Designing for a Strategy Mark Moulton and Randy Hafner
Designing for a Strategy Paradigm Shift Do not to design a Robot to do a specific task. design it to play a specific strategy
Ultimate Ascent
Ultimate Ascent Possible Strategies Defense against shooter Block opponent's shots Shooter – everywhere Shooter – specific location Climber (w/ bucket or not) Autonomous?
Breakaway
Breakaway Possible Strategies Defense against shooter Block opponent's shots Shooter – everywhere Shooter – specific location Autonomous?
DESIGNING FOR A STRATEGY GAME ANALYSIS STRATEGY TYPES DECISION MAKING DESIGN PROCESS
STRATEGIC? Strategic refers to the highest decision making level. These decisions will guide all of the lower level decisions. It creates the framework for the rest of the process. What does it mean to say that a decision is strategic? Strategic refers to the highest decision making level. These decisions will guide all of the lower level decisions. It creates the framework for the rest of the process.
GAME ANALYSIS Kickoff video Read the rules Deconstruct the game Simulate Brainstorm whole robot concepts Deconstruct game and simulate covered in later session
STRATEGY TYPES OFFENSIVE DEFENSIVE AUTONAMOUS
OFFENSIVE Do one thing vs. do it all QB robot vs. support robot Specialize Jack of all trades (mastering none?) QB robot vs. support robot Win robot vs. play robot Do one thing vs. do it all Specialize Jack of all trades (mastering none?) QB robot vs. support robot Win robot vs. play robot Do we go for the “lock”? Let our drivers win the matches? - Offensive “Power Moves.” – like a full field Frisbee shooter
DEFENSIVE Basic blocking – restricting movement Advanced blocking – blocking shooters Control scoring elements Block key features (goals/choke points) Block scoring objects (on field or at entry) Basic blocking (using the drive train) Advanced blocking (specific mechanism) Control scoring elements Block key features(goals choke points) Block scoring objects
DECISION MAKINIG How to make decisions Democracy Oligarchy - decision making group Consensus building Dictatorship
TOOLS TO HELP DECIDE Quantitative decision making Scoring analysis Pugh selection matrix Scoring analysis Estimate cycle times Find the sweet spot
DESIGN PROCESS Design concepts Brainstorming Principals Prototyping
DESIGN CONCEPTS Effort vs. reward Simplicity Tradeoffs Prioritization
BRAINSTORMING NO bad ideas Think outside the box Mechanisms and overall designs Keep the ideas Playing field model very useful
PRINCIPALS Simplicity Durability Weight distribution Multifuntionality/consolidation Vibration Theory
PROTOTYPING Test concepts Let the theory guide you Start simple Paper, cardboard, wood Scale models
TRANSITION TO TACTICAL DESIGN Ensure that all team members know who can make follow-up decisions Design process is iterative including occasional return to strategic level review
Credits Strategic Design - Karthic Kanagasabapathy Systems Engineering - Andrew Keisec How to Win – Andy Baker & John V-Neun Robot Design – Karthik Kanagasabapathy & Ian Mackenzie http://www.simbotics.org/files/pdf/effective_first_strategies.pdf
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