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2013中国机器人大赛RoboCup标准平台组(2v2)(4v4)比赛规则

2013中国机器人大赛RoboCup标准平台组(2v2)(4v4)比赛规则
2013中国机器人大赛RoboCup标准平台组(2v2)(4v4)比赛规则

RoboCup Standard Platform League(NAO)Rule Book

RoboCup Technical Committee

(2013rules,as of May21,2013)

Contents

1Setup of the Environment1 2Robot Players4 3Game Process7 4Forbidden Actions and Penalties18 5Judgement25 6Changes From201227 7Questions/Comments28

1Setup of the Environment

1.1Field Construction

The soccer?eld is built on a total carpet area of length10.4m and width7.4m.The dimensions of the soccer?eld are shown in Figure1.The construction and placement of the goals is depicted in Figure2and Figure3.

ID Description Length(in mm)

A Field length9000

B Field width6000

C Line width50

D Penalty mark size100ID Description Length(in mm)

E Penalty area length600

F Penalty area width2200

G Penalty mark distance1800

H Center circle diameter1500

I Border strip width700

Figure1:Schematic diagram of the soccer?eld(not to scale).and corresponding dimensions in mm.

Figure2:Dimensions of the goal(in mm),viewed from above and its placement on the?eld.

The goalposts and crossbar are made from3yel-

low cylinders with a diameter of10cm.The net:

?has a height of80cm

?is of white,grey or black color

?is properly supported,in a way to mini-

mize interference with the goal keeper

?is attached to the?eld to catch the ball

?has a weave with holes smaller than the

ball diameter.

Figure3:Appearance and dimensions of the goals.

The support structure for the net shall be made with small white bars or cylinders as shown in Figure3.

Figure4:Field colors and layout.

1.2Throw-in Lines

In addition to the visible lines,there are two invisible lines only relevant to the throw-in procedure (see Section3.10),but not relevant to the construction of the?eld.These two throw-in lines are 400mm away from the sidelines and run parallel to them inside the playing area.Each throw-in line is7m long.

The throw in lines will be marked(as dots at the end of the throw in lines and short dashes along the line)by the technical committee at the start of competition with a felt-tip pen—these lines are intended to stay invisible to robots but provide a guide to referees.

1.3Field Colors

The colors of the soccer?eld are shown in Figure4.All items on the RoboCup?eld are color-coded:

?The?eld(carpet)itself is green(color is not speci?ed,but it should not be too dark).

?The lines on the?eld are white.

?Goals(cf.Figure3).The posts and top cross bar of both goals are yellow(RAL1018).The

net is white,grey,or black.The support structure for the net is white.

1.4Lighting Conditions

The lighting conditions depend on the actual competition site.Only ceiling lights may be used. 1.5Venue Setup

Fields may be located close to one another.Barriers will not necessarily be constructed between adjacent?elds to block the robots from seeing other?elds,goals,or balls.However,barriers will be constructed to block sight between any?elds that are not located at least three meters apart. Hence,for each side of a?eld that is adjacent to another?eld,either barriers will separate the ?elds or at least three meters will be between the carpet of adjacent?elds.

1.6Ball

The of?cial ball will be a Mylec orange street hockey ball.They are65mm in diameter and weigh 55grams.These are the shiny balls and are not gel-?lled.They are no-bounce warm weather(60 to75degrees Fahrenheit)hockey balls.These balls are available at a few locations:?https://www.doczj.com/doc/8315466961.html,/Mylec-Weather-Bounce-Hockey-Orange/

dp/B002LBDA30/ref=sr_1_18?ie=UTF8&s=sporting-goods&qid=

1259775748&sr=8-18

?https://www.doczj.com/doc/8315466961.html,/mylec-orange-warm-weather-ball.html 2Robot Players

A match is played by two teams,each consisting of not more than5players.At most one may be designated as goalkeeper,the others are all?eld players.

2.1Hardware

All teams must use NAO humanoid robots manufactured by Aldebaran Robotics.Absolutely no modi?cations or additions to the robot hardware are allowed.No additional hardware is permitted including off-board sensing or processing systems.Additional sensors besides those originally installed on the robots are likewise not allowed.The only exceptions are:

?Attaching the jersey numbers provided by the league to the robots.

?Adding black and white sponsor or team logos to the upper legs of the robots(cf.Figure6).

These logos must be at least50%white by area.

?Adding small black and white stickers to the torso of the robots stating the name of the robot, the name of the team,or similar information.These stickers must be at least50%white by area.

?Setting the passive wrist joints to a?xed position either with glue or a transparent or white duct tape.

?Protecting the?ngers with transparent or white duct tape.

?Use of alternate memory sticks in replacement of the Aldebaran supplied memory sticks.

A computer will be provided by the event organizers for the purpose of sending GameController messages to the robots.

2.2Goal Keeper

The goal keeper is the only player that is allowed to enter the penalty area of its own team.The goal keeper is allowed to touch the ball with its arms/hands only while it is within its own penalty area.It always has the jersey number“1”.

2.3Field Players

The?eld players are not allowed to enter their own penalty area.The four?eld players robots have the jersey numbers“2”,“3”,“4”and“5”.

