|
Law 1 : The Field and the
Ball (a) Playground dimensions
A black (non-reflective)
wooden rectangular playground 220cm X 180cm in size with 5cm
high and 2.5cm thick white side-walls will be used. The
topsides of the side-walls shall be black in color with the
walls painted in white (side view). Solid 7cm X 7cm
isosceles triangles shall be fixed at the four corners of
the playground to avoid the ball getting cornered. The
surface texture of the board will be that of a ping pong
table.
(b) Markings on the playground
The field of play shall be
marked as shown in Figure 1. The center circle will have a
radius of 25cm. The arc, which is part of the penalty area,
will be 25cm along the goal line and 5cm perpendicular to
it. The major lines/arcs (centerline, goal area borderlines
and the center circle) will be white in color and 3mm in
thick. The free ball (Law 13) robot positions (circles)
shall be marked in gray color.

Figure 1: Playground Marking
(c) The goal
The goal shall be 40cm wide. Posts and nets shall not be
provided at the goal.
(d) The goal line and goal area
The goal line is the line just in front of the goal which is
40cm long. The goal areas (The region A of Figure 1)
shall comprise of the area contained by the rectangle (sized
50cm X 15cm in front of the goal).
(e) The penalty area
The penalty
areas (The region B of Appendix 1) shall comprise of areas
contained by the rectangle (sized 80cm X 35cm in front of
the goal) and the attached arc (25cm in parallel to the goal
line and 5cm perpendicular to it).
(f) The ball
An orange golf ball shall be used as the ball, with 42.7mm
diameter and 46g weight.
(g) The filed location
The field shall be indoors..
(h) The lighting condition
The lighting condition in the competition site shall be fixed
around 1,000 Lux. The uniform lighting condition should be
provided.
Law 2 : The Players
(a) The overall system
A match shall
be played by two teams, each consisting of five robots. One
of the robots can be the goalkeeper (Law 2.(b).2). Three
human team members, a "manager", a "coach" and a "trainer"
shall only be allowed on stage. More than one host computers
per team, for vision processing and location identifying can
be used.

(b) The robots
-
The size of each robot shall be limited
to 7.5cm X 7.5cm X 7.5cm. The height of the RF (radio-frequency) communication
antenna will not be considered in deciding a robot's size.
-
The
topside of a robot must not be colored in orange. A
color patch either blue or yellow, as assigned by
the organizers, will identify the robots in a team.
All the robots must have (at least) a 3.5cm X 3.5cm
solid region of their team color patch, blue or
yellow, visible on their top. A team's
identification color will change from game to game,
and the team color patch used should be detachable.
When assigned with one of the 2-team colors (blue or
yellow), the robots must not have any visible
patches of those colors used by an opponent team.
Note : The teams are recommended to prepare a
minimum of 10 different color patches, other than
blue and yellow, for individual robot identification
-
To
enable infrared sensing a robot's sides should be
colored light, except at regions necessarily used
for robot functionality, such as those for sensors,
wheels and the ball catching mechanism. The robots
should wear uniforms and the size of which shall be
limited to 8cm X 8cm X 8cm.
- A robot within its own
goal area (Law 1.(d).) shall be considered as the
"goalkeeper". The goalkeeper robot shall be allowed to
catch or hold the ball only when it is inside its own
goal area or penalty area.
- Each robot must be fully independent, with
powering and motoring mechanisms self-contained. Only wireless
communication shall be allowed for all kinds of interactions
between the host computer and a robot.
- The robots are allowed to equip with arms,
legs, etc., but they must comply with the size restrictions (Law
2.(b).1) even after the appendages fully expanded. None of the
robots, except the single designated goalkeeper, shall be
allowed to catch or hold the ball such that more than 30% of the
ball is out of view either from the top or from the sides
(Appendix 3).
- While a match is in progress, at any time
the referee whistles the human operator should stop all robots
using the communication between the robots and the host
computer.
(c) Substitutions
Two substitutes shall be
permitted while a game is in progress. At half time,
unlimited substitutions can be made. When a substitution is
desired while the game is in progress, the concerned team
manager should call 'time-out' to notify the referee, and
the referee will stop the game at an appropriate moment. The
game will restart, with all the robots and the ball placed
at the same positions as they were occupying at the time of
interrupting the game.
(d) Time-out
The human operator can call
for 'time-out' to notify the referee. Each team will be
entitled for two time-outs in a game and each shall be of 2
minutes duration.
Law 3 : Transmissible
Information
The manager, the coach or the trainer may transmit certain
commands directly from the remote host computer to their robots.
It is not allowed to transmit commands such as reset signals to
stop any/all of the robots or restart signals, without the
permission from the referee. Any other information, such as game
strategy, can be communicated to robots only when a game is not
in progress. The human operator should not directly control the
motion of their robots either with a joystick or by keyboard
commands under any circumstances. While a game is in progress
the host computer can send any information autonomously.
Law 4 : The Vision System
In order to identify the robots and the ball on the playground,
a vision system can be used. The location of a team's camera or
sensor system should be restricted to, over and above their own
half of the field including the center line, so that the camera
need not has to be moved after the side change at halftime. If
both teams wish to keep their cameras over and above the center
circle of the playground, they shall be placed side by side,
equidistant from the centerline and as close to each other as
possible. The location of the overhead camera or sensor system
should be at a height of 2m or higher.

