NEIRG Sumo
Rules-
Experimental Class
Chapter
1: Definition of Bouts, Matches and Competitions
Chapter
2: Sumo Ring (Dohyo) Specifications
Chapter
3: Robot Specifications
Chapter
4: Bout and Match Principles
Chapter
5: Match Procedure
Chapter
6: Yuko (Effective) Points
Chapter
7: Penalty Types
Chapter
8: Injury and Accidents
Chapter 9: Objections
Chapter
109: Resources
Introduction
The Sumo
Wrestling Competition pits your creation, your autonomous robot, against
another robot in a field of battle, where brute strength and cat-like reflexes
combine to create the ultimate conflict! The challenge is to create a robot
that can seek out the enemy robot and push, throw, flip, drag, or otherwise
remove its opponent from the sumo ring within three minutes, while preventing
the opponent from doing the same to it.
Chapter 1:
Definition of Bouts, Matches and Competitions
Article 1.1 - Definitions
1.
Bouts:
A Bout
involves two contestants who manage their autonomous robots in the sumo
ring (Dohyo) according to the competition rules. The goal: to actively
seek out the opponent’s robot, and remove it from the sumo ring. A Bout
begins 5 seconds after the Referee announces that operators must turn on their
robots, and continues until a (Yuko) point is scored by one of the
contestants, or three minutes of total Match Time have elapsed. The
Referee will make the decision on when a point is scored.
2. Matches: A Match is comprised of up to three Bouts; and, Match Time should normally not go past three minutes. The winner of a Match is generally the first person to earn two Yuko points during these Bouts. The winners and losers of Matches will move forward in the Competition as appropriate.
3. Competition:
The name of the specific robot contest, usually describing a specific division,
such as “LEGO Stock Sumo.” The NEIRG Sumo Competitions
are double-elimination tournaments. Winners and losers of Matches
move through the two brackets of the Competition,
allowing all robots a chance to lose one Match,
and still win the Competition.
Generally, a First, Second and Third place robot is awarded for each Competition.
Notes: All Matches must end with a winner. Everyone will have at least two Matches. During the Competition, the top robots should expect to face anywhere from 5 to 10 opponents, for up to 40 minutes of active wrestling. No flash photography during Bouts. Extra batteries on hand is recommended.
Article
1.2 – Classes of Competition
There are 4 Sub-Classes of Competition for
Experimental Sumo Class.
1. Middle School/High School, Light Weight
2.
Middle School/High School, Heavy Weight
3. College/Adult, Light Weight
4. College/Adult, Heavy Weight
5. Mini-Weight
Chapter 3 describes these
robot specifications in detail. The age breakdowns are obvious.
Chapter 2:
Sumo Ring (Dohyo) Specifications
Article 2.1 - Sumo Ring (Dohyo) Specifications
1. The Dohyo is a plywood cylinder, painted black, with
a height of (2 in.) and a diameter of 60 in. The Mini-Weight Dohyo has a
36" diameter
2. The Dohyo folds up, and thus, there is a slight crack
down the center. If the Referees feel that that part of the surface is uneven,
black tape will be placed over it to make it more even, although that is also
not proof against scoops that are tight to the ground.
3. The starting lines are indicated as two parallel
brown (color ratio - blue : red : yellow = 4 : 4 : 2) lines with a width of 2
cm (25/32 in.) and a length of 20 cm (8 in.). The outside edge of each line is
20 cm (8 in.) apart, and they are centered on the Dohyo.
4. The outer edge of the Dohyo, the borderline, is
indicated as a white circular ring with a width of 5 cm (2 in.) and an outside
diameter of 60 in. The borderline is defined as being on the Dohyo.
5. During the games, it is up to the Referee to decide
whether the Dohyo can continue to be used or whether it should be replaced.
