Team 6328’s Game Design Challenge team has been working very hard over the past few weeks and has reached a point where we can share our created game with the FRC community. Included in the post is the required documentation (game overview, notable field elements, expected robot actions), ELEMENT description, field images, CAD models of some of the field structures, and parts of what we plan to include in the supplementary information. We also plan to include in our submission a game video, additional supplementary information, multiple field images, and an entire CAD field. We would like to hear feedback and be able to clarify information present in the hopes of creating the best game possible. So here it is:

Game Overview:

In MALWARE MAYHEM, two alliances of 3 robots each work to protect FIRST against a malware attack from the anti-STEM organization LAST (League Against Science & Technology) and ultimately save future FRC game files including those for the top-secret water game. Each alliance and their robots work towards collecting lines of CODE and deploying them in the INFECTED CORES in the CPU. Near the end of the match, robots race to share CODE into a shared cache with the opposite alliance, and at the end of the match robots collect firewalls and install them into the CPU.

During the 15 second autonomous period, robots must follow pre-programmed instructions. Alliances score points by:

  • Moving from the initiation line
  • Deploying lines of code into the infected cores of the CPU
  • Deploying lines of code into the uninfected cores of the CPU
  • During the 75 second tele-op period, drivers take control of their robots. Alliances score points by:
    • Continuing to deploy code into the infected cores of the CPU
    • Continuing to deploy code into the uninfected core of the CPU
  • During the 30 second first endgame period, robots score points by:
    • Continuing to deploy code into the infected cores of the CPU
    • Continuing to deploy code into the uninfected core of the CPU
    • Deploying 5 lines of code into the shared cache to achieve stage 1
    • Deploying 10 lines of code into the shared cache to achieve stage 1
    • Deploying 15 lines of code into the shared cache to achieve stage 1
  • During the final 30 seconds of the match, robots score points by:
    • Continuing to deploy code into the shared cache
    • Installing firewalls into the CPU
    • Hanging from installed firewalls

The alliance with the highest score at the end of the match wins.

Game terms:

AUTO – The first 15 seconds of the match where the robot moves by using code
CODE – An 18 inch long chain that is the main game piece, ELEMENT
CORE – One of 7 scoring are on each side of the CPU
CPU – The central scoring unit that divides the two halves of the field
DATA BUS – The tunnel under the CPU
DEPLOYMENT PERIOD – the last 30 second period following POSITIONING PERIOD
FIREWALL – A suitcase-shaped object with a handle
INFECTED CORE – Scoring areas on the CPU that are highlighted with LEDs
INITIATION LINE/DEFENSE LINE – The line X feet from the CPU
LAST – League Against Science & Technology
MALWARE MAYHEM – The name of Team 6328’s concept game
PLAYER STATION – the station where a human interacts with the game piece to give to the robot
POSITIONING PERIOD – The 30 second period following TELEOP
PROTECTED ZONES – Areas on the field in which defense is penalized
ROBOT – the mechanism used to complete the tasks
SECURITY CONTEXT – A trapezoidal platform which stores the FIREWALLS prior to deployment
SHARED CACHE – Scoring location for the Coopertition mission
SHARING CODE – This is used to allow the alliances to cooperate
TELEOP – The time after auto where players control the robot (2:15)
UNINFECTED CORE – Scoring areas on the CPU that are not highlighted with LEDs

Notable Field Elements:

Shared Cache: A scoring location on the opposite alliance’s driver station wall. The scoring location is a single window the same size as the windows on the CPU and is directly over the center of the alliance wall. CODE can only be scored during the POSITIONING PERIOD and DEPLOYMENT PERIOD periods, and teams will have to reach different scoring tiers to receive equal points for both alliances.
Security Context: A platform X feet high that houses 3 FIREWALL units: One directly in front, and two angled on either side. The Security Context is located in front of the alliance station walls of the same alliance color.
CPU: A large structure that separates the two halves of the field, consisting of seven CORES on each side and a central opening (DATA BUS) for interaction between alliances. A total of 5 goals span the upper level of the CPU, and there are an additional 2 goals on either end of the CPU near the edge of the field. Throughout the match, different CORES will be randomly highlighted with LEDs, marking them infected. The three high cores in the center have a slot below the scoring opening for installation of the FIREWALL. An additional scoring area for the FIREWALL is located on each side of the CPU near the edge of the field.
Player Stations: There are four player stations located in the four corners of the field. There are blue and red player stations on the blue alliance station wall and the same for the red alliance station wall, for a total of two per alliance. The player stations on the opposite side of the field of the alliance station have PROTECTED ZONES around them, while the stations on the same side do not.

