# Team Three/Final Paper

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 Revision as of 03:38, 30 January 2011 (view source)Jamesw (Talk | contribs) (Created page with "

Software Design

The brains of Monsieur Robot were developed using Java in 4 weeks. After coming to overall robot design and strategy conclusions, it w...")← Older edit Revision as of 03:48, 30 January 2011 (view source)Jamesw (Talk | contribs) Newer edit → Line 6: Line 6: + From the beginning, we decided to make Monsieur a state-based machine. This seemed the easiest to program and most efficient method for collecting and scoring balls. However, to gain an edge, we knew that transitions between the states had to be very strategic and often exit a state before its conclusion. Come final competition our robot had three distinct states: - From the beginning, we decided to make Monsieur a state-based machine. This seemed the easiest to program and most efficient method for collecting all of the balls. However, to gain an edge, we knew that transitions between the states had to be very strategic and often exit a state before its conclusion. Come final competition our robot had three distinct states:
• Exploring: Consists of two sub-states, StraightExplore and SpinExplore. In StraightExplore, the robot moves forward, attempting to keep its original angle, but avoiding walls. In this way, it will go straight, but also wall follow if it comes in contact with one. In SpinExplore, the robot turns 2*Math.PI, using its long-range IR sensors to find the direction with the furthest distance away. It combines this with knowledge of its original direction to make a choice of direction to proceed exploring. These exploring states alternate between each other until the robot finds something of interest. If at any point during these two states an object of interest is found, the state changes to its corresponding action.
• Exploring: Consists of two sub-states, StraightExplore and SpinExplore. In StraightExplore, the robot moves forward, attempting to keep its original angle, but avoiding walls. In this way, it will go straight, but also wall follow if it comes in contact with one. In SpinExplore, the robot turns 2*Math.PI, using its long-range IR sensors to find the direction with the furthest distance away. It combines this with knowledge of its original direction to make a choice of direction to proceed exploring. These exploring states alternate between each other until the robot finds something of interest. If at any point during these two states an object of interest is found, the state changes to its corresponding action.
• -
• CollectBall:
• +
• CollectBall: If the robot is not full of balls and is not only looking for walls (last 20 seconds), then upon seeing a ball the robot will change into the CollectBall state. During this state the robot uses a dual PID system to move towards the ball (angle and distance control). At the point where the ball is too close to be seen, the robot moves forward blindly until the ball triggers its breakbeam sensor. Then the robot actuates its lift arm to store the ball in its ramp hopper. Upon completion the robot returns to exploring state.
• -
• ScoreWall:
• +
• ScoreWall: If the robot believes it has collected a ball and it sees at yellow wall it enters the ScoreWall state. This state uses dual PID to move towards the center of the yellow wall as seen by the camera. Once the yellow wall has reach a certain height and width in the camera screen (aka it is close and wide enough), the robot charges forward. Using 2 front bump sensors to align itself, the robot then opens its ramp for a hard-coded amount of time, allowing the balls to fall on the opponent's side. It then taunts the opponent for luck.

## Revision as of 03:48, 30 January 2011

### Software Design

The brains of Monsieur Robot were developed using Java in 4 weeks. After coming to overall robot design and strategy conclusions, it was time to get started writing the software. In the end, an intelligence was developed that, although not quite self-aware, still managed to maneuver itself around the field.

From the beginning, we decided to make Monsieur a state-based machine. This seemed the easiest to program and most efficient method for collecting and scoring balls. However, to gain an edge, we knew that transitions between the states had to be very strategic and often exit a state before its conclusion. Come final competition our robot had three distinct states:

• Exploring: Consists of two sub-states, StraightExplore and SpinExplore. In StraightExplore, the robot moves forward, attempting to keep its original angle, but avoiding walls. In this way, it will go straight, but also wall follow if it comes in contact with one. In SpinExplore, the robot turns 2*Math.PI, using its long-range IR sensors to find the direction with the furthest distance away. It combines this with knowledge of its original direction to make a choice of direction to proceed exploring. These exploring states alternate between each other until the robot finds something of interest. If at any point during these two states an object of interest is found, the state changes to its corresponding action.
• CollectBall: If the robot is not full of balls and is not only looking for walls (last 20 seconds), then upon seeing a ball the robot will change into the CollectBall state. During this state the robot uses a dual PID system to move towards the ball (angle and distance control). At the point where the ball is too close to be seen, the robot moves forward blindly until the ball triggers its breakbeam sensor. Then the robot actuates its lift arm to store the ball in its ramp hopper. Upon completion the robot returns to exploring state.
• ScoreWall: If the robot believes it has collected a ball and it sees at yellow wall it enters the ScoreWall state. This state uses dual PID to move towards the center of the yellow wall as seen by the camera. Once the yellow wall has reach a certain height and width in the camera screen (aka it is close and wide enough), the robot charges forward. Using 2 front bump sensors to align itself, the robot then opens its ramp for a hard-coded amount of time, allowing the balls to fall on the opponent's side. It then taunts the opponent for luck.