Chapter 3: Robot Specifications
Article 3.1 – Specifications
1. The robot must be able to fit in a box with a width
and depth of 22 cm (9 in.). for the Heavy and Light Weight subclasses, and 10 cm
(4 in) for the Mini-Weight subclass. There are no restrictions on height. The robot will
always start or reset a Bout in this configuration. Robots may move and expand
to any size after the 5-second delay.
2. Weight (including accessories) must not exceed 3 kg (6.6 lb.) for the Heavy weight subclass or 1 kg (2.2 lb.) for the Lightweight subclass, and 500 grams (1.1 lbs) for the Mini-Weight subclass.
3. An autonomous robot must be designed to begin action
no earlier than five seconds after the contestant presses the robot's start
button.
4. There are no restrictions on the type of
microprocessor or the amount of memory used in the robot.
5. All robots must be capable of some form of movement
across the Dohyo.
1. The robot will not include an electrical device that
interferes with the opponent robot’s operation and sensors, such as a jamming
device or strobe light. Mechanical devices and methods for such are legal.
2. The robot will not include any parts that might
damage or deface the Dohyo.
3. The robot will not include a device that insufflates
any liquid, powder, or gas.
4. The robot will not include an inflaming device.
5. The robot will not include a throwing device.
6. The robot will not include any part that fixes the
robot to the Dohyo surface and prevents it from moving (such as suckers, glue,
and so on).
Chapter 4:
Bout and Match Principles
Article 4.1 – Bout and Match Principles
1. A Match
consists of up to three Bouts
with a maximum of three minutes per match. A Bout generally ends when a robot earns a Yuko point, or three
minutes have elapsed.
2. The first contestant to win two Yuko points is the
winner of the Match, which may
occur before three Bouts have been played; or,
3. If a winner cannot be determined per above, the
contestant who has the most Yuko points at the end of the Match will be judged as the winner;
or,
4. If neither contestant receives any Yuko points, or if
both contestants have one Yuko point, an extra three-minute Sudden Death Match may be announced by
the Referees; or,
5. If too much time would be needed to find a victor
that way, the Referees have discretion to award the victory to the player with
an obvious superiority, or may resort to a coin toss as a last resort.
Chapter 5:
Match Procedure
Article 5.1 - Beginning of the Match
Before the Match, the contestants shake hands and
then place their robots behind their starting lines on the Dohyo, as indicated
by the Referee. Operators will prepare to begin their three Bouts. The Referee will check that the robots
are indeed the correct ones competing in this Match, and that the timekeeper
and scorekeepers are ready.
Article 5.2 - Beginning of the Bout
1. Robots will be placed parallel to each other, in
opposite directions, as close to the brown starting lines as possible without
touching them. Thus, they will be in either a clockwise (A) or
counter-clockwise (B) orientation to each other. These orientations will flip
after each Bout.
2.
The tournament bracket
will predetermine these orientations. Thus, the three Bouts will follow an
A-B-A or B-A-B sequence.
3. The contestant must press the start button on the
robot at the Referee’s signal, and immediately step back several steps. The Bout begins five seconds after the
Referee’s signal. The robot may not move at all until the 5-second delay is
over.
Article 5.3 – Finishing the Bout
After a Yuko point is
earned or some other event ends the Bout, the Referee will announce that the
current Bout has ended, and that the next Bout, as appropriate, should begin.
Match Time pauses between Bouts.
The operators will place
their robots in their starting positions, in the reverse starting orientation as
the previous Bout, and await the signal to press their start buttons.
30 seconds are available
between Bouts for contestants to repair their robots without receiving a
Warning.
Article 5.4 - End of the Match
The Match ends when
the Referee calls the winner, who will generally be the operator whose robot
first earns 2 Yuko points, or when 3 minutes of Match Time has elapsed.
Both contestants shake hands after removing their robots.
Article 5.5 – Bout Cancellation and Resets
A Bout will be stopped and a Reset
will be started under the following conditions:
1.
The robots are locked together in such a way that no more action appears
to be possible or they rotate in circles several times, per Referee’s
discretion.
