Rules

Here is a brief introduction to the rules of the competition.

The official rules can be found on the official RoboCupJunior homepage.

Corrections and clarifications can be found on the official RoboCupJunior Forum

We summarise some of the key rules below as a quick summary.

Mission and objective


In the simulation challenge on the Erebus platform, there are three main missions.

  • Navigating around a complex maze environment
  • Mapping the area accurately
  • Detection and identification of victims

The Maze Based Simulation Environment

The basic environemnt is comprised of tiles and walls. The smallest division used is the quarter-tile.

  • Area 1: walls are on the edge of each tile
  • Area 2: walls can be placed on the edges of each quarter-tile with at least a full tile-width between two walls
  • Area 3: walls can be placed on the edges of each quarter-tile with at least a full tile-width between two walls, 90° corners may be rounded into quarter circles

Swamps, Traps & Obstacles

  • Swamp (Brown area) - leads to speed being reduced slowing process
  • Black holes – robot drops through, and is then relocated
  • Obstacles – must be navigated around

Victims and Hazard maps

Victims are comprised of letters H, S, and U.

  • H: Harmed victim
  • S: Stable victim
  • U: Unharmed victim

Hazard maps are lebles given to hazardous materials and equipment (used in real life). The four labels shown above are used in the Erebus environment.

  • Flammable Gas (F)
  • Poison (P)
  • Corrosive (C)
  • Organic Peroxide (O)

To identify a victim or hazard map, the robot must stop for 1 seconds, and send the location and victim type to the game manager The robot must be close (1/2 tile away) from the victim/hazard map.

Lack of Progress

When a lack of progress(LoP) happens or is called, the robot will restart from the most recent visited check point tiles (marked by a silver colour). A LoP happens when,

  • The robot has fallen into a hole.
  • Robot being in a static location for 20 seconds or more (automatically called).
  • The referee determines the robot is not completely static but is stuck in sequence of motion.
  • There will be a button to execute a manual lack of progress (used by referees in the 2021 competition).
  • The robot autonomously calls for a LoP.

Mapping

Mapping is scored as a multiplier to the overall scores obtained during the run. To obtain a mapping multiplier, the robot must submit a matrix to the game’s main supervisor at the end of the game. Here, the submitted matrix is compared against the “answer key” to produce a correctness score.

For more detailed mapping instructions, see here.

Exit Bonus

If the robot is able to return to the start tile before the end of the game, an extra 10% increase is given to your score.


The Robot

Here is an overview of all the components of the used Robot

Mapping

More information and examples on mapping


Last modified April 16, 2021: Added victim code (1f49c56)