2.4Team Markers

Robots will use colored jersey shirts as team markers.The of?cial jersey shirt colors are cyan and magenta(referred to as blue and red throughout this document).Each jersey shirt will have a player number(1-5)printed on it in white text.The of?cial jersey shirts will be available for purchase by each team—details regarding purchase of of?cial jersey shirts will be sent via email to all teams. Teams must purchase the of?cial jersey shirts as speci?ed in this email—teams are not allowed to use jersey shirts that they design themselves or that are manufactured by a different supplier.An example of how the team markers are worn is shown in Figure5.

2.5Communications

The robots should play without human https://www.doczj.com/doc/8315466961.html,munication is only allowed among robots on the?eld and between the robots and the GameController.

2.5.1Acoustic Communications

There are no restrictions on communication between the robots using a microphone or a speaker.

2.5.2Wireless Communications

The only wireless hardware allowed to be used by the teams are the wireless network cards built into the NAOs,and the access points provided by the event organizers.All other wireless hardware must be deactivated.A team may be disquali?ed if one of the team members violates this rule. The MAC-addresses of all NAOs participating in the competition will be registered.Only these MAC-addresses can be reached through the access points provided by the event organizers.In addition,the access points will be secured by different SSIDs and WEP keys.

Each team will get a range of IP addresses that can be used both for their robots and their com-puters.The IP addresses,channels,SSIDs,and WEP keys of the?elds will be announced at the competition site.

Teams can use a bandwidth of up to500Kbps of the wireless.This includes any data transferred, namely the actual payload and any protocol overhead created,e.g.,by TCP,UDP,or the Game-Controller.

Any form of wireless robot-to-robot communication is allowed,as long as it uses the access points provided by the event organizers(using the so-called ad-hoc mode is prohibited),it does not con-?ict with TCP/IP or UDP,and the maximum bandwidth allowed for each team is not exceeded.

a)b)c)

Figure5:Preliminary version of team markers.a)Front view.b)Side view.c)Back view.

Each team will be assigned a range of IP-addresses that can be used for direct robot-to-robot com-munication.Each team will also be allocated a limited range of UDP ports on which broadcast will be permitted.

The GameController will use UDP to connect to the robots.The source distribution of the Game-Controller provides the header?le RoboCupGameControlData.h that de?nes all messages sent by the GameController to the robots.They correspond to the robot states described in Section3.2. The use of remote processing/sensing is prohibited.

3Game Process

3.1Structure of the Game

A game consists of three parts,i.e.the?rst half,a half-time break,and the second half.Each half is10minutes counted from the initial kick-off.The clock stops during stoppages of play1(such as ready and set state after goals).The extra time over ten minutes total is referred to as“lost time”. The half-time break is also ten minutes—during this time both teams may change robots,change programs,or do anything else that can be done within the time allotted.In round robin pool play, a game can?nish in a draw as no penalty shoot-out will follow.In the intermediate round,quarter ?nals,semi?nals,or3rd place,or?nal a game that ends in a draw will be followed by a penalty shoot-out(see Section3.9).

The teams will change the goal defended and color of the team markers during the half-time break.

1This may not be the case until the quarter?nals.

Figure6:Example Sponsor/Team Logo placement.

Figure7:Robot states.Button interface transitions are shown in gray.GameController transitions are shown in black.However,any transition possible can actually be sent by the GameController.

3.2Robot States

Robots can be in six different states(cf.Figure7).If the wireless is available,these states will be set by the GameController.Teams must implement code to receive and correctly respond to wireless GameController packets,and also give indication of the game state,team color,and the kickoff state.If a robot does not respond to either the game controller or the button press interface, then it is not included in the game,and the game starts without the offending robot.

Initial.After booting,the robots are in their initial state.In this state,the button interface for manually setting the team color and whether the team has kick-off is active.The robots are not allowed moving in any fashion besides initially standing up.Pressing the left foot bump sensor will switch the team color.Shortly pressing the chest button will switch the robot to the penalized state.

Ready.In this state,the robots walk to their legal kick-off positions(cf.Section3.6).They remain in this state,until the head referee decides that there is no signi?cant progress anymore (after a maximum of45seconds).This state is not available if only the button interface is implemented.

Robots may be disentangled by the referees at the start of the Ready state.After that,the “Player Pushing”rules are applied,but the penalty is manual placement by the assistant referees(cf.Section3.6),not the penalty described in Section4.9.Consequently those pushings do not go into the permanent removal count.

Set.In this state,the robots stop and wait for kick-off(cf.Section3.6).If they are not at legal positions,they will be placed manually by the assistant referees to the positions shown in Figure8.They are allowed to move their heads before the game(re)starts but they are not allowed to move their legs or locomote in any fashion.This state is not available if only the button interface is implemented.Robots that do not listen to the GameController will be placed manually.Until the game is(re)started,they are in the penalized state.

Playing.In the playing state,the robots are playing soccer.Shortly pressing the chest button will switch the robot to the penalized state.

Penalized.A robot is in this state when it has been penalized.It is not allowed to move in any fashion,i.e.also the head has to stop turning.Shortly pressing the chest button will switch the robot back to the playing state.