Law 5 : Game Duration
- The duration of a game
shall be two equal periods of 5 minutes each, with a
half time interval for 10 minutes. An official
timekeeper will pause the clock during substitutions,
while transporting an injured robot from the field,
during time-out and during such situations that deem to
be right as per the discretion of the timekeeper.
- If a team is not ready
to resume the game after the half time, additional 5
minutes shall be allowed. Even after the allowed
additional time if such a team is not ready to continue
the game, that team will be disqualified from the game.
Law 6 : Game Commencement
- Before the
commencement of a game, either the team color
(blue/yellow) or the ball shall be decided by the toss
of a coin. The team that wins the toss shall be allowed
to choose either their robot's identification color
(blue/yellow) or the ball. The team who receives the
ball shall be allowed to opt for their carrier frequency
band as well.
- At the commencement of
the game, the attacking team will be allowed to position
their robots freely in their own area and within the
center circle. Then the defending team can place their
robots freely in their own area except within the center
circle.
- At the beginning of
the first and second halves, and after a goal has been
scored, the ball should be kept within the center circle
and the ball should be kicked or passed towards the
team's own side. With a signal from the referee, the
game shall be started and all robots may move freely.
- At the beginning of
the game or after a goal has been scored, the game shall
be commenced/continued, with the positions of the robots
as described in Law 6.2.
- After the half time,
the teams have to change their sides.
Law 7 : Method of Scoring
(a) The winner
A goal shall be scored when the whole of the ball passes over
the goal line. The winner of a game shall be decided on the
basis of the number of goals scored.
(b) The tiebreaker
In the event of a tie
after the second half, the winner will be decided by the
sudden death scheme. The game will be continued after a
5 minutes break, for a maximum period of three minutes.
The team managing to score the first goal will be
declared as the winner. If the tie persists even after
the extra 3 minutes game, the winner shall be decided
through penalty-kicks. Each team shall take three
penalty-kicks, which differs from Law 11 as only a
kicker and a goalkeeper shall be allowed on the
playground. The goalkeeper should be kept within its
goal area and the positions of the kicker and of the
ball shall be the same as per the Law 11. After the
referee's whistle, the goalkeeper may come out of the
goal area. In case of a tie even after the three-time
penalty-kicks, additional penalty-kicks shall be allowed
one-by-one, until the winner can be decided. All
penalty-kicks shall be taken by a single robot and shall
commence with the referee's whistle. A penalty-kick will
be completed, when any one of the following happens:
-
The goalkeeper catches the ball with its
appendages (if any) in the goal area
-
The ball comes out of goal area
-
30 seconds pass after the referee's whistle.
Law 8 : Fouls
A foul will be called for in the following cases.
- Colliding with a robot
of the opposite team, either intentionally or otherwise:
the referee will call such fouls that directly affect
the play of the game or that appear to have potential to
harm the opponent robot. When a defender robot
intentionally pushes an opponent robot, a free kick will
be given to the opposite team. It is permitted to push
the ball and an opponent player backwards provided the
pushing player is always in contact with the ball.
- It is permitted to
push the goalkeeper robot in the goal area, if the ball
is between the pushing robot and the goalkeeper.
However, pushing the goalkeeper into the goal along with
the ball is not allowed. If an attacking robot pushes
the goalkeeper along with the ball into the goal or when
the opponent robot pushes the goalkeeper directly then
the referee shall call goal kick as goalkeeper charging.
- Attacking with more
than one robot in the goal area of the opposite team
shall be penalized by a goal kick to be taken by the
team of the goalkeeper. A robot is considered to be in
the goal area if it is more than 50% inside, as judged
by the referee.
- Defending with more
than one robot in the goal area shall be penalized by a
penalty-kick. (A robot is considered to be in the goal
area if it is more than 50% inside, as judged by the
referee.) An exception to this is the situation when the
additional robot in the goal area in not there for
defense or if it does not directly affect the play of
the game. The referee shall judge the penalty-kick
situation when the additional robot in the goal area is
not there for defense or if it does not directly affect
the play of the game. The referee shall judge the
penalty-kick situation.
- It is referred to as
handling, as judged by the referee, when a robot other
than the goalkeeper catches the ball. It is also
considered as handling, if a robot firmly attaches
itself to the ball such a way that no other robot is
allowed to manipulate the ball.
- The goalkeeper robot
should kick out the ball from its goal area (Law 1.(d).)
within 10 seconds. The failure to do so will be
penalized by giving a penalty kick to the opposite team.
- Giving a goal kick to
the team of the goalkeeper will penalize the intentional
blocking of a goalkeeper in its goal area.
- Only the referee and
one of the human members of a team (manager, coach or
trainer) shall be allowed to touch the robots. The award
of a penalty-kick shall penalize touching the robots
without the referee's permission.
- A penalty kick is
awarded against a team whenever three robots of the
opponent team are all together staying inside the
penalty area while the ball is in play. (Only the robot
whose 50% or more of the body enters the penalty area
should be considered as staying inside the penalty
area). In case a robot crosses through its own penalty
area without intension of defense, this robot shall not
be considered as staying inside the penalty area.
Law
9 : Play Interruptions
The play shall be interrupted and relocation of robots shall be
done by a human operator, only when:
- A robot has to be changed.
- A robot has fallen in
such a way to block the goal.
- A goal is scored or a foul occurs.
- Referee calls goal kick (Law 12) or
free-ball (Law 13).
Law 10 : Free Kick
When a defender robot
intentionally pushes an opponent robot, a free kick will be
given to the opposite team (Law 8.1.). The ball will be
placed at the relevant free kick position (FK) on the
playground (Figure 1). The robot taking the kick shall be
placed behind the ball. The attacking team can position its
robots freely within its own side. The two defending robots
are allowed to be placed at the leftmost and rightmost sides
in touch with the front goal area line. With the referee's
whistle all robots can start moving freely.

