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Maximizing Week 1

Allen Gregory, Mary Nguyen, Jakob Wittry, Emilio Parra

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Maximizing Week 1

Goal: In the first 11 days of the season we want to decide on the architecture of our competition robot that gives us the best opportunity to win DCMP and Einstein.

  • The season is a marathon not a sprint, you don’t have to know what your robot is going to do or look like on day 1.

  • Finding the right architecture is the first step to a competitive robot.

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Architecture

  • A list of mechanisms needed to accomplish the game tasks
  • the model/sketch of how each mechanism will interact with each other
  • Rough space claims for each mechanism
    • Don’t have to fully solve the packaging problem but big picture needs to be there.
  • A general concept of how each mechanism will be able to accomplish its task.

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Maximizing Week 1

  • Preparing before Kickoff
  • Kickoff Day
  • Field Build
  • Prototypes
  • Understanding the Game (Strategy)
  • Decision Points

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Preparing before Kickoff

  • Do as much preparation as you can before kickoff, training, tools, organization, materials, field materials, clean, recruit, etc.
    • Prototyping equipment

  • Make a plan, assume the plan will change a lot

  • Make as many decisions as possible before kickoff (assume some of them will change)

  • Study past games and robots

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Kickoff

  • READ THE RULES and more importantly TALK ABOUT THE RULES

  • Do whatever you need to get students engaged and understanding the game

  • DON’T TRY TO DESIGN THE ROBOT ON DAY 1

  • Identify some initial robot/strategy Trade Offs and potential features/abilities

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Trade Offs

  • Kathick’s Effective FIRST Strategies goes over this.
  • Architectures are combinations of these trade off choices.
  • Keep adding to the list during the week
  • We don’t make a will/won’t

list

Spectrum’s Day 1 Trade Off List

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Field Build

Build as much of a field as possible as soon as possible

  • If that means masking tape on a wall, or pvc pipe. Get something that you can test with and make it as real as your resources allow (space, money, people, time, etc)

Day one Speaker

Day Two Speaker

Day Five Stage

Day One Amp

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Prototypes

  • Goal of Every Prototype: Increase the understanding of something about the game or about your robot/materials for someone on your team.
  • We have a whole other presentation on prototyping.

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Understand the Game

  • READ and TALK about the rules some more. The whole week!
    • Re-evaluate your trade off and feature lists
    • Watch the Field Tour Videos, look at the real field drawings and CAD models
  • Think about how the game is going to be played at a high level.
    • You’re making educated guesses.
  • Build up sketch game elements
    • Sketches for the critical field dimensions and robot rule dimensions (height limits)
  • Read Build Blogs, Watch Ri3D, Everybot, and every other resource.
    • Assume all of these resources understand the game imperfectly but still learn what you can from them.

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Decision Points

  • What do you need to see or know to confirm your assumptions?

  • What do you need to test to be able to decide on an intake, a climber, or a full architecture?

  • Be working rapidly towards your first decision points.

  • When is a prototype good enough that you know you can iterate and optimize it to make it world class in the next 7+ weeks?

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Things we Don’t Do

  • VOTE - Absolutely not
  • Weighted Decision Matrix
  • Decide on a design too early