Sunday, June 9, 2013

World Robotic Olympiade 2013 Part 3: Game Play

World Robotic Olympiade 2013 Part 3: Game Play

 Game Play
4.1. Pre−game setup
      • 4.1.1. Organizers will provide access to the competition area for calibration and testing prior to the competition and according to a schedule that will be made available at the start of the event
      • 4.1.2. Organizers will make every effort to allow at least 10 minutes of setup time before each game.
      • 4.1.3. This time is also for teams to express any concerns about the legality of opposing robots.
4.2. Length of Game
      • 4.2.1. The length of the game in preliminary rounds will be two 5−minutes halves, and for the finals will be two 10−minutes halves.
      • 4.2.2. There will be a 5−minute break in between the halves.
      • 4.2.3. The game clock will run for the duration of the game, without stopping (except as noted in Referees Time Out in Section 4.9.4).
      • 4.2.4. Teams can be penalized one goal per minute at the referee's discretion if they are late.
      • 4.2.5. If a team does not report within 5 minutes of the game start, they will forfeit the game and the winning team awarded a 5−0 score line.
      • 4.2.6. A game will end when there is a goal difference of 10 goals. The losing team may elect to continue playing, but the score (10 goal difference) will not change.
4.3. Start of Game
      • 4.3.1. At the start of the first half of the game, the referee will toss a coin and the team first mentioned in the draw shall call the coin while it is in the air.
      • 4.3.2. The winner of the toss can choose either (a) which end to kick to, or (b) to kick off first.
      • 4.3.3. The loser of the toss will decide the other option.
      • 4.3.4. The team not kicking off in the first half of the game will kick off to begin the second half.
4.4. Kick-Offs
      • 4.4.1. Each half of the game begins with a kick-off.
      • 4.4.2. All robots must be in located on their defensive side of the field.
      • 4.4.3. Robot's wheels must not be running.
      • 4.4.4. The ball is positioned by the referee in the centre of the field.
      • 4.4.5. The team kicking off places their robots on the field first. Robots cannot be moved once they have been placed.
      • 4.4.6. All robots on the team not kicking off must have some part of the robot in the penalty box.
      • 4.4.7. On the referee's command, all robots will be started immediately by human team members.
      • 4.4.8. The robot kicking off must make a clear strike of the ball and it must roll clear the robot by at least 5 cm. An illegal kick off will result in the opposing side being granted the kick off.
      • 4.4.9. Any robots that are started before the referee’s command will be removed from the field for one minute.
4.5. Scoring
      • 4.5.1. A goal is scored when the whole of the ball crosses the goal line. This coincides with the ball striking the back wall of the goal. The referee will blow their whistle.
      • 4.5.2. The ball must be free rolling to score a goal otherwise it will be deemed "pushed" by the referee and disallowed. In the event of a pushed goal, play will be not be stopped. The goal will not be allowed. The ball is placed on the nearest available neutral zone and play is continued. The robot must make a visible effort to kick or release the ball otherwise a goal will be deemed a “push”. If no attempt is made to release the ball and it momentarily rolls free while in the control of a robot travelling towards goal, it will still be deemed a pushed goal.
      • 4.5.3. The only exception to this is when a robot makes first contact with the ball at less than 20cm (approximately half the penalty area) from the goal. This includes contact being made by the ball or the attacking robot with another robot or the goal post.
      • 4.5.2. A penalty goal will be awarded if a ball deemed to be traveling into the goal strikes a defensive robot that has some part of it over the goal line and in the "in goal" area.
        Robots should be built in a manner that the cross bar prevents them from going behind the goal line.
      • 4.5.3. After a goal is scored, a kick−off will occur. The non−scoring team will be awarded the ball.
      • 4.5.4. "Own goals" will be treated as a goal to the opposition., even if the ball is "pushed" into the goal.
4.6. Lack of Progress
      • 4.6.1. This occurs if the ball is stuck between multiple robots(“forcing” situation) for a reasonable amount of time and has no chance of being freed or if no robot has any chance of locating the ball in a reasonable amount of time.
      • 4.6.2. The referee will call "Lack of Progress" immediately when a robot is using greater power to “force” the ball past the opposition.
        If a referee is slow to remove the ball and a goal is scored as a direct result of a robot “forcing” the ball through, the goal will be disallowed and the ball placed on the nearest neutral zone.
      • 4.6.3. In the case of “Lack of Progress”, the ball will first be moved to the nearest neutral zone. If this occurs again, the ball will be moved to the centre of the field.