Law 11 : Penalty-Kick
A penalty-kick will be
called under the following situations.
- Defending with more
than one robot in a goal area (Law 8.4.).
- Failure on the part of
a goalkeeper to kick out the ball from its goal area
within 10 seconds (Law 8.6.).
- When any one of the
human members touches the robots without the referee's
permission, while the game is in progress (Law 8.8.).
- Three robots of one
team stay inside their own penalty area. (see Law 8.9).
When the referee calls a
penalty-kick, the ball will be placed at the relevant
penalty kick position (PK) on the playground (Figure 1). The
robot taking the kick shall be placed behind the ball. While
facing a penalty kick one of the sides of the goalkeeper
must be in touch with the goal line. The goalkeeper may be
oriented in any direction. Other robots shall be placed
freely within the other side of the half-line, but the
attacking team will get preference in positioning their
robots. The game shall restart normally (all robots shall
start moving freely) after the referee's whistle. The robot
taking the penalty-kick may kick or dribble the ball.

Law 12 : Goal Kick

A goal kick will be called
under the following situations.
- When an attacking
robot pushes the goalkeeper in its goal area, the
referee shall call goal kick as goalkeeper charging (Law
8.2.).
- Attacking with more
than one robot in the goal area of the opposite team
shall be penalized by a goal kick to be taken by the
opposite team (Law 8.3.).
- When an opponent robot
intentionally blocks the goalkeeper in its goal area
(Law 8.7.).
- When the goalkeeper
catches the ball with its appendages (if any) in its own
goal area.
- When a stalemate
occurs in the goal area for 10 seconds.
During goal kick only the
goalkeeper will be allowed within the goal area and the ball
can be placed anywhere within the goal area. Other robots of
the team shall be placed outside the goal area during goal
kick. The attacking team will get preference in positioning
their robots anywhere on the playground, but it must be as
per Law 8.3. The defending team can then place its robots
within their own side of the playground. The game shall
restart with the referee's whistle.
Law 13 : Free-Ball

Referee will call a
free-ball when a stalemate occurs for 10 seconds outside the
goal area. When a free-ball is called within any quarter of
the playground, the ball will be placed at the relevant free
ball position (FB) (Figure 1). One robot per team will be
placed at locations 25cm apart from the ball position in the
longitudinal direction of the playground. Other robots (of
both teams) can be placed freely outside the quarter where
the free-ball is being called, but with the rule that, the
defending team will get their preference in positioning
their robots. The game shall resume when the referee gives
the signal and all robots may then move freely.
|