NEIRG Sumo
Rules
LEGO 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 10:
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, using only LEGO parts, 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
- 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 Match time has elapsed. The Referee
will make the decision on when a point is scored.
- Matches:
A Match is comprised of up to three Bouts and can usually last up
to 3 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.
- 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 are recommended.
Article
1.2 – Classes of Competition
1. There are 2 Sub-Classes of
Competition for LEGO Sumo Wrestling.
a. Stock - Only
the parts available in one LEGO MindStorms Invention Set 2.0.
b. Open - Only
the parts available with one or more LEGO MindStorm Invention Systems and also
any other LEGO brand piece or component.
2. Chapter 3 describes these
robot specifications in detail. The LEGO Stock Competition is also held on a 3
foot Dohyo instead of 5 foot.
3. Age has not proven to be as
critical as the available parts, so there are no currently no divisions based on
age for the LEGO Classes.
Chapter 2: Sumo Ring (Dohyo)
Specifications
Article 2.1 -
Sumo Ring (Dohyo) Specifications
- The Dohyo is a plywood
cylinder, painted black, with a height of (2 in.) and a diameter of 60 in.
Exception: The Stock LEGO Dohyo has a 36 in. diameter, with no other changes
in the below information.
- 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. Exception: The Stock LEGO Dohyo is one complete piece.
- 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.
- 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.
- 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
- The robot must be able to
fit in a box with a width and depth of 30.5 cm (12 in.). 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.
- Weight (including
accessories) must not exceed 3 lbs. for the LEGO Open Class or 2 lb. for the
LEGO Stock Class.
- Robots should be based on
the LEGO MindStorm Invention Set 2.0 kit, in original factory condition (no
purposefully mutilated, modified or re-engineered pieces). Pieces will not
be held together by any other means than standard LEGO construction methods
(no stickers, glue, tape). Pieces may not be coated in foreign substances
(paint, oil, cloth). No “made-for-LEGO” non-brand LEGO pieces allowed.
- Specifically, Stock LEGO
Class robots may use no more than the specific number and type of pieces
provided in one LEGO MindStorms Invention System 2.0 kit, plus 6 AA
batteries. This includes even the smallest of pieces. Note: RIS 1.0, 1.5 and
RoboLab kits are nearly the same-please check the parts list for any
differences.
- Open LEGO Class robots
will be based on the MindStorms kit, but can use any and all LEGO brand
pieces, in original factory condition. Thus, rotation sensors and other
LEGO-made sensors are available in this Class, as well as unusual pieces
like LEGO people and trees from children’s LEGO sets.
- An autonomous robot must
be designed to begin action no earlier than five seconds after the
contestant presses the robot's start button.
- All robots must be capable
of some form of movement across the Dohyo.
Article 3.2 -
Restrictions on Robot Design
- The robot may attempt to
confuse or mislead the opponent’s sensors, but may not otherwise interfere
with the electronic functioning of the opponent’s robot, such as
reprogramming the opponent’s robot. In Open LEGO Class, for instance, a
bright LEGO light, used to confuse an opponent’s light sensor, would be
considered legal.
- The robot will not include
any parts that might damage or deface the Dohyo.
- The robot will not include
a device that insufflates any liquid, powder, or gas.
- The robot will not include
an inflaming device.
- The robot will not include
a throwing device.
- 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
- 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.
- The first contestant to
win two Yuko points is the winner of the Match, which may occur before three
Bouts have been played; or,
- 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,
- 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,
- 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
- 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.
- The tournament bracket
will predetermine these orientations. Thus, the three Bouts will follow an
A-B-A or B-A-B sequence.
- The contestant must press
the start button on the robot at the Referee’s signal and immediately take
several steps back. 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.
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:
- 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.
- Both robots touch the
exterior of the Dohyo at the same time.
- 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 Bout 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:
- 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.
- When the opponent's robot
falls off the Dohyo on its own (for any reason).
- When the opponent's robot
is disqualified or has had more than one Violation or Warning.
Chapter 7: Penalty Types
Article 7.1 –
Warnings
A contestant who takes any of
the following actions will receive a Warning when:
- The operator or any part
of the operator touches the Dohyo before the Referee’s call ends the Bout.
- 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.
- Preparation for a Reset of
a Bout is not immediate.
- An autonomous robot begins
action (physical expansion or moving) before five seconds have elapsed after
the Referee’s start command.
- Any other actions that may
be deemed unfair occur.
- 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:
- 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.)
- The robot stops moving on
the Dohyo. This includes mechanical failures and circumstances such as being
flipped on one’s back.
- Both the robots are
moving, but don't contact each other.
- The robot emits smoke.
- When the opponent's
robot gets stuck on the border line and cannot move off the border line on
its own.
Article 7.3 -
Loss by Violation
A contestant who takes any of
the following actions will lose the Match by Violation:
- A contestant does not
attend the appointed Dohyo when called at the beginning of the Competition.
- 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:
- A contestant's robot does
not meet the robot specifications stated in Article 3.
- A contestant makes a robot
using a method restricted in Article 5.
- A contestant displays
un-sportsmanlike behavior. For example, using violent language or slandering
an opponent or a Referee.
- 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
Article 10 –
Web Resources
1. LEGO MindStorms
http://mindstorms.LEGO.com/