        Hint: Movement of the ball usually results in stuck roots releasing themselves
      • 4.6.4. When “Lack of Progress” is called, any stuck robotswill be freed using minimal movement by the referee or team captains at the request of the referee. Stuck robots should not be moved at any other time.
4.7. Damaged Robots
      • 4.7.1. If a robot does not move and/or does not respond to the ball, it will be deemed damaged by the referee.
      • 4.7.2. If a single robot remains in the in goal area for longer than 20 seconds, or is stuck against walls or goals, and shows no indication of returning to the playing area, it will be deemed damaged by the referee.
        Hint: A small reverse command in a program will usually free a stuck robot.
      • 4.7.3. The referee or players (with the referee’s permission following player request) may remove damaged robot(s) from the field.
      • 4.7.4. A damaged robot must remain off the field for at least one minute.
        In a shortened (5 minute half) game the damaged robot can be replaced after a goal is scored.
      • 4.7.5. A damaged robot must be repaired and may be returned with the referee’s permission to the neutral zone that is closest to the goal they are defending and does not advantage that robot, eg facing the ball. Goalies may be returned to the area in front of the goal.
      • 4.7.6. Play will continue during removal, repair and replacement. Note that the referee may choose to interrupt play if robot damage occurred because of a collision with an opposition robot.
      • 4.7.7. If a robot turns over on its own accord, it will be treated as a damaged robot and removed. If the robot is tipped over after a collision with another robot, it can be righted by the referee and continue playing.
4.8. Ball Out Of Play
      • 4.8.1. A ball is considered out of play if it strikes the outer wall.
      • 4.8.2. After a ball is considered out of play, it will be moved to the nearest neutral zone to the disadvantage of the team of that last touched it. ie the neutral zone in the direction that the opposition are kicking.
4.9. Interruption of Game Play
      • 4.9.1. The situations listed in sections 4.6 − 4.8 may cause play to be interrupted, usually resulting in the movement of the ball to the nearest neutral zone while play is allowed to continue.
      • 4.9.2. Play may also be stopped by the referee blowing a whistle but the game clock is not stopped, all at the discretion of the referee. All robots must be stopped immediately and returned to their position at the time the whistle was blown.
      • 4.9.3. After a stoppage in play, play will resume on the referee's whistle and all robots are started simultaneously.
      • 4.9.4. A referee may call “Referees Time Out” for field repair, situations such as in 4.7.7 or 4.11.3 or if the tournament referee is called for rule clarification. The referee can elect to stop the match clock if the stoppage is lengthy.
4.10. Multiple Defense
      • 4.10.1. Multiple Defense occurs if more than one robot from the defending side enters the penalty area and substantially affects the game.
      • 4.10.2. For a “Multiple Defense”, the robot having the least influence on play is moved to the centre of field. In the case where a goalie is involved, the other player will be moved.
4.11. Fouls
      • 4.11.1. If a robot utilizes a device or an action which continuously attacks or charges a robot not in possession of the ball, the referee will call "Foul". The team captain must then remove the robot from the playing field for at least one minute and correct the problem; play will continue (as in 4.7 "Damaged Robots").
      • 4.11.2. If the robot continues to Foul, it will be permanently removed from the game, a yellow warning sticker will be placed on the robot/s and the referee will record the infringement on the score card.
      • 4.11.3. If a robot is damaged by a foul, the referee will stop the game and stop the clock for up to 2 minutes while repairs are made. (See Referee’s Time Out Section 4.9.4)
      • 4.11.4. If a robot is removed from two games for “fouling”, it will be disqualified from the tournament.
4.12. Free Kicks
      • 4.12.1. There are no free kicks.
4.13. Penalty Kicks
      • 4.13.1. There are no penalty kicks.
4.14. Offside
      • 4.14.1. There are no offside rules.
4.15. Humans
      • 4.15.1. In general, movement of robots by humans is not acceptable.
      • 4.15.2. Humans can only move robots at the instruction of the referee.
      • 4.15.3. Before the start of each match, teams should designate one human who will act as "Captain", and be allowed to place, remove and replace robots during the game, based on the stated rules and as directed by the referee.
      • 4.15.4. Other team members may start one robot, but after this, they are not allowed within the vicinity of the playing field. They are to remain more than one metre from the field while the ball is in play, unless otherwise directed by the referee

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