the figure.

Balls placed in these ditches fetch zero points and will not be replaced in their original position during the course of the match. The machines cannot pick the balls up again from these ditches. In short, the balls in the ditches are out of the game.

 Level 2:
There is a pyramid at the centre of level 2. Base of the pyramid is 120cm × 120cm. A cylinder is placed at the apex of the pyramid. The apex is at an elevation of 10cm from surface of level 2..

 Cylinder Specifications

 


There are three cylinders for each team at Level 1, in addition with three common cylinders placed at the centre of the arena.

The specifications of the three cylinders are given below:
1. Cylinders on Level 1:
     6 Nos. (3 for each team)
     Height = 30 cm
     Inner Diameter = 15 cm (6 inches)
2. Cylinders on Level 2:
     2 Nos.
     Height = 45 cm
     Inner Diameter = 15 cm (6 inches)
3. Cylinder on the apex of the pyramid:
     Height = 75 cm
     Inner Diameter = 15 cm (6 inches)

Ball Specifications:
The balls have diameter 11.5 cm and weight 25g with 5% tolarence.
The coloured balls will be placed in the respective Zones.
Participants can clamp/carry the ball in any manner subject to the condition that no damage should be caused to the ball. In such a case, judges will arbitrate and the team may lose points for that deposited ball.

Arena Material:
The entire arena will be made of wood.
The floor of the arena will be coated with vinyl sheet.
This floor may be quite slick and no assumptions about its friction should be made.
The colors of the arena may differ from those shown in the above figures.
.


Competition Rules:

Elimination Round:

Each team will be given a time of total two minutes. There will be only one team in the arena at a time. Teams have to score maximum points during this time. The total score for the eliminations would be calculated according to the number of balls in the cylinders at the end of two minutes.

The total score for each team will be calculated according to the number of balls in the cylinders at the end of match as follows:

Level 1:
Each ball deposited in a cylinder will fetch 20 points (max 2 balls in each cylinder).

Level 2:
Side cylinders: First ball deposited will fetch 10 points, second ball 20 points and third ball will fetch 30 points.
(max 3 balls in each cylinder.)

Central cylinder:
Ball deposited here will fetch 50 points (only 1 ball.)

If a team places all the balls in the cylinders before the allotted time, the time remaining in seconds will be added to the team's score.
The balls deposited in the cylinders, above the specified limits do not carry any points.
No points will be given on basis of Time Left if any ball is remaining to be deposited.
Teams would be ranked according to their scores in the eliminations. The top 32 teams will qualify for the Main Round.

In case of a tie in eliminations, team which deposits the ball in central cylinder, proceeds further. In case both teams have placed the ball in central cylinder(or both have not deposited in the central cylinder), then team depositing higher number of balls in side cylinders on Level 2 will proceed. The scores of the teams from the elimination round have no significance in the Main Round.

Main Round:
The main round will start with 32 teams in knockout fashion.
Each match will last for three minutes. Team having the maximum points at the end of the specified time will be declared the winner.
In the event that a team deposits all its balls in the cylinder before the allotted time, the match will be declared in favor of the team immediately.
The total score for each team will be calculated according to the number of balls in the cylinders at the end of match as follows:

Level 1:
Each ball deposited in a cylinder will fetch 20 points (max 2 balls in each cylinder.)

Level 2:
Side cylinders: First ball deposited will fetch 10 points, second ball 20 points and third ball will fetch 30 points.
(max 3 balls in each cylinder.)

Central cylinder:
Ball deposited here will fetch 50 points (only 1 ball.)

The team depositing balls in the bottom-most positions in all six cylinders (three on Level 1 and three on Level 2) will be straightaway declared the winner of the game.
In case of a tie, a tie-breaker match will be played.
There will be three balls in Zone 2. The team depositing one ball in each cylinder on Level 1, in minimum time, will be declared the winner.

Restart Rules:
Three hand-touches will be allowed to each team for each match. The hand touch will be allowed only when the machine is stuck/rendered immobile and cannot proceed further on its own. The manual operator will have to first ask for a hand-touch to the judges and take the hand-touch only when allowed.

The machine will have to start from exactly the same place where the hand touch was taken. The orientation of the machine after the hand-touch will be decided by the judges. The timer will continue to run in this period and the other team will continue.

At each hand-touch, the team's balls other than those already deposited and those in the ditches will be replaced at their original position in Zone 2.

If a team touches opponent's balls deliberately, their machine will have to restart from their starting zone. Opponent's ball that is being touched will be placed at the same position where it was earlier. This will be counted as a hand touch for the team and ball replacement in Zone 2 will take place as stated above. A team having used all three hand touches commits such a foul, will not be allowed to continue the match.

In case the wires of the two machines get stuck, the judges will call for a time-out in the game. The machines will be restarted from the same position after the wires have been sorted out.

Restart rules apply to elimination round as well.

General Rules:

Any team that is not ready at the time specified will be scratched from the competition automatically.

The machine will be checked for its safety before the match and will be discarded if found unsafe for other participants and spectators.

The name of your machine must be prominently displayed on the machine.

Judge's decision shall be treated as final and binding to all.

The organizers reserve the rights to change any or all of the above rules as they deem fit. Change in rules, if any will be highlighted on the website.

Participants will have to wear socks on the arena.

Safety Rules:

Use of fire, water, spraying chemicals is not allowed. This would lead to immediate disqualification of the team.

The machine can only block the opposing machine. Only pushing/pulling and lifting the opponent's machine is allowed. However, the machine cannot try to destroy the opposite machine.

NO mechanism should be used to attack the opponent's machine or cause any harm to the opponent's machine or its wires or the arena. Doing so will lead to disqualification. The judge's decision in this matter will be final and binding.

Participants can expect that their robots may be pushed or lifted and hence should be sturdy enough to bear the fall.

Jamming of RF control signals is NOT allowed. Teams MUST inform the judges about the RF signals involved in its machine during the Registration of the machine AND before the start of the game.

No deliberate damage must be done to the arena. The mechanism to carry the balls should NOT cause damage to balls, arena or the cylinders.


Machine and Team Regulations:

Machine:
The entire machine should fit in a box of base 50cm x 50cm and of height 60cm at the start of the game. A machine may split once the game starts.
There is no restriction on the weight of the machine.
The dimensions of the machine may change during the course of the game.
The machine can use on-board power supply or external power supply.

Participants will be provided with a 230 V AC power source and a standard 32V variable/2A DC power supply. Cost of any damage done will have to be borne by the participants. The use of compressors and other non-electric power sources is not allowed. The voltage at any point on the machine should not exceed 24V DC.

The control for the machines can be wired/wireless. There can be only one manual controller for the machine in a particular match. In case of wireless controls, the participants are requested to use dual channel remotes so that there are no issues of interference during the event. The remote control and wires will not be included in the machine sizes.

The maximum length of wire extending from the robot up to remote should be 4 meter.

Team:
A team, once registered, cannot register again, even with a different name or a different machine.
A team may consist a maximum of 4 members.
All students with a valid identity card of their respective educational institutes are eligible to participate.
Teams will be required to show the I-Cards of all of its team members during the matches.
A team may consist of members from different educational institutes.

For any queries contact:-
Akshay Phatak  :-    9766251743

Or Mail at:- dogfight (at) mind-spark (dot) org



Final date for registration is 25th Sept 2008.

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