Expected Robot Actions:

Auto:
During the Autonomous Period, teams are tasked with moving off of the INITIATION LINE such that no part of their ROBOT is over the line. Teams may score in CORES, but they must collect the code through the PLAYER STATION.

Tele-Operated Period:
During the 75 second Tele-Operated portion of the game, the team’s main task is to shoot lines of code into the CORES of the CPU. The primary locations that teams will be able to receive code is from the PLAYER STATION on their own side or on the opposite side of the field.

Positioning Period:
During the POSITIONING PERIOD, which spans the second-to-last 30 seconds of the match, teams may retrieve FIREWALLS from the SECURITY CONTEXT, and prepare for the DEPLOYMENT PERIOD. Teams may also race to the other end of the field and deposit CODE into the SHARED CACHE. However, any robot that passes through the DATA BUS and does not return by the end of the Positioning Period must remain on that side for the remainder of the match.

Deployment Period:
During the DEPLOYMENT PERIOD the final 30 seconds, teams are no longer allowed to pass through the DATA BUS. During this period, teams are expected to deploy FIREWALLS by inserting a FIREWALL into the CPU and pulling themselves completely off of the ground. Teams, if on the opposite alliance’s side, are expected to play defense on climbing robots, deploy code into the shared cache, and/or try to prevent their FIREWALL deployal. However, teams must be careful not to cross the DEFENSE LINE.

ELEMENT Description:

The ELEMENT in MALWARE MAYHEM is the main game pierce in our game. The ELEMENT represents lines of anti-malware code, and robots must deploy the code into the cores, infected cores, or the shared cache to earn points. The ELEMENT itself is a 18” plastic chain with 2” links. Each chain will have a magnetic component on one end, allowing it to be automatically scored as it passes through scoring locations. All scoring goals will have a magnetic detector that will detect any chain that is scored through that specific goal. The ELEMENT enters the field through the four player stations on the field. During auto, chains will not be located on the field, instead all chains will be either pre-loaded into the robot or collected from the player stations.

Field Zones:

Initiation Line: At the start of each match, each team’s robot must start behind the auto line consisting of a long strip of white spanning the entire width of the field on their alliances side of the field. Once each robot of a teams alliance crosses the plane of this line, a ranking point is earned for the team. During the Endgame period of the match, this plane acts as a defense line, where, in the last 30 seconds of the match, robots of the opposite alliance are not allowed to cross this line so as to not interfere with gameplay (climbing).

Collection Line: This is the line that spans the width of the field at the end of the no-defense zones on each side of the field.

Collection Zone: This is the area of the field that spans from the COLLECTION LINE to the alliance wall. While in this zone, robots cannot attempt to deploy CODE. A robot must move completely outside of the zone to be able to deploy CODE

Scoring Zone: During TELEOP and the POSITIONING PERIOD, this is the area of the field that is in between the two INITIATION LINEs on either side of the field. During the DEPLOYMENT PERIOD, this zone is in between the COLLECTION LINE, and the INITIATION LINE on either side of the field.

Protected Zones:

Retrieval Zone: These zones are the marked areas on the field surrounding the human player station on the opposite side of an alliance’s driver stations. At all times during the match, defense is not permitted on robots that are in these zones.

Climbing Zone: This zone becomes active only during the DEPLOYMENT PERIOD. This is the area of the field in between the two INITIATION LINEs on either side of the field. During the DEPLOYMENT PERIOD, no defense is permitted on a robot in this zone.

CAD Models:

CPU

SECURITY CONTEXT

FIREWALL

image (4)

Point Values:

SHARED CACHE Stages:

Points from shooting in the SHARED CACHE come in 3 stages. This means that each alliance in a match will only receive points after a certain number of lines of CODE has been deployed into the SHARED CACHE by both alliances. Once both alliances have deployed 5 lines of CODE, stage 1 is achieved. Once both alliances have deployed 10 lines of CODE, stage 2 is achieved. Once both alliances have deployed 15 lines of CODE, Stage 3 is achieved.

Before the due date we plan to have a complete game video, more supplementary information, including game specific penalties, robot construction rules (starting height, endgame height, bumpers, weight, etc.), even more CAD models and an entire field, role of the human player, and more game piece details. Also, we are planning to create some modified FIRST logos.

Feel free to ask any clarification questions and thanks for helping out!

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