SLOTBOTSII - RULES OF THE GAME
Public link: http://bit.ly/9GoogN
Introduction
You will work in a team of four students to create a remote-controlled machine that will compete against another team’s machine in the slotbots II arena shown below. The number of points scored by each team is determined by weighing the balls in each bin (see further clarification below) at the end of the round. The team that has the most points in its bin at the end of the round, without breaching any of the rules, will be declared the winner.
(ball layout is not correct -see ball layout section)
(ball layout is not correct -see ball layout section)
The Arena
Please note the following important features of the arena:
- Table: The table is the top horizontal surface of the arena and measures 4’ × 8’.
- Slot: The slot will contain the balls (40 mm diameter) and measures 60 mm wide. The slot is 17" deep and 4’ end-to-end.
- Starting Zones: Your machine must begin the contest on the designated side of the arena. Your machine may begin on the table and/or within the slot, and may be constrained to mounting holes on the walls of the slot. See below for further clarification of the starting configuration, and further restrictions on the placement and mounting.
- Balls: The balls are used for scoring points. Each side of the arena will have an equal configuration of balls, with point values determined by mass, as described below.
- Bins: There is a bin on each side of the arena. As described later, your score is equal to the mass of your bin (including the balls). The bins are empty at the start of the game.
- Flipper: The flipper at the center of the slot can be manipulated to allow balls to drop into the tunnel leading to your bin. The flipper is loaded with a brass weight, which is not shown in the solid model above. Please check it out in the lab.
Ball layout
The three types of balls are ping pong balls (yellow and blue), squash balls (black), and sand filled squash balls (gray), weighing 2.7g, 24g, and 70g, respectively. The balls are located in the slot, edge and center of the table; their weight distributions are shown in tables 1-3 below. The figures above do not show the correct ball distributions; the correct ball distributions are shown in the figures below the tables.
| Balls in slot (one side) | Total weight (g) | |||
| Ball type | Weight per ball (g) | Number | Weight (g) | 523.2 |
| Ping pong | 2.7 | 36 | 97.2 | |
| Squash | 24 | 9 | 216 | |
| Sand filled squash | 70 | 3 | 210 | |
Table 1. Ball and weight distribution in each side of the slot. Therefore, the slot contains approximately 1025g.
| Balls on edges of table (one side) | Total weight (g) | |||
| Ball type | Weight per ball (g) | Number | Weight (g) | 482.8 |
| Ping pong | 2.7 | 4 | 10.8 | |
| Squash | 24 | 8 | 192 | |
| Sand filled squash | 70 | 4 | 280 | |
Table 2. Ball and weight distribution for each row edge of the table.
| Balls on center of table | Total weight (g) | |||
| Ball type | Weight per ball (g) | Number | Weight (g) | 250.8 |
| Ping pong | 2.7 | 4 | 10.8 | |
| Squash | 24 | 10 | 240 | |
| Sand filled squash | 70 | 0 | 0 | |
Table 3. Ball and weight distribution for the row along the midline of the arena table.
The ball locations are also shown in the figures below.

Example of actual packing configuration.


The Rules
The Rules
- Each team will receive a kit as detailed at http://bit.ly/cTttLU. Your team will receive its kit no later than Wednesday, October 6.
- You may request an additional quantity of many of the kit items, as indicated on the kit list. To do so, you must trade another component of equal or greater value, and must justify your need for the additional quantity by showing the GSI your design and supporting analysis.
- Each team may spend no more than $100 (of your personal funds, i.e., no reimbursement) to purchase extra materials and components if desired. All purchases must be itemized on a spreadsheet including vendor, part number, price, AND a brief description of the need/use. You must also submit a copy of your receipt for each purchase. The spreadsheet and receipts must be submitted to the staff no later than Tuesday, December 7. Any purchase of an electromechanical component (i.e., blower, fan, motor, solenoid) must be approved by the staff, or it may not be allowed to be used on a winning machine. If you want to be safe rather than sorry, ask us before you buy.
- Trading between teams is permitted, but all trades must be documented and a log must be submitted to the staff. This log should be in the same format as the purchase log described above.
- Specifications of the power (i.e., battery) and control systems are in a separate document.
B. Machine size and weight
- Your entire machine must fit in a box no larger than 12" x 12" x 24". Your machine may "unfold" after you take it out of the box; however, the machine must not require ANY mechanical disassembly or assembly to go in/out of the box. In other words, you can have one "machine" that sits on the table and one "machine" that starts in the slot; however, you cannot mechanically decouple these machines to make them fit inside the box.
- Your entire machine, including all modules or separate vehicles, but excluding the control box and batteries, must weigh no more than 5 kg (11 lb). Further, you cannot deliberately add weight to your machine ("sandbag") to make it as close to the limit as possible. Creative approaches to anchoring (e.g., extended masses) are allowed.
- Machines that exceed the size and/or weight constraints must compete, but are not allowed to win.
- These rules only constrain the initial size of the machine and mounted parts. The machine may change size after the contest starts.
- The machines will be inspected on Wednesday, December 8. After inspection, the machines will be locked until the contest day, and additional work/repair will not be permitted prior to the contest. Minor adjustments may be made in the gallery at 12.30pm on the contest day.
