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| FIRA
Large League SimuroSot (11 vs. 11) Game Rules |
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Law 0. General rules
(1) The aim of simulate competition:
(a) It is used for developing basic
action algorithm and game strategy of robot soccer.
(b) It is used for providing game training
and strategy learning environment for each team.
(c) It is used for testing the feasibility
and advancement of the game strategy of each team. (2) rationale of simulate competition:
(a) Using