Finished.This state is reached when a half is?nished.This state is not available if only the button interface is implemented.

The team color should be displayed during the whole game on the LED of the left foot(blue/red). Teams that support the GameController can visualize whether the robot’s team has kick-off on the LED of the right foot(off/white)in the states initial,ready and set.The current game state should be displayed on the LED in the torso.The colors corresponding to the game states are:?Initial:Off

?Ready:Blue

?Set:Yellow

?Playing:Green

?Penalized:Red

?Finished:Off

3.3Goal

A goal is achieved when the entire ball(not only the center of the ball)goes over the goal-side edge of the goal line,i.e.the ball is completely inside the goal area2.The restart after the goal shall adopt the same rules as the kick-off.

Note that a goal can never be awarded where the last contact of the ball with a robot was by the arm or hand(even if unintentional–see also Section4.10)of an attacking robot.Should the ball enter the goal area where the last contact is accidental contact with the arm or hand of an attacking robot,the goal shall not count and a goal kick is awarded,that is,it shall count as if the ball is out by the attacking team(see Section3.10).

2The goal line is part of the?eld.

3.4Applying Penalties

See Section4.2.

3.5Initial Kick-off

The?rst kick-off at the start of each half time is the initial kick-off.Before the initial kick-off, i.e.before the start of each half,all robots must be in the initial state and must be placed on the sidelines in their own half of the?eld.It is up to the team as to which sideline(s)and where exactly on the sidelines the robots are placed.Once the robots receive the ready signal from the GameController,they are to proceed as described in Section3.6.

3.6Kick-off

For kick-off,the robots listening to the wireless GameController run through three states:ready, set,and playing.Robots not listening to the GameController are simply penalized and manually placed for kick-off3.

In the ready state,the robots should walk to their legal kick-off positions.These positions are always located inside their own side of the?eld.No player is allow to touch the halfway line.The ?eld players of the attacking team can walk to any position within their own half(including inside the center circle),except for inside the penalty area.The?eld players of the defending team can walk to any position within their own half,except for inside the center circle and the penalty area. The feet of both goal keepers must be inside the penalty area.

If robots collide during the autonomous placement,the“Player Pushing”rules are applied,but the penalty is manual placement by the assistant referees,not the penalty described in Section4.9. Consequently those pushings do not go into the permanent removal count.

The robots have a maximum of45seconds to reach their positions.If all the robots have reached legal positions and have stopped,or if45seconds have passed,the robots will be switched into the set state,in which they must stop walking.Each robot that is not at a legal position at this point in time will be placed manually by the assistant referees to the positions as shown in Figure8.Robots that are legally positioned will not be moved by the assistant referees unless a manual position is requested by the team leader.In the case where the team leader requests manual placement,all robots on that team are manually positioned.

There are extra restrictions on the legal positions of manually positioned robots.The kicking-off robot is placed on the center circle,right in front of the penalty mark.Its feet touch the line,but 3Note that robots being manually placed because they are not listening to the GameController must still be placed in the restricted set of legal positions for manually placed robots.It is to a team’s advantage to have their robots listen to the GameController.

Figure8:Manual setup for kick-off.

they are not inside the center circle.One of the other?eld players of the attacking team is placed in front of one of the goal posts on the height of the penalty mark(i.e.the virtual intersection point of the goal post and the penalty mark)and the other two are placed on the corners of the penalty box without having their feet touching the corners.Two?eld players of the defending team are placed halfway between the corners of their own penalty box and the sidelines.The other two?eld players of the defending team are placed immediately in front of their own penalty box,halfway between the center of the penalty box and the goal post.The goal keepers for each team are placed at the center of the penalty box,with their feet immediately in front of the end-line.

As autonomously placed robots are allowed to be much closer to the ball,successful autonomous placement results in a signi?cant advantage over manual placement.

Just before the set state is called,the ball is placed on the center point of the center circle by one of the referees.If it is moved by one of the robots before set is called it is replaced by one of the referees.

After the head referee has signaled the kick-off,the robot’s state is switched to playing(again either by the GameController or manually),in which they can actually play soccer.The defensive

team must stay outside of the center circle until the ball is in play.The ball is in play once it is touched by the attacking team or once10seconds have elapsed in the playing state.If a defensive player enters the center circle before the ball is in play the“Illegal Defender”penalty is applied (cf.Section4.13).

Note that a goal can never be scored directly from a shot from the kick-off.See Section4.5for details.

If the assistant referees have miscon?gured the robots(e.g.they set the wrong team color),the kick-off is repeated.In this case,goals scored with at least one miscon?gured robot on the?eld are not counted.The time that was played with a wrong con?guration is counted as“lost time”, i.e.the half should be lengthened by it.Note that the assistant referees are only responsible for setting team color on kick-off.Robots replaced after a request for pickup are the responsibility of the team,and should be handed to the referees or assistants in the‘penalized’state.

The current GameController requires robots to know both their team number and their robot num-ber within the team.It is each team’s responsibility to make sure this is correctly con?gured.It is recommended that the robot indicates its number within the team on bootup so that this can be easily checked at the start of the game.

