Lab 10: Football Challenge

Final Project Planning Committee:

Orie Alpern:

Mishari Alarfaj:

Andrew Hundt:

Margaret Scholtz:

Distribution List:

Challenge Statement:

The final lab contest is a football challenge. Pairs of robots will compete against eachother in alternating rounds of offense and defense. The goal is to move a "die" from one end of the field to the other while avoiding contact with the other robot and a "land mine".

Design Constraints:

At the beginning of each round the robot must fit unsupported inside a 9" cube. Afterward It may extend beyond the cube under its own power.


The play field will consist of a 72" x 96" rectangle bounded by wooden wall on the environments we have been previously using. Two environments will be placed next to each other and the crease will be covered with tape. The start and end zones will be 18" deep at the lengthwise ends of the field, marked off by tape. The area between the endzones will thus be 72" x 60". The endzone will be considered the area inside and not including the boundary tape.

The scoring objects are four 1.5" cubic wooden dice. They will be placed at four locations 12" in front of the start zone.

The land mine will be the round white satellite dish provided in the lego kits.


  • The offensive robot will be placed first. It can be place anywhere in the start zone where its footprint does not overlap the boundary tape.
  • The defensive robot will likewise be placed in the end zone.
  • Robots must be completely autonamous for the duration of the rounds. Teams will only allowed to touch their robot to start it. We suggest you have a menu to select between offensive and defensive modes.
  • The offensive robot will try to score by moving dice from the front of the start zone into the end zone without being tagged. A "touchdown" is scored if at some point in time the die is touching the ground at any point in the end zone. If the die is later removed from end zone the touchdown is still valid.
  • A tag is defined as any sort of contact between the two robots. The round will end immediately and scores will be tallied. If both robot come into contact with the same die, it is not considered a tag.
  • The defensive robot will be given the option of starting with a "land mine". The mine must be deployed by the robot and cannot be placed directly on the field. The mine may be moved during the round. For the mine to be considered active, it must be lying stationary and flat on the gound. If the offensive robot touches the mine in any way it will be considered tagged and the round will end. If the defensive robot touches the land mine, it will be removed from play by a TA for the remainder of the round.
  • The offensive robot will be able to score up to five points by dancing a victory dance upon a touchdown. The dance will be scored by a panel of judges based on creativity and difficulty. The dance must last at least 10 and no more than 20 seconds in order to be scored. The dance must end before the end of the round. The robot must remain motionless once the dance has ended. A robot is still able to be tagged while it is dancing. Programming accompanying music is encouraged.
  • The defensive robot will be able to score up to 5 points and a single extra round by dancing a defeat dance in response to the offensive robot's victory dance. The defeat dance must start within 5 seconds of the end of the victory dance and be between 10 and 20 seconds long.


Each match will consist of two 1 minute rounds in which the two robots will alternate between offensive and defensive positions. A team's match score will be the sum of its offensive and defensive scores.

Each team will play 3 matches against randomly selected opponents without repeating the same. A team's final score be we the average of its two best match scores.

The four highest scoring teams will move on to play in single elimination final rounds.

In this setup a robot will have to play at most 10 minutes of game time (save for extra rounds) so battery life should not be an issue.



20 pts: touching first die
20 pts: touching second die
10 pts: traveling half the field with at least one die
30 pts: first touchdown (die is moved into end zone)
30 pts: second touchdown
15 pts: detecting the land mine
up to 5 pts: victory dance.


100 pts: tag before first touchdown
80 pts: tag before second touchdown
80 pts: mined before first touchdown
60 pts: mined before second touchdown
+5 pts and extra turn: Defeat dance


-20 pts: robot does ends in the zone it started in.

PPT Presentation

Grading Sheet

Last updated 4/23/07 by Orie Alpern
(c) 1999-2007: Howie Choset, Carnegie Mellon