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Skills Competition 2024 (Elementary) - VEX IQ Robotics Challenge

Thu, Feb 29

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St. Lawrence College

Provide competitors with the opportunity to demonstrate practical and theoretical application and enhance their science, technology, engineering, and mathematics (STEM) skills through hands-on, student-centered learning.

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Skills Competition 2024 (Elementary) - VEX IQ Robotics Challenge
Skills Competition 2024 (Elementary) - VEX IQ Robotics Challenge

Time & Location

Feb 29, 2024, 9:45 a.m. – 2:00 p.m. EST

St. Lawrence College, 100 Portsmouth Ave, Kingston, ON K7L 5A6, Canada

Scope

9:45am - 12:00pm        Competition

12:00pm - 12:30pm   Lunch

12:30pm - 1:30pm        Competition

1:30pm - 2:00pm          Awards

The Game:

VEX IQ Robotics Competition Full Volume is played on a 6’ x 8’ rectangular field. The entire playing

Field, being six (6) field tiles wide by eight (8) field tiles long, totaling forty-eight (48) field tiles. The Field is

surrounded by the field perimeter consisting of four (4) outside corners and twenty-four (24) straight sections.

The scoring objects in VEX IQ Robotics Competition Full Volume are various sized Blocks. There is a total of

(73) Blocks on the field. 42 Blocks begin on the field in predetermined locations. The remaining 31 Blocks

begin in the Supply Zone, where they will be randomly placed before each Match. Red Blocks begin on top of

Starting Pegs.

JUDGING CRITERIA

• Each Block Scored in a Goal - 1 Point

• Each Uniform Goal - 10 Points(see SA1)

• Height Bonus - 10 Points per Fill Level (See SA2)

• Cleared Supply Zone - 20 Points(SeeSA3)

• Each Red Block Removed from Starting Peg - 5 Points

• Each Partially Parked Robot - 5 Points(See SA4)

• Each Fully Parked Robot - 10 Points

• Double Parked Bonus - 10 Points

There are 3 parts to this competition and all use the exact same field and set up.

Teamwork Challenge Competition

Driver controlled Robot Skills competition

Autonomous Robot Skills Competition

Final Team Rankings

For each Skills Competition teams are awarded a score based on the above scoring rules. Overall Final Team rankings will be based on: the sum of their Teamwork Challenge Skills score, highest Autonomous Robot Skills score and highest Driver Controlled Robot Skills score.

There will be no ties – if the total score is even after all of the contests, the highest single Driver Controlled Robot Skills Competition score will be used as the tie breaker.

Teamwork Challenge Skills Competition

The object of the game is to score as many points as possible with an alliance partner by scoring Blocks in Goals. Two robots compete in the Teamwork Challenge as an alliance in 60 second long teamwork matches, working collaboratively to score points. The Teamwork Challenge includes 1 Practice and 2 Qualifying Matches with all teams playing matches with every other team. After all Qualifying Matches, teams will be ranked based on the sum of the total scores of their best scores in all of their qualifying matches with each alliance partner.

Driver Controlled Robot Skills Competition :

The object of the game is to score as many points as possible with one robot on the field entirely driver controlled in 60 second long matches. The robot skills competition includes 2 qualifying matches. After all qualifying matches teams will be ranked based on their best score of the 2 qualifying matches.

Note: for the 60 second driver controlled qualifying matches the driving will be split up between 2 drivers with each driver sharing 30 seconds of the match. At the midpoint of the match there will be a 5 second countdown with drivers switching on the command of “switch”. As there are 4 students per team each of the 2 qualifying matches require 2 different sets of driving pairs with no overlap of students between the 2 matches.

Autonomous Robot Skills Competition :

The object of the game is to score as many points as possible with one robot on the field entirely autonomous with limited human interaction in 60 second long matches. The autonomous robot skills competition includes 2 qualifying matches. After all qualifying matches teams will be ranked based on their best score of the 2 qualifying matches.

EQUIPMENT AND MATERIALS

Supplied by Competitor

• Computer or laptop with VEXcode IQ Block software installed

Software download links : VEXcode IQ Blocks: https://www.vexrobotics.com/vexcode

• To bring a back-up device if wished. No back-up device will be available/ provided

• VEX IQ Robotic Kit (Robot is to be pre-built, see below)

: VEX IQ Education Kit (228-8899) or VEX IQ Competition Kit (228- 7980)

Optional :

• Competition Add-On Kit PN :228-3600 and additional VEX IQ parts as required

:• Refillable water bottle

• Lunch and Additional snacks (recommended peanut-free)

• Competitors must be dressed in a clean and appropriate manner with no logos other than that of their school/school board.

Note: There will not be an open wifi network available for competitors/teams to connect to Robots may be built ONLY from official Robot components from the VEX IQ product line Starting configuration. At the start of each Match, the Robot must be able to satisfy the following constraints:

a. Only be contacting the Floor and the Field Perimeter.

b. Fit within an 11” x 20” x 15” (279.4mm x 508mm x 381.0mm) volume.

Scoring Appendix

1. A Goal is considered Uniform if it meets the following criteria:

      a. At least two (2) Blocks are Scored in the Goal.

      b. All Blocks which are Scored in the Goal are of the same type.

2. A Height Bonus is awarded for the highest Fill Level shared by all three Goals. If the Fill Levels meet the criteria for multiple Height Bonuses, only the highest of those Bonuses will be awarded.

If all Goals have a Fill Level of...                            ...then the Height Bonus is

1 or higher                                                                     10 points

2 or higher                                                                     20 points

3                                                                                         30 points

In cases where a Fill Level is “too close to call,” Teams will be given the “benefit of the doubt,” and the higher of the two possible Fill Levels should be assigned. Head Referees will not be expected or required to define a perfect horizontal plane within a Goal or check imperceptibly small measurements.

Fill Level – A Goal attribute that corresponds to the “highest” Block(s) Scored in a given Goal. A Goal can have one of three possible Fill Levels as described below; if a Goal meets the requirements for multiple Fill Levels, it should be assigned the highest of those Fill Levels. Fill Levels are used to determine the overall Height Bonus at the end of the Match.

Fill Level 1: At least one Block is contacting the Floor within the Goal.

Fill Level 2: At least one Block is at least partially above the horizontal line printed on the outside of the Goal.

Fill Level 3: At least one Block is at least partially above the top of the Goal

3. Cleared – A Supply Zone status. The Supply Zone is considered Cleared if no Blocks are fully within the 3D volume of the Supply Zone at the end of the Match.

4. Referees will verify if a Robot is Fully or Partially Parked by sliding a right-angle tool (such as a VEX IQ beam/plate) along the outside edge of the red PVC pipe or the Field Perimeter.

Note: Parking is evaluated independently of all other scoring statuses. For example, the Supply Zone does not need to be Cleared in order for Robots to be considered Parked.

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