3.7Free Kick

None.

3.8Penalty Kick

A penalty kick is carried out with one attacking robot and one opposing goal keeper.Other robots should be powered off and stay outside of the?eld.Teams are allowed to switch to specially designed software for a penalty kick.Standard penalty kicks are taken against the opponent goal. For a penalty shootout,see Section3.9.

The ball is placed on the penalty spot,at the end of the?eld closest to the goal being defended.The attacking robot is positioned1meter behind the penalty spot,facing the ball.This spot is denoted with a small dot made with a felt-tip pen.The goal keeper is placed with its feet on the goal line and in the center of the goal.

Neither robot shall move their legs before the penalty kick starts.Movements of the robot’s head and arms are allowed as long as the robot does not locomote.Technically,the robots are in the set state when waiting for the penalty kick to start.If robots are not listening to the GameController, they are in the penalized state instead.The robots are started by switching to the playing state.

The attacking robot is only allowed to contact the ball once.The time limit for the kicker is1 minute after the penalty kick starts.The ball must be in the goal within this time limit in order to count as a goal.

Hence,a penalty shot is over after the?rst contact by the attacking robot,either in favor of the attacker if a goal has been scored,or in favor of the defending team if the goal keeper successfully blocked or if the ball just did not reach the goal line.

All the rules such as“Ball Holding”,“Pushing”and others are also applied during the penalty kick. The only exception is the“Illegal Defender”rule,i.e.the penalty shooter is allowed to enter its own penalty area.A goal keeper will not be penalized for inactivity during a penalty kick(including penalty shoot out),provided its stiffness is on.Other penalties are applied as usual.

Teams will keep their team colors4.The attacking robot will be indicated by the GameController using the kick-off?ag,i.e.the kick-off team is the attacking one.

3.9Penalty Kick Shoot-out

A penalty kick shoot-out is used to determine the outcome of a tied game when an outcome is required(for example,during quarter?nals,semi?nals,third place or?nal).There will be a?ve minute break between the end of the game and the start of the penalty kicks.In the intermediate round,the penalty kick shoot-out will consist of three penalty shots per team;in the quarter?nals and later,it will consist of?ve penalty shots per team.All penalty shots are taken against the same goal5.At the conclusion of these shots the team that has scored the most goals will be declared the winner.Note that a winner can be declared before the conclusion of the penalty shoot-out if a team can no longer win,for example,a team requires3goals to win but only has2attempts remaining. If the two teams still remain tied then a sudden death shoot-out will follow until a de?nite winner is found.

The procedure for each attempt is the same as for the normal penalty kick described in Section3.8. For the?rst?ve attempts,the standard time limit of1minute is applied.If after?ve penalty kicks by each team there is no result(that is,each team has scored the same number of goals),then the decision will be made by the following sudden death shoot-out procedure.

3.9.1Sudden Death Shoot-Out

The time limit for sudden death penalty shots is two minutes.

These attempts will be timed(that is,for a goal scored,how long did it take to score the goal)and measured(that is,if a goal is not scored,what is the shortest distance between the ball and the goal 4This makes the progress of the penalty shoot-out easier to follow for the audience.

5Which goal to take for the shoot-out is decided in accordance with the teams,or otherwise by a coin toss.

line segment between the goal posts,achieved at any time during the penalty shot)by the referee. After these attempts,the game decision will be made as follows:

1.If only one team scores a goal,that team wins.

2.If both teams score a goal,then if one team is timed to have scored at least2seconds faster

than the other team,the faster team wins.Otherwise,the sudden death shoot-out is repeated.

3.If neither team scores a goal,then if one team is measured to have moved the ball more than

50mm closer to the goal than the other team,the closer team wins.Otherwise,the sudden death shoot-out is repeated.

4.If neither team has touched the ball during the shoot-out,the referee will toss a coin to decide

the game.

3.10Throw-in

A ball is considered to have left the?eld when there is no part of the ball over the outside of the boundary line(i.e.the line itself is in).If the ball leaves the?eld it will be replaced on the?eld by an assistant referee.There is no stoppage in play.

If the ball goes over a sideline then the assistant referee will replace the ball back on the?eld on the throw-in line on the same side of the?eld as the ball went out of play.

The ball will be replaced on the throw-in line at the farthest back of these two locations:a)one meter back from the point it went out or b)one meter back from the location of the kicking robot. We de?ne‘back’as being towards the goal of the team that last touched the ball.Note that if the one meter placement would cause the ball to be placed off the end of the throw-in line,then it should be placed at the end of the throw in line,and not beyond.

If the ball goes over an end-line then the assistant referee will replace the ball back on the?eld according to the following rules:

?If the ball was last touched by the defensive team then the ball is replaced on the closest endpoint of the throw-in line.

?If the ball was touched by the offensive team,the ball is replaced on the throw-in line at the farthest back of these two locations:a)one meter back from the location of the kicking robot,or b)at the halfway line.

Balls are deemed to be out based on the team that last touched the ball,irrespective of who actually kicked the ball.In these examples,“yellow half of the?eld”refers to the half the yellow team is defending.

