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LEGOBOT Project Rules

ECE 291 LEGOBOT Contest
"LEGOBOT Basketball"

The LEGOBOT team:
Rajeev Goel, Jonathan Kua, John Knapowski, Nathan Myers, Matt Merten, A. Douglas Gerwitz, Dennis Culley

OBJECTIVES:
The goal of this project is to gain experience with embedded real-time control systems, integrating software and hardware, and simple algorithms for autonomous decision-making.

READING:
Additional handouts will contain detailed information concerning the programming of the microcontroller.


With a team of two other ECE 291 students you will learn about these systems by designing and building a robot that will successfully perform the task outlined below. The robots will be constructed from LEGO parts, motors, sensors, and an Intel 8088-based microcontroller. Various sensors are available that acquire information about the robot's environment. The microcontroller has access to environmental information through the hardware input ports which are directly connected to the sensors. Based solely on this input, a software program stored in the microcontroller's memory will determine the robot's actions. These actions are executed by sending signals from the microcontroller to the robot's motors via hardware output ports. Since the motors require high-current and non-TTL level voltages, the microcontroller is unable to power the motors directly. Therefore, a custom-built board has been provided to drive the motors. Details about this board's operation will appear in additional handouts.

In this contest, robots are completely autonomous. Robots gather information from their sensors and control programs use this information exclusively when determining a course of action. Therefore, once the contest begins. nobody is allowed to touch the robots or send signals to it via a remote control, serial cable, or by any other means.


THE BASKETBALL GAME

The objective in LEGOBOT Basketball is simply to score more points than the opponent. The scoring system is described in Table 1. The contest is a series of single elimination rounds. Each round is a battle between exactly two robots. A round begins with the flip of a coin. If a team calls the coin correctly they will shoot towards basket #1 during the first half and basket #2 during the second half. A DIP switch will be provided on the microcontroller so that this information can be set before the round begins. The team must ensure that their robot is fully capable of playing either basket.

Table 1: Scoring System
Color "lay-up" "dunk" "three-pointer"
white 1 3 5
orange 3 9 15

Each robot is placed on the court so that it is on the same half as its opponent's basket. Any initial orientation is acceptable. The only restriction is that the robot may not be placed inside of the jump circle. Both teams must place the robots at the same time so that neither team has an positional advantage.

Play will begin when the starting gun (a toy cap-gun) is fired. Teams will be provided with a microphone capable of detecting this signal. The first half lasts for two minutes. Since placing the robot on the court might cause the microphone to register a start signal, it might be a good idea to have a DIP switch on the robot that enables/disables the microphone.

The referee signals when the each half is over by blowing a whistle. Balls that are still touching the robot when the whistle is blown can not count for points. However, "buzzer-beaters" are allowed. Balls that are no longer touching any part of the robot when the whistle sounds but eventually enter the basket (without external intervention) do count.

At half-time, teams are allowed to pick up their robots. Modifications are not permitted on the robot during half-time. Teams are only allowed to change DIP switch settings during half-time. During the second half each robot will shoot towards the opposite basket. The robots are then placed again on the table (opposite the basket they are shooting at and outside the jump circle) and await the cap-gun that starts the second half. Half-time will last exactly one minute.

Approximately 20% of the balls dispensed are orange "bonus" balls. When sunk, these balls count 3 times the value of a white ball.

Scoring Explanation:

Balls that are sunk into your opponent's basket count for your opponent. A "lay-up" occurs when a Ping-Pong enters the hole beneath a basket without traveling through the rim. A "dunk" occurs when a robot is inside the three-point arc and the PingPong ball travels through the rim the rim is 6" above the hole and the hole is at table level.) "Three-pointers" occur when all pans of the robot are behind the three point arc and the Ping-Pong ball travels through the rim.


THE BASKETBALL COURT

The robots play on a "basketball court" 4' wide by 8' long (see Figure 2). As in basketball, there are two baskets located on opposite sides of the court. The rims are 8" in diameter and 5" above the surface of the court below each basket. There is a hole in the court that balls can fall through. Backboards extend 6" above the rim. The interior of the three-point arcs are painted black and are located 12" from the center of the rim. The walls surrounding the court will be 2" high.

Each basket has a light source behind it so that robots can find it more easily. In front of each basket's light source there will be a polarizer. When light shines through two polarizing films it will be transmitted if the two films are aligned in the same direction. If their alignments are perpendicular no light is transmitted. This property of polarizing films can be used to differentiate between the baskets.

Basket #1 will have a light source that is polarized 45 degrees clockwise (with respect to the vertical). Basket #2 will have a light source that is polarized 45 degrees counter-clockwise. Each team will be given two photo-sensors and two polarizing films.

In the center of the court there will be a "basketball dispenser". This is where both robots will find the "basketballs" used in the contest. Basketballs in the contest will be simulated by white Ping-Pong balls. The ball dispenser is a tube with a gap just large enough for a Ping-Pong ball. The end of the tube is located about 1 Ping-Pong ball length above the table. When a robot takes a ball a new ball will drop down in the first ball's place. Infra a-Red (IR) beacons reside on the lowermost portion of the funnel just above the spot where Ping-Pong balls can be collected. IR sensors are available to help find the beacon.

Additional Rules and Regulations:

In order to have a fair and fun contest and to preserve the life of the robot kits, the teams must adhere to the following restrictions when constructing their robots:

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