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Improving Your FLL Robot Performance

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Some manipulators need more tuning to make them more accurate (change in angles, ... Also, here are some videos of my team in various missions thought the years. ... – PowerPoint PPT presentation

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Title: Improving Your FLL Robot Performance


1
Improving Your FLL Robot Performance
  • Presented by
  • K.K. Quah President
  • Technology Learning Classes for Kids

2
Outline of Presentation
  • Background
  • Strategies for Improving Performance
  • Videos and Demos

3
Background
  • Mentor 1 year and Coach for last 5 years.
  • Tampa based team, Mech Masters, went from State
    FLL score of 205 in Round 1 for FLL 2003 Mars
    Mission to State FLL score of 400 in Round 1 this
    year. Also, second in Teamwork.
  • Keep it simple, only 2 motors on robot. Last 3
    years have purely mechnical solutions (no
    motorized manipulator). Low cost, few pieces,
    extremely simple programs. Only Line follower in
    FLL 2005 Ocean Odyssey.

4
Full Understanding of FLL Rules
  • Just like any other sports, you MUST know the
    rules. Read rules and get answers to all
    questions at any workshops, etc. Also, continue
    to check FLL website for more updates. Tedious
    but absolutely necessary. More conditions in
    rules this year and suspect years to come.
  • Have seen veteran team miss the Harvest Corn
    mission but still continue to push a barrel out
    to farm. Witholding the Barrel would have cut
    -25 points to -15 points.

5
Use Reference Points
  • The 4 sides of the table are useful so if you
    have guides that help a robot smoothly move along
    it, use it.
  • One of best ways to make sure robot gets to the
    correct target is using the target boundaries
    itself as a guide. V-shaped/ funnel shaped
    fronts can help position robot onto the target
    correctly. Sometimes only an edge might be
    needed for guides. Example, FLL 2006 Nano Quest,
    delivery medication to bone mission. Use bone as
    guide.

6
Insufficient Engineering of Manipulators
  • Some manipulators are not strong enough and come
    apart after a few trials.
  • Some manipulators need more tuning to make them
    more accurate (change in angles, change in
    shapes, change in orientation, etc.)
  • Some manipulators not appropriate need
    revolutionary change. What class lever is your
    manipulator?

7
Simplify Path Selections
  • Part of keeping it simple is to choose the least
    complicated path. It makes programming easier.
  • Straight lines are the simplest. FLL 2005 Ocean
    Odyssey, we had one program going forward and
    backwards which could solve 3 different missions
    using 3 different manipulators. Less memory for
    programs.
  • Turns also affected by battery power. Li-on
    helps.
  • Use table areas (walls) as intermediate points in
    path selection for complex paths.

8
Example Path with Intermediate Stop
  • In above, there is no room for the robot to turn
    as the target is too close to the edge of the
    table.

9
Reverse Into Intermediate Position -1
  • Start by reversing the robot onto edge of table
    wall.

10
Square Robot to Wall then turn.
  • Use timer (seconds) to square to wall. Effect as
    if robot started from the wall.

11
Alignment Enhancements (Jigs)
  • A lot of teams simply use dead reckoning but some
    missions require a finer control and jigs will
    help to reduce the errors in launching a robot
    out of base.
  • Use hash marks on the table/base if available but
    if not make a jig which can angle a robot more
    accurately.
  • Also, position jig onto the mat
  • not the table as mats may not be
  • exactly positioned on table.

12
Better Combinations of Missions
  • Between FLL 2006 and FLL 2007, we went from 9
    missions to 13 missions. This means that combos
    are more important than ever.
  • Group missions in same locale and try to solve
    for that as a grouping which reduces number of
    trips out to same area. Example, combined
    Hydrogen car, Red Truck and Wave Turbine into one
    trip and saved 20 seconds.
  • Group missions for better flow from one mission
    to the next e.g. One side then the other.

13
Emulate Nature for Best Effect
  • Some rules of thumbs (rules of fingers) like
    grabbers should have more than 1 finger like a
    human hand.
  • When you close a door, you naturally use most of
    your palm (many fingers) not one finger. Look at
    the points of contact as a larger area of contact
    will usually work better than a smaller area of
    contact (better margin of error) so check all
    contact points.

14
Evaluate Solutions Over Many Trials
  • One of the temptations to avoid is to change the
    program or manipulator after only one run/trial
    solution. This will lead to lots of changes
    without fully understanding the issues of why a
    solution did not work.
  • Also, test and observe constantly. Even missions
    that are confident should always be tested to
    reveal weaknesses. Every trial run is an
    opportunity to make it better.

15
Reduction and Integration
  • Part of this is to reduce unnecessary pieces. So
    review your final solutions and try to simplify
    them so fewer pieces are needed.
  • Or integrate/merge two
  • manipulators for the same
  • mission into one manipulator
  • so that the operator need only
  • pick up one item.

16
Practice Choreography of Operators
  • The members running the missions MUST have a
    smooth choreography. Keep working to make each
    transition between missions as smooth and as fast
    as possible. Also, they must be able to handle
    issues that are unexpected (contingencies)
  • I generally say if they have not had a hundred
    runs before the competition comes around then
    they are not ready. So put a freeze on changes
    and make the choreography a priority.

17
Videos and Demos
  • On table in front are some past manipulators
    which I consider really good.
  • Also, here are some videos of my team in various
    missions thought the years.
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