Example1.The red goalie kicks the ball out the end of the?eld to the right of the goal.The ball is placed on the endpoint of the throw-in line to the right of the goal.

Example2.A blue robot on the yellow half of the?eld kicks the ball out the end of the?eld to the right of the goal the red team is defending.The ball is placed on the intersection of the right throw-in line and the halfway line.

Example3.A blue robot on the blue half of the?eld kicks the ball out the end of the?eld to the right of the goal the red team is defending.The ball is placed on one meter behind the robot on the right throw-in line.

Example4.A blue robot at mid?eld kicks the ball over the left sideline2meters into the yellow half of the?eld.The ball is replaced on the left throw-in line1meter into the blue half of the?eld (one meter behind the robot).

Example5.A blue robot at mid?eld kicks the ball over the left sideline2meters into the blue half of the?eld(towards its own goal).The ball is replaced on the left throw-in line3meters into the blue half of the?eld.

Example6.A blue robot kicks the ball but the ball touches a red robot at mid?eld before leaving the?eld near the centre line.The ball is regarded as out by red and therefore is replaced on the throw-in line1meter closer to the goal the red team is defending.

3.11Game Stuck

In the event of no substantial change in the game state for15seconds,this is considered a game stuck.This includes if a robot is at the ball circling it for15seconds without kicking the ball.The main referee has two options how to solve the game stuck and to reestablish the chance of progress in the game.The intention of the game stuck rule is to achieve progress with as little intervention as possible,i.e.the Local Game Stuck rule will be preferred,but only if there is a chance that its application will result in progress in the game.

3.11.1Local Game Stuck

The nearest robot to the ball will get the standard removal penalty according to Section4.3.

3.11.2Global Game Stuck

The referee stops the game and restarts the game from the kick-off formation.The kick-off will be awarded to the team defending the side of the?eld the ball is on when the game stuck is called.A global game stuck can only be called if at least one robot has touched the ball since the previous kick-off.

3.12Request for Pick-up

Either team may request that one of their players be picked up only for hardware dysfunction and software crashes at any point in the game(called“Request for Pick-up”).Basically every change (hardware or software)is allowed during a request for pick-up.In particular,it is permitted to change batteries,?x mechanical problems,reboot the robots,and change con?guration?les.It is discouraged to change the robot’s control program,but not forbidden.It is also allowed to replace a broken robot by a substitute robot.

Any strategic“Request for Pick-up”is not allowed,i.e.gaining an advantage by removing the robot from the game.In general,a“Request for Pick-up”for a robot which is currently in the game is only allowed for obvious hardware failures.In this case,the head referee will indicate when the robot is no longer affecting play and can be removed from the?eld by an assistant referee.A“Request for Pick-up”for a robot which is currently out of the game,e.g.penalized, can be granted immediately.

To prevent mistakes and confusion during games,only team leaders should make a“Request for Pick-up”,and only one designated person per team shall accept the robot from the referee,and hand it back after?xing the problem.The returning robot will be replaced after a minimum of30 seconds after it was taken off the?eld following the normal replacement procedure used after the standard removal penalty(see Section4.3).

If a robot has been rebooted and the wireless is not working,it is the responsibility of the team members(not the assistant referees)to con?gure its team color correctly.The robot should be returned to the assistant referees in the penalized state so that the assistant referees cannot acciden-tally change the robot’s team color.

3.13Request for Timeout

At any stoppage of play(after a goal,stuck game,before half,etc.)either team may call a timeout. Each team can call a maximum of1timeout per game with a total time totaling no more than 5minutes.During this time,both teams may change robots,change programs,or anything else that can be done within the time allotted.The timeout ends when the team that called the timeout says they are?nished,at which time they must be ready to play.The other team must be ready to

play at the time the timeout runs out,or2minutes after a prematurely called end of the timeout, whichever is earlier.If the other team is not ready to play in time,it has to call a timeout of its own.

The clock stops during timeouts,even during the preliminaries.

After the completion of the timeout,the game resumes with a kick off for the team which did not call the timeout.

If a team is not ready to play at the assigned time for a game,the referee will call the timeout for that team.After the expiration of such a timeout,if the team is still not ready to play then the referee shall start the game with only one team on the?eld.The team that wasn’t ready can return its robots to the?eld as per the rules for“Request for Pick-up”.If both teams are not ready,the referee will call timeouts for both teams.This“double timeout”expires after10minutes.

3.14Winner and Rankings

The team which scored more goals than the other is the winner of the match.If the two teams scored the same number of goals,the game will be a draw.The draw will follow the same system de?ned in Section3.1.Total(and?nal)standings will be decided on points as follows(the points will be given based on the result of each game):

Win=3pts Draw=1pt Lose=0pts

If a team’s obtained points is the same as another team’s after the preliminary round is complete, the following evaluations will be applied in order to qualify the?nalists.

1.The points obtained

2.The difference between goals for and goals against per game

3.The average goals for per game

4.Game result between the teams directly

3.15Rules for Forfeiting

If a team chooses to forfeit a match then the opposing team will play the match against an empty ?eld.However,any own goals will not be scored.Hence,after an opponent forfeits,the team playing against an empty?eld cannot lose(but they can draw).Teams may choose to forfeit a game at any stage.However,once a forfeit is announced,they may not reverse this decision.

