Events

  • WRONG TURN (Line Following)

    INTRODUCTION

     

    Did you ever pay heed to teacher’s favorite dialogue from school, ‘move in a single line’?

    The importance of that phrase can be felt now as you struggle to navigate, direct and plot to make your bot move along a set of straight lines.

    Sounds simple, looks simple but the ultimate challenge to win shall strike only at the arena when we discover how swiftly and sharply your bot can steer through  our course lines.

    Straighten yourself up, twist your guts out. Your bot will have to do a lot more at Line Following, Quark 2014

     

     

     

    DETAILS

     

    Round 1 (qualification)

    This round will have a direct path with simple turns and no dead ends. The bots that completes the path in the stipulated time will qualify for the next round.

    (NOTE : The illustrated figure is just a sample arena which may or may not exactly match with the arena used in the competition.)

     

    Round 2  (Wrong Turn)

    There will be 3 checkpoints in the arena. From checkpoint 1 there will be two similar paths but with complementary turns. Checkpoint 2 will lead to a straight path, a possible loop and a dead end. A dead end will lead the bot back to checkpoint 2 with a penalty. The other path which is a potential loop can trap the bot and eventually lead it to checkpoint 2. Choosing the straight line seems efficient but will carry fewer points than the potential loop. Checkpoint 3 will lead to the finish line with a turn in between.

    (NOTE: The illustrated figure is just a sample arena which may or may not exactly match with the arena used in the competition.)

     

    Round 3 (No Parking)

    In this round 2 participants will start at same time from position 1 & 2 (refer sample arena 2). Their paths will meet at a node where they will have 3 parking slots to park their BOT.

    Points awarded:-

    1. ‘p’ points will be awarded for parking your BOT whether you park it at A,B or C.
    2. Bonus Points - ‘q’ points will be awarded for parking at C, and  ‘q/2’ points will be awarded for parking at A.
    3. ‘t’ points will be deducted from total score where ‘t’ is the total time taken in seconds.
    4. TOTAL SCORE = p + (bonus points) – t
    5. Player with maximum total score wins.

    (NOTE : The illustrated figure is just a sample arena which may or may not exactly match with the arena used in the competition.)

     

    Robot Specifications:

    • The robot should fit inside a cube of side 20 cm in all directions.

    • Robot should be completely autonomous.

    • The power supply should be on board. Potential at any point on the robot should not exceed 24 V. Participants cannot draw power from outside.

    • Even two batteries with parallel connections are also not allowed.

    • A tolerance of 5% is allowed in the dimensions.

     

    Arena Description:

    • The base of the arena is made up of white coloured flex sheet    with a black coloured line on it.

    • The thickness of the line may vary from 2 to 3 cm.

    • The course line may have acute, obtuse and right angles, curves.

    • The course line may also have discontinuities at various points.

     

    Team Specifications:

    Minimum: 1 member

    Maximum: 4 members

     

     

    RULES :

    1. Coordinators reserve the right to ask for the explanation of the robot.

    2. The robot is expected to follow the line accurately. If the robot deviates from the line, contestant are allowed to keep the bot manually in its right direction.

    3. Magnitude of the penalty time if a team member wants to put the Line follower robot back on the line will be decided on the day of the event.

    4. The judgment of the organizers is final and abiding to all.

    5. The coordinator can change the rules of the game depending on the situation.

    6. Each team member should register on Quark website.

    Before each game begins, the participants should clearly describe how their robot detects the obstacles and indicates at the checkpoint.

    Between trials, participants may not feed information about the arena to the machine. However, participants are allowed to: Adjust sensors (Gain, Position etc.), Change speed settings and Make repairs. However, a participant may not alter a machine in a manner that alters its weight (e.g. removal of a bulky sensor array or switching to lighter batteries to get better speed). The judges shall arbitrate.

    ·Participants will not be allowed to handle the obstacle positions on the track. Only event managers are allowed to handle the obstacles.

    ·Participants are not allowed to keep anything inside the arena other than the machine.

    ·The judges may stop any robot at any time if they feel that it is performing, or is about to perform, any action that is dangerous or hazardous to people or equipment. No robot is allowed to use any flammable, combustible, explosive or potentially dangerous processes.

    ·In case of any disputes / discrepancies, the organizers’ decision will be final and binding.

    ·The participants are requested not to assume anything without discussing with the event managers.

    ·The organizers reserve the rights to change any or all of the above rules as they deem fit.

     

     

    CONTACT  US

    ASHISH ABHISHEK  | 9503363850 | [email protected]

    DIPANSHU AWASTHI | 8149189388 | [email protected]