C. Starting configuration
D. Timing and scoring
- Your machine must initially be placed on your side of the arena in starting zone M or B, and must rest on the top table, and/or within the slot. You may not place machine components outside the slot and beneath the table. The starting zone is defined by the area noted on the top view of the arena above, and extends vertically into space and downward into the slot. The zone measures 24" along the slot (starting at the edge of the ball retainer) and 24" perpendicular to the slot.
- In addition to fitting inside the starting zone volume, your machine must fit in a virtual box no larger than 12" x 24" x 24".
- You will be allowed 90 seconds to setup your machine on the arena prior to the start of the round. You must leave your machine and begin the round after this time. You must remove your machine within 60 seconds after the judges let you know it is OK to remove your machine.
- Your machine may move anywhere after the start of the round.
- In the starting configuration, a single module of your machine may not be mechanically coupled (e.g., spring loaded, clamped) to the slot AND rest on the top table.
- In the starting configuration, your machine may not be mechanically coupled to more than one hole on each side of the slot, and only mechanical fasteners (e.g., bolts, nuts) may be placed outside of the slot.
- Your machine may not touch the balls or the flipper until the start of the round.
- The starting configuration of your machine may not include a defensive barrier that blocks your opponent's access to your side of the arena (including the slot and the hole). Please see further clarification below.
- All components that move within the slot must be designed/manufactured so they will not deform (i.e., expand outward or squeeze inward) or damage (i.e., scratch) the walls of the slot. For example, spacers must be placed inside the slot if you are clamping the slot with a compressive force. Edges and corners of moving/spinning arms must be coated with a soft material (e.g., rubber or smooth tape).
D. Timing and scoring
- Each round will be 90 seconds in duration; time will be kept by the referees.
- Your team's score will be equal to the mass of the balls in your bin (the bin on your side of the arena) at the end of the round. Balls not in the bin at the end of the round do not count toward your score.
- You must deposit at least one ball in your bin to be eligible to win the round.
- Your machine must not move until the referee signals the start of the round.
- At the end of the round:
- your machine must immediately stop moving; you must take your hands off the controls
- a photo finish (or referee's decision) will determine the position of the balls when time is up
- Your machine may interact with the opposing machine (i.e., block, push, etc.). However, malicious destruction will not be tolerated. For example, your machine cannot intentionally push the opponent's machine off the table, unless this is necessary to proceed to the scoring bin AND your machine is carrying balls to deposit into the bin.
- The judges will disqualify contestants who in their opinion have maliciously damaged the opponent's machines.
- Your machine must make an offensive maneuver (i.e., it must touch the balls on your side of the arena) before crossing the center line.
- Your machine must score (i.e., deposit a ball in your bin) before deploying a defensive barrier. An example of a barrier is a "fence" that blocks access to your side of the arena by expanding your machine, or a cover over the cone on your side of the arena. All defensive barriers (including cone blockages) must be easily removable at the end of the round, or your machine will be disqualified.
- At no time during the round may your machine SIMULTANEOUSLY mechanically lock the flipper in your favor AND deploy a barrier that blocks more than 50% access to your opponent's cone (the cone on your side). An object that is extended/dropped into the cone is considered a 100% block, and an object (e.g., a cover) on the table over the cone is measured by the % area blocked. This also applies to blocking via a vertical barrier around or next to the hole, i.e., 50% is blocking one side of the hole.
- Your machine may not extend more than 12" off the edge of the table at any time during the round, except if it falls off unintentionally. This 12" boundary is defined by the perimeter of the table, and extends as vertical plane from the floor to the sky. This boundary will be interpreted by the judges during the competition.
- As long as it stays within the boundary noted above, your machine is allowed to leave the top table. Note that any balls remaining in your opponent's bin will be counted at the end of the round, even if the bin has been moved.
- Damage to the arena, balls, or control system will result in disqualification.
- Contestants may not touch the balls, machines (including wires), or the arena during the round.
- Contestants must wear safety glasses at all times.
- The judges reserve the right to declare dual winners (i.e., if both machines excel), dual losers (i.e., if neither machine scores), and/or to re-run a round due to a procedural discrepancy or a failure of the control system, etc.
- You may not use nets or fabrics to entangle the opposing machine.
- Absolutely no spiked wheels.
- No dangerous machines. The "naked phone booth" rule will apply at all times! --> DO NOT create any machine you are not willing to get into a phone booth with, where you are naked while your machine is operating in there with you (so no spinning spikes, flaming wheels of death, etc.).
- Your machine may not contain or dispense any fluids or granular materials (i.e., water, sand).
- Your machine may not use pneumatics; in other words, you cannot use pressurized air as an actuator. This also excludes pistons. Vacuum devices are permitted as long as they do not shoot the balls. However, note that only the kit motors may be connected to the stock control system, your machine cannot be powered before the start of the round, and you cannot touch your machine at/during the round.
- You may only use batteries as the power source.
- You may build your own electronics to control your machine; however, we will not provide support/debugging for your electronics designs. These electronics must not interfere with the radio control system. Please ask the staff before you consider making any of your own electronics.
- Your machine may contain a maximum of four externally controlled axes of motion (i.e., four degrees of freedom). You may provide your own axes and control system; however, you may not modify the stock control system, and you may not exceed the limit of four externally controlled axes.
- You may use any adhesives you wish; however, you may not use an adhesive to interact with your opponent, and you must not damage the balls (i.e., leave adhesive residue on the balls). Note that using glue and/or tape to fasten components of your machine may not be the best or most robust mechanical design; and this may be reflected in the evaluation of your machine even if it does not affect your performance in the contest.