4Forbidden Actions and Penalties

The following actions are forbidden.In general,when a penalty applies,the robot shall be replaced, not the ball.For penalties that are timed,the penalty time is considered to be over whenever the game time stops(for goals,half-time,and game stuck).

4.1Locomotion Type

Robots should clearly demonstrate bipedal walking similar to human walking.Other types of locomotion involving other parts than feet(crawling etc.)are strictly forbidden.It is duty of the head referee to decide whether a robot’s locomotion is appropriate.

4.2Penalty procedure

When a robot commits a foul,the head referee shall call out the infraction committed,the jersey color of the robot,and the jersey number of the robot.Each robot will be labeled with a jersey number before the game.The penalty for the infraction will be applied immediately by an assistant referee.The assistant referees should perform the actual movement of the robots for the penalty so that the head referee can continue focusing on the game.The operator of the GameController will send the appropriate signal to the robots indicating the infraction committed.

4.3Standard Removal Penalty

Unless otherwise stated,all infractions in this league result in the removal of the infringing robot from the?eld of play for30seconds,after which it will be returned to the?eld of play.This process is called the standard removal penalty,and a detailed description of the process follows.

When the head referee indicates a foul has been committed that results in the standard removal penalty,the assistant referee closest to the robot will remove the robot immediately from the?eld of play.The robot should be removed in such a way as to minimize the movement of the other robots and the ball.If the ball is inadvertently moved when removing the robot,the ball should be replaced to the position it was in when the robot was removed.

The operator of the GameController will send the appropriate signal to the robot indicating the infraction committed.If the wireless is not working and the penalty is timed,the assistant referee handling the robot will reset the robot into the penalized state for the duration of the penalty.This may not be done if the penalty is not timed,i.e.it is a0seconds penalty.After a penalty is signaled to the robot,it is not allowed to move in any fashion,such as being in the initial state.The removed robot will be placed outside of the?eld facing away from the?eld of play.

Figure9:For robots coming back from a standard removal penalty,re-entry points lie in their own half,on the sideline on the side away from the ball.

The GameController will keep track of the time of the penalty.The operator of the GameController will signal the assistant referees when the penalty is over,so that one of them can put the robot back on the?eld.The assistant referee will then place the robot on the?eld in the half of the?eld which this robot’s team is defending.The robot should be placed close to the position,where the penalty point projects on the sideline.The robot should be pointed towards the opposite sideline. The robot should be placed on the side of the?eld furthest from the ball.If there is another robot already in this position,the robot should be replaced at a nearby location along the sideline facing towards the opposite sideline.If there are no practical locations nearby,a location along one of the sidelines should be found that is away from the ball(the robot should be set down facing the opposite sideline).This is illustrated in Figure9.When?nding a nearby location,locations away from the ball should be preferred,but they must still be in the robot’s on half,so that the symmetry of the?eld can be resolved by the robot’s localization system.

When the robot is on the?eld again,the operator of the GameController will send the playing signal to it.If the wireless is not working,the assistant referee who placed the robot back on the ?eld has to bring it into the playing state again.

4.4Manual Interaction by Team Members

Manual interaction with the robots,either directly or via some communications mechanism,is not permitted.Team members can only touch one of their robots when an assistant referee hands it

over to them after a“Request for Pick-up”.

双足步行机器人设计及运动控制

目录 第1章序言 (2) 1.1 双足机器人现状 (2) 1.2 技能综合训练意义 (2) 1.3 技能训练的内容 (2) 第2章元件选择、结构设计 (3) 2.1元件选择 (3) 2.2结构设计三维设计图 (4) 2.2.1零件三位模型以及装配 (4) 2.2.2装配三维模型 (7) 第3章控制系统设计 (10) 第4章系统软件编程与仿真 (12) 第5章结论...................................................................... 错误!未定义书签。参考文献 (17)

第1章序言 1.1双足机器人现状 随着世界第一台工业机器人1962年在美国诞生,机器人已经有了三十多年的发展史。三十多年来,机器人由工业机器人到智能机器人,成为21世纪具有代表性的高新技术之一,其研究涉及的学科涵盖机械、电子、生物、传感器、驱动与控制等多个领域。 世界著名机器人学专家,日本早稻田大学的加藤一郎教授说过:“机器人应当具有的最大特征之一是步行功能。”双足机器人属于类人机器人,典型特点是机器人的下肢以刚性构件通过转动副联接,模仿人类的腿及髋关节、膝关节和踝关节,并以执行装置代替肌肉,实现对身体的支撑及连续地协调运动,各关节之间可以有一定角度的相对转动。 双足机器人不仅具有广阔的工作空间,而且对步行环境要求很低,能适应各种地面且具有较高的逾越障碍的能力,其步行性能是其它步行结构无法比拟的。研究双足行走机器人具有重要的意义 1.2技能综合训练意义 技能训练是在学生修完除毕业设计外全部理论和时间课程以后的一次综合性时间教学环节,其目的和意义在于: 通过技能训练,了解机器人机构及控制系统设计的基础知识; 掌握机器人系统中元部件的正确选择方法和特性参数的确定; 培养学生对所学知识的综合应用,理论联系实际的能力; 培养学生的动手能力和实际操作能力; 1.3技能训练的内容 1、主要内容: 1)、机器人结构设计; 2)、控制系统软硬件设计与仿真; 3)、八自由度机器人运动控制。 2、训练形式 学生以小组为单位,集体讨论确定整体方案;指导教师给出实训方向,技术指标等,协助学生完成训练任务。