2.
Both robots touch the exterior of the Dohyo at the same time.
3.
Any other conditions under which the Referee judges that no winner can be
decided.
In case of a Reset,
maintenance of competing robots is prohibited until a Yuko is observed, and the
robots must be immediately put back to the location specified in Article 5.1.
Robots will be returned to their starting conditions and started, with their 5
second delays, after the Referee signals the start. The 3-minute Match Time
clock will continue to count down during this process. Any interruption in this
procedure will likely result in a Warning from the Referee.
If neither of the competing robots win nor lose after a Reset, the Referee may reposition both robots to a specified location and restart. If even that does not yield a winner, the Bout may continue at any location decided by the Referee, until the time limit is reached.
Chapter 6:
Scoring Yuko Points
Article 6.1 – Yuko (Effective) Points
The following conditions are
determined as Yuko (effective) points:
1.
When a robot ejects its opponent off the Dohyo with a
fair action. As soon as a connected part of the opponent’s robot touches the
ground, it is considered ejected.
2. When the opponent's robot falls off the Dohyo on its own (for any reason).
3.
When the opponent's robot commits a Violations or has
had more than one Warning.
Chapter 7:
Penalty Types
Article 7.1 – Warnings
A contestant who takes any
of the following actions will receive a Warning when:
1. The operator or any part of the operator touches the
Dohyo before the Referee’s call ends the Bout.
2. Preparation for the start of a Bout takes more than
30 seconds. If this Warning has already been given, a Yuko will be given if the
player is not ready after 90 seconds.
3. Preparation for a Reset of a Bout is not immediate.
4. An autonomous robot begins action (physical expansion
or moving) before five seconds have elapsed after the Referee’s start command.
5. Any other actions that may be deemed unfair occur.
6. When a contestant receives two Warnings, the
contestant's opponent will be awarded one Yuko point.
Article 7.2- - Violations
Any of the following actions
is determined as a Violation and the offender's opponent, or both robots, will
get a Yuko point:
1. A part (or parts) of the robot that exceed(s) a
weight of 10 grams is separated and dropped from the robot. (If such a part is
still connected via a connector or wire, and leaves the Dohyo, the robot is now
considered removed from the Dohyo.)
2. The robot stops moving on the Dohyo. This includes
mechanical failures and circumstances such as being flipped on one’s back.
3. Both the robots are moving, but don't contact each other.
4.
The robot emits smoke.
5. When the opponent's robot gets stuck on the
borderline and cannot move off the borderline on its own.
Article 7.3 - Loss by Violation
A contestant who takes any
of the following actions will lose the Match by Violation:
1. A contestant does not attend the appointed Dohyo when
called at the beginning of the Competition.
2. A contestant ruins the Match or Competition, such as
by intentionally breaking, damaging, or defacing the Dohyo.
Article 7.4 – Disqualification
A contestant who takes any
of the following actions will be disqualified and forced to leave the
Competition:
1. A contestant's robot does not meet the robot
specifications stated in Article 3.
2. A contestant makes a robot using a method restricted
in Article 5.
3. A contestant displays un-sportsmanlike behavior. For
example, using violent language or slandering an opponent or a Referee.
4. A contestant intentionally injures the opponent's
operator.
Chapter 8:
Injury and Accidents
Article 8.1 - Request for Suspension
When a contestant is injured
due to the operation of the robot or the robot has an accident, and the Bout or
Match cannot be continued, a suspension can be requested by the contestant.
A Referee must take immediate necessary action in response to this situation.
Chapter 9:
Objections
Article 9.1 - Objections to the Referee
No objections to the
judgment of the Referee can be raised. The referee’s call is final.
Article 9.2 - Objections to the Rules
A contestant who has an objection to the operating rules must express dissent to the Tournament Committee before the end of the Competition.
Chapter 10: Resources
Robot Web Sources
LEGO MindStorm
Lynxmotion,
Inc.
Parallax, Inc.