Gameplay strategy

How we planned to win

Right after kickoff, we built our whole season strategy around the ranking-point rules.

#1

Movement

A developed, scoring autonomous, plus parking in endgame.

#2

Goal

Subsystems that can intake and shoot quickly, and aim.

#3

Pattern

Program and strategize for a high-functioning motif shooter.

CAD model of our robot showing the drivetrain, intake, and dual shooters
Our robot in CAD.
Intake & shooting

From field to goal in four steps

  1. Step one

    Gecko wheels pull the ball inside the robot, guided by where the diverter is set.

  2. Step two

    Balls are held in place by bumper wheels and small boot wheels.

  3. Step three

    A second set of larger boot wheels kicks the balls up into the shooting zone.

  4. Step four

    1:1 6000 RPM motors launch the ball up our custom ramps and out to the goal, all positioned by the camera.

Intake

Problems we solved

Artifacts stuck in the center

With a single intake, artifacts got stuck between the shooters. We built a wall between them, programmed a way to push stuck artifacts out, then designed a diverter to guide them.

Subsystems out of sync

Our subsystems didn't work together easily because of voltage and the number of steps. Drive practice plus better controls meshed every step together.

Intake malfunctions

The first stage's gears kept shifting off each other. We designed a separation brace to support them so they couldn't shift.

Output

Five iterations of our shooter ramp

We traced our prototypes, found the arcs they were made of, and used geometry and trigonometry to design the exact lengths and angles.

Iteration 1
  • Created from the goBILDA RITD CAD
  • 1.5 mm polycarbonate and zip ties
  • No math yet; needed a thicker, more accurate design
Iteration 2
  • Tested polycarbonate and cardboard prototypes
  • Traced them and collected data
  • Correct angle, but needed more support
Iteration 3
  • Second design was too low for the goal
  • Repeated the math with PLA in mind
  • Worked toward a permanent design
Iterations 4 & 5
  • Less flex while shooting
  • Cut-off bottom for a smooth hand-off
  • Thinner for less friction; screw supports added
Software

Code that makes driving easy

One-button aiming

We condensed our controls to three buttons per controller. One button lines up the robot, sets the right flywheel velocity for the distance, and spins up the flywheels, all at once.

AprilTag camera

The camera uses bearing to AprilTags to position the robot in auto and teleop. Aiming time dropped a lot and our shot ratio improved.

LED indicators

goBILDA prism LEDs turn red when the flywheels are up to speed, so drivers never shoot too early. Shooting got faster and more accurate.

Far autonomous

  1. Shoots 3 preloaded artifacts
  2. Collects 3 artifacts from the human player zone
  3. Shoots 3 artifacts
  4. Parks outside the start zone

Close autonomous

  1. Backs up to shoot 3 preloaded artifacts
  2. Collects 3 artifacts from the sorted line
  3. Shoots the artifacts
  4. Backs up to park outside the launch zone

We use the IMU to position ourselves on the field before switching to the camera, so small setup errors don't affect the auto. At our summer program, Maddie found that drive-by-gyro beat encoders for accuracy.

Engineering design process

How we design

Define & analyze the problem
Brainstorm initial ideas
Research
Design & prototype
Collect & analyze data
Iterate & improve
Data collection & analysis

How we know our priorities

We use Failure Mode and Effects Analysis (FMEA) all season to decide which projects to prioritize, on and off the robot. Here's one sample from after our first qualifier.

RequirementFailureCauseOccurSeverityDetectionRPN
Speed of processDead spaceDesign too spaced out766252
CreativeNo CADNot iterating enough575175
Consistent velocityMotors not having time to speed upStrategy / drive practice / camera / program555125
CreativeRobot in three daysNot iterating enough455100
Process differentDiffuser inconsistentProgram / servo94272

Autonomous trials & shot tracking

During testing we log every autonomous trial: artifacts scored, crossing the shoot line, collecting the next set, and whether the robot sees each AprilTag. After every third trial, we make a design change.

We also filmed our shooter after qualifier 1 and marked up every shot, so we could see our accuracy in one place before making design decisions.

Professional help: Aaron Bengtson, a biomedical engineer, taught us different types of data collection and their purposes, and helped us customize our process.

Scatter chart of flywheel velocity versus distance with a curved trend line
Velocity vs. distance: the tuning data behind our one-button shot.
Before State

Maximizing robot efficiency

  • Tuning and simplifying controls to fit our drivers' skills
  • Clear pathways for artifacts through the system, with less dead space for jams
  • An extra bar on the robot's rear to open the gate easily
  • Timed runs to train our drivers' strategy through the match
  • Boot wheels that spin backward automatically so artifacts can't be shot before we're ready
Our robot on the competition field