工业机器人发展现状与趋势

工业机器人发展现状与趋势 工业机器人是集机械、电子、控制、计算机、传感器、人工智能等多学科先进技术于一体的现代制造业重要的自动化装备。自从1962年美国研制出世界上第一台工业机器人以来,机器人技术及其产品发展很快,已成为柔性制造系统(FMS)、自动化工厂(FA)、计算机集成制造系统(CIMS)的自动化工具。 广泛采用工业机器人,不仅可提高产品的质量与产量,而且对保障人身安全,改善劳动环境,减轻劳动强度,提高劳动生产率,节约原材料消耗以及降低生产成本,有着十分重要的意义。和计算机、网络技术一样,工业机器人的广泛应用正在日益改变着人类的生产和生活方式。 一、工业机器人技术现状及国内外发展的趋势 工业机器人是最典型的机电一体化数字化装备,技术附加值很高,应用范围很广,作为先进制造业的支撑技术和信息化社会的新兴产业,将对未来生产和社会发展起着越来越重要的作用。国外专家预测,机器人产业是继汽车、计算机之后出现的一种新的大型高技术产业。据联合国欧洲经济委员会(UNECE)和国际机器人联合会(IFR)的统计,世界机器人市场前景看好,从20世纪下半叶起,世界机器人产业一直保持着稳步增长的良好势头。进入20世纪90年代,机器人产品发展速度加快,年增长率平均在10%左右。2004年增长率达到创记录的20%。其中,亚洲机器人增长幅度最为突出,高达43%,如图1所示。

各区域用户工业机器人定购指数(以1996年作为100) 国外机器人领域发展近几年有如下几个趋势: 1.工业机器人性能不断提高(高速度、高精度、高可*性、便于操作和维修),而单机价格不断下降,平均单机价格从91年的10.3万美元降至97年的6.5万美元。 2.机械结构向模块化、可重构化发展。例如关节模块中的伺服电机、减速机、检测系统三位一体化;由关节模块、连杆模块用重组方式构造机器人整机;国外已有模块化装配机器人产品问市。 3.工业机器人控制系统向基于PC机的开放型控制器方向发展,便于标准化、网络化;器件集成度提高,控制柜日见小巧,且采用模块化结构;大大提高了系统的可*性、易操作性和可维修性。 4.机器人中的传感器作用日益重要,除采用传统的位置、速度、加速度等传感器外,装配、焊接机器人还应用了视觉、力觉等传感器,而遥控机器人则采用视觉、声觉、力觉、触觉等多传感器的融合技术来进行环境建模及决策控制;多传感器融合配置技术在产品化系统中已有成熟应用。

中国近代史大事年表(1840~1970)

中国近代史大事年表 1839年林则徐虎门销烟 1840年-1842年鸦片战争 1841年5月广州三元里人民痛击英国侵略者 1842年《中英南京条约》签订,鸦片战争结束 19世纪40-50年代中国无产阶级产生 1844年《中美望厦条约》、《中法黄埔条约》签订 1851年金田起义太平天国建立 1853年太平天国定都天京《天朝田亩制度》颁布 1856年太平天国领导集团内部互相残杀 1856-1860 第二次鸦片战争 1858年清政府分别与英、法、美、俄签定《天津条约》 1859年洪仁玕向洪秀全进呈《资政新篇》 1860年清政府分别与英、法、俄签订《北京条约》 1861年北京政变 1861年总理衙门成立 1862年京师同文馆成立 1864年天京陷落,太平天国运动失败 19世纪60-70年代中国民族资产阶级产生 19世纪60-90年代洋务运动 1883-1885年中法战争 1894-1895年甲午中日战争

1895年中日《马关条约》签定 19世纪90年代帝国主义国家掀起瓜分中国的狂潮 1898年戊戌变法 1900年义和团运动高潮 1900年八国联军侵华战争 1901年《辛丑条约》签定 1905年中国同盟会成立 1911年黄花岗起义 1911年保路运动 1911年10月10日武昌起义 1912年(民国元年)中华民国成立 1912年清帝退位 1913年二次革命 1915年护国运动开始 1915年新文化运动开始 1916年袁世凯恢复帝制失败 1917年张勋复辟失败 1917年护法运动开始 1919年5月4日五四爱国运动爆发 1921年7月中国共产党成立 1922年初香港中国海员大罢工 1922年7月中国共产党第二次全国代表大会召开

