San Diego State University


Our Mission

A single flame source comprised of a candle measuring 3" to 6" tall will be placed in a playing field. The robot needs to find and extinguish the flame as quickly as possible. To complicate matters a certain number of decoy candles will also be placed in the course.The decoys will be made with LEDs that will emit light in both the visible and IR spectrum. The team will be given a vial of 100mL of water to use for extinguishing the flame. The water can be deployed by any method however any other method to extinguish the flame is encourage. If the water comes in contact with any of the decoys an alarm will sound and the run will be terminated.

The Course

The playing field is the 1st floor of the Engineering Building

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The Contest

The contest will take place in two phases.There are 3 teams competing to see who has the better robot.

Phase I

Each team will have 3 chances to compete on the course. Their score will be based on the inverse of the time needed to extinguish the flame; the best time from the 3 runs will be kept. The location of the candle and decoys will not be changed between the runs so a robot that can remember the course will have a big advantage on subsequent runs. Once the playing field has been disclosed the team may not reprogram or send scripts of any kind to the robot. Between runs general maintenance and repairs can be performed such as changing batteries, refilling the 100mL reservoir, or repairing a broken component.

Phase II

The second phase of the contest all of the teams will compete simultaneously. When the start command is given each team's robot will enter the field of play and attempt to find and extinguish the flame. The course will be reconfigured between Phase I and Phase II so the location of the flame and decoys will be unknown. During Phase II the decoys will enabled but a robot will not be disqualified for spraying a decoy. Phase II is simply a race to extinguish the flame.During Phase II the robots can interact with their competitors to gain an advantage. Aggressive robotic behavior such as slamming an opponent in the wall or spraying them with water will be tolerated/encouraged; however, offensive weapons will not be allowed.



The winning team will gain a multiplier coefficient applied to their Phase I score.