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Change for visual signal in ready for RC 2025 (#159)
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* Change for visual signal in ready for RC 2025

* Move red gloves outside game process to cover both signal

* Set delay for CS to 40s until further discussions

* Packet are count in standby

* Add figure and subsection for challenge shield

* Clarify head movement in forbidden actions

* Update ready picture

* Update forbidden_actions.tex

* Update judgment.tex

* Update game_process.tex

* Update spl_variables.tex

* Update forbidden_actions.tex

* Update forbidden_actions.tex

* rephrased motion in standby penalty

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Co-authored-by: Arne Moos <[email protected]>
Co-authored-by: electr0n <[email protected]>
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3 people authored Dec 17, 2024
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2 changes: 2 additions & 0 deletions SPL-Rules.tex
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@@ -1,5 +1,7 @@
% !TeX spellcheck = en_US
\documentclass[12pt]{article}
\setcounter{tocdepth}{4}
\setcounter{secnumdepth}{4}

\usepackage{times,fullpage,xspace,fancyhdr,url,color}
\usepackage[pdftex]{graphicx}
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4 changes: 2 additions & 2 deletions common/spl_variables.tex
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Expand Up @@ -8,8 +8,8 @@
\newcommand{\FreeKickTime}{30}
\newcommand{\FreeKickRadius}{0.75}
\newcommand{\VisualSignalTime}{2}
\newcommand{\SetDelayTimeChampion}{30}
\newcommand{\SetDelayTimeChallenge}{0}
\newcommand{\ReadyDelayTimeChampion}{45}
\newcommand{\ReadyDelayTimeChallenge}{35}
\newcommand{\PlayingDelayTime}{15}
\newcommand{\PenaltyKickTime}{30}
\newcommand{\PenaltyKickSetupTime}{30}
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Binary file added figs/visual-signal/Ready.png
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18 changes: 10 additions & 8 deletions rules/forbidden_actions.tex
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Expand Up @@ -103,24 +103,26 @@ \subsubsection{Penalty Area During Penalty Kick}
If a robot enters the relevant penalty area during a penalty kick, except for the goalkeeper (defending team) and one robot of the attacking team, ``Illegal Position'' is called.

\subsection{Forbidden Motion}
Robots that begin moving their legs or locomote in any fashion before reaching the specified state in the subsections
will be penalized \textit{in place} on the field for \qty{15}{\second} in \textit{playing}. It's important to note that the penalty duration only counts down during the playing state.
Robots that begin moving their legs or locomote in any fashion before reaching the specified state in the following subsections
will be penalized \textit{in place} on the field.
``Forbidden Motion'' penalties do not follow the standard removal procedure, and hence do not count towards the incremental penalty count.
A robot will be moved back to its original position if it has moved significantly before becoming penalized.
A robot will be moved back to its original position if it has moved significantly before being penalized.

\subsubsection{Motion in Standby}
\label{sec:motion_in_standby}

Robots that begin to move during \texttt{standby} (\ie before the head referee does the visual signal).
The head referee will call ``Forbidden Motion in Standby\textless robot\textgreater''.
Note that responding to any false signal of any fashion will result in this penalty.
If a robot begins to move during \texttt{standby} (\ie before the head referee does the visual signal), all robots from that team will be penalized from that moment until the delayed \textit{ready} signal is sent.
Specifically, for the Champion Cup, this penalty will last in \textit{ready} up to \qty{\ReadyDelayTimeChampion}{\second}, while for the Challenge Shield, it will extend up to \qty{\ReadyDelayTimeChallenge}{\second}.
However, movement of the head and initially standing up is permitted and does not result in a penalty.
The head referee will call ``Forbidden Motion in Standby\textless team\textgreater''.
Any response to a false signal of any kind will result in this penalty.

\subsubsection{Motion in Set}
\label{sec:motion_in_set}

Robots that begin moving during \texttt{set} (\ie before the head referee blows the whistle).
If a robot begins moving during \texttt{set} (\ie before the head referee blows the whistle), it will be penalized for \qty{15}{\second} in the \textit{playing} state.
The head referee will call ``Forbidden Motion in Set \textless robot\textgreater''.
Note that responding to a whistle on another field will result in this penalty.
Note that falsely responding to a whistle on another field will result in this penalty.

\subsection{Fallen or Inactive Robots}
\label{sec:fallenrobots}
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19 changes: 12 additions & 7 deletions rules/game_process.tex
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Expand Up @@ -39,8 +39,7 @@ \subsection{Robot States}
Shortly pressing the chest button will switch the robot to the \texttt{penalized} state.

\item[Standby.] The robots are not allowed to move in any fashion besides initially standing up and moving their heads.
In \texttt{standby}, the robots are awaiting a visual indication from the referee which signals the transition to \texttt{ready}.
This state is used for Champions Cup matches only. For Challenge Shield matches, this state is skipped, and it is transitioned directly to \texttt{ready}.
In \texttt{standby}, the robots are awaiting a visual indication from the referee which signals the transition to \texttt{ready}.

\item[Ready.] In this state, the robots walk to their legal positions for kick-off (\cf \cref{sec:kick-off}) or a penalty kick (\cf \cref{sec:penalty_kick}).
They remain in this state, until the head referee decides that there is no significant progress, up to a maximum of \qty{\KickOffAutoTime}{\second} for a kick-off and \qty{\PenaltyKickSetupTime}{\second} for a penalty kick.
Expand Down Expand Up @@ -87,14 +86,20 @@ \subsection{Robot States}
If all humans from playing teams have left the field, the head referee can announce the transition earlier.


Once the game controller operator has confirmed the \texttt{standby} state, the referee should wait a random time between 10 to 120 seconds before announcing the transition to \texttt{ready}.
Once the game controller operator has confirmed the \texttt{standby} state, the referee should wait a random time between 10 to 120 seconds before announcing the transition to \texttt{ready} (\cf~\cref{sec:visual-signal}).
Teams should expect that the delay before the referee signals the transition from \texttt{standby} to \texttt{ready} will be different every time.
To announce the transition from \texttt{standby} to \texttt{ready} state, the referee will raise both hands over their head.
Red gloves will be worn by the referee, though teams are encouraged not to rely on this visual cue as the gloves could be removed in a following year.
To announce the transition from \texttt{standby} to \texttt{ready} state, the referee will raise both hands over their head (\cf~\cref{fig:ready-signal}).
The referee must stand on the opposite side of the technical area behind the touchline and in line with the halfway line.
The signal must be held for \qty{\VisualSignalTime}{\second}.
The GameController signal for the transition from \texttt{standby} to \texttt{ready} will be delayed by \qty{\SetDelayTimeChampion}{\second} for Champions Cup and by \qty{\SetDelayTimeChallenge}{\second} for Challenge Shield.

The GameController signal for the transition from \texttt{standby} to \texttt{ready} will be delayed by \qty{\ReadyDelayTimeChampion}{\second} for Champions Cup and by \qty{\ReadyDelayTimeChallenge}{\second} for Challenge Shield.

\begin{figure}
\centerline{
\includegraphics[height=0.35\columnwidth]{figs/visual-signal/Ready.png}
}
\caption{Example of referee executing \texttt{ready} signal.}
\label{fig:ready-signal}
\end{figure}

The referee will announce the start of the \texttt{playing} state with a single whistle blow.
The GameController \texttt{playing} signal will be delayed by \qty{\PlayingDelayTime}{\second}.
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26 changes: 18 additions & 8 deletions rules/judgment.tex
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Expand Up @@ -81,13 +81,6 @@ \subsection{Referee--Team Communication}

During all phases of the match teams and referees are communicating with respect to each other.

\subsection{Referees During the Match}
\label{sec:referee_during_match}

The head referee and the assistant referees should wear socks \emph{of black or dark blue color} and avoid reserved colors (white and green) in their leg clothing.
They may enter the field in particular situations, \eg, to remove a robot when applying a penalty.
They should avoid interfering with the robots as much as possible.

\subsection{Referee List For Friendly Games}
\label{sec:referee_list}

Expand All @@ -97,4 +90,21 @@ \subsection{Referee List For Friendly Games}
This is especially recommended for those who wish to gain referee experience.
Teams are still free to choose their own referees.

The OC should be in charge of maintaining the list and should be approached if one should want to volunteer.
The OC should be in charge of maintaining the list and should be approached if one should want to volunteer.

\subsection{Referees During the Match}
\label{sec:referee_during_match}

The head referee and the assistant referees should wear socks \emph{of black or dark blue color} and avoid reserved colors (white and green) in their leg clothing.
They may enter the field in particular situations, \eg, to remove a robot when applying a penalty.
They should avoid interfering with the robots as much as possible.

\subsubsection{Visual signal}
\label{sec:visual-signal}

For visual signal execution, the referee should have bare hands as much as possible.
Exceptions apply as described in the following subsections and for small jewelry.

\paragraph{Challenge Shield}

The referee executing the signal will wear red gloves to increase visibility; however, teams are advised not to rely solely on this visual cue, as gloves may be omitted in future years.
2 changes: 1 addition & 1 deletion rules/robot_players.tex
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Expand Up @@ -149,7 +149,7 @@ \subsubsection{Wireless Communications}

If a team exceeds their limit the game is scored with 0 goals for the offending team.
Robot-to-robot communication that violates the SPL rules result in a game scored with 0 goals for the offending team (even when discovered after the game was finished).
Messages are counted towards the limit during the \texttt{ready}, \texttt{set} and \texttt{playing} states.
Messages are counted towards the limit during the \texttt{standby}, \texttt{ready}, \texttt{set} and \texttt{playing} states.
Limits do not apply during penalty kick shoot-out.
If a knock-out game results in a draw and both teams exceeded their message limit, the team last exceeding their limit wins the game.

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