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中国现代史 考试重点

中国现代史复习资料 一、名词解释: 1、P5府院之争: 袁世凯死后,黎元洪继任大总统,而实权则操纵在国务总理段祺瑞手中,双方进行明争暗斗。1917年关于是否参加一战的问题,黎和段各有企图,段祺瑞想借参战名义扩充自己实力,消灭异己,所以把持内阁提出对德宣战,黎元洪则害怕段祺瑞势力扩张对自己不利,所以利用人民的反段要求进行抵抗,并下令将段免职,这就是所谓的府院之争。 2、P38合作主义: 合作主义是空想社会主义者特别是英国的欧文提倡,五四时期各地出现了一批研究和宣传合作主义的小团体,他们主张通过组织合作社,来消灭剥削,实现社会主义,主张用合作的方法,把工人集合起来,就有了资本,就可摆脱资本家的束缚,自营事业。他们宣称合作主义最适宜中国的社会状况,而不是布尔什维主义,但推行结果失败,这些具有改良色彩的小团体也很快瓦解了。 3、P86北京政变: 1924年10月,第二次直奉战争之际,直系将领冯玉祥率军回师北京发动政变,监禁了总统曹锟,宣布脱离直系,成立中华民国国民军。这场政变促使第二次直奉战争以直系失败而结束。北京政变结束以后,北京政权仍在军阀官僚手中。北京政变是一次具有进步意义的举动,它为北方革命形势的发展提供了有礼条件。 4、P99整理党务案: 1926年5月,蒋介石在国民党二届二中全会上,以改善国共两党关系为幌子,提出整理党务案,对共产党员在国民党内的任职和活动作出种种限制规定,比如限制共产党担任国民党高级干部的人数,不得担任国民党中央机关的部长等等,这是蒋介石对共产党发动的新的进攻,蒋介石的权利变得更大,由此打下了他后来实行独裁统治的基础。 5、P162中原大战 1929年,蒋介石为建立独裁统治加紧排除异己,引起各地方军阀强烈不满。1930年3月,阎锡山、冯玉祥、李宗仁三派军阀共同反蒋,推阎锡山为中华民国陆海空军总司令。参战双方的兵力各有六、七十万人。5月初,两军在商丘、许昌、济南、长沙一带展开大战。因战线地处中原地区,故又称“中原大战”。蒋采取军事打击和金钱收买的办法,削弱和分化了反蒋力量。9月18日,张学良发出拥蒋通电,派兵入关进取平津。阎、李部队分别败退山西和广西。11月4日,阎、冯通电辞职,所部被收编。这次军阀大战,双方共伤亡三十多万人。 6、P337新县制: 为加强对基层政权的控制,国民政府于1939年9月公布《县各级组织纲要》,实行新县制,规定县为地方自治单位,县下为乡,乡内之编制为保甲,县与乡之间设署,代表县政府督导各乡的行政事务,县长乡长保长名义上是选举产生,实际仍由上级委任,具有很大的权利,而人民毫无民主权利,新县制的推行,是假借地方自治之民,强化国民党政府对地方的统治。 7、P359大生产运动

arduino双足机器人教材

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八下中国现代史按分期知识点汇总

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中国现代史大事年表

中国现代史大事年表 过渡时期(1949-1956) 全面建设社会主义时期/十年探索时期(1956-1966)文革时期/ 动乱时期(1966-1976) 徘徊时期(1976-1978) 改革开放时期/ 新时期(1978至今) 1. 1949,西柏坡会议(重心:乡村→城市);《共同纲领》 2. 1950,土地改革 3. 1952,国民经济基本恢复 4. 1953,过渡时期总路线(核心:一化三改) “一五”计划(1953-1957) 社会主义三大改造(1953-1956) 和平共处五项原则的提出(标志外交政策成熟)5.1954,第一部社会主义宪法;人民代表大会制度建立 参加日内瓦会议(第一次……) 6.1955,参加万隆会议/亚非会议(“求同存异”方针) 7. 1956,中共“八大”;“长期共存,互相监督”的方针; “双百”方针 8. 1958,社会主义建设总路线(特点:“多快好省”) “大跃进”和人民公社化运动(“左倾”错误) 9. 1959-1961,自然灾害,经济困难 10.1960,经济调整(方针:调整,巩固,充实,提高)

11.1962,经济形势基本好转 12.1964,原子弹 13.1965,经济调整的任务基本完成 14.1966,导弹 15.1966-1976,“文革”,停止高考,“样板戏” 16.1970,人造卫星(东方红1) 17.1971,重返联合国(26届联大) 18.1972,尼克松访华,中美关系缓和;中日建交 19.1973,杂交水稻(第二次“绿色革命”) 20.1975,邓小平对经济进行整顿 21.1977,恢复高考 22.1978,十一届三中全会,改革开放(从农村开始) 23.1979,《告台湾同胞书》,宣布和平统一祖国; 中美建交 24.1980,开始设立经济特区 25.1982,“长期共存,互相监督,肝胆相照,荣辱与共” 26.1983,“三个面向” 27.1984,开放沿海城市;城市经济体制改革全面展开 28.1985,设立沿海经济开发区 29.1988,“科技是第一生产力”(邓小平) 30.1992,“南方谈话”,开发上海浦东;“九二共识” 中共“十四大”提出建立市场经济体制

双足机器人

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(完整版)关于机器人的发展历史

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双足机器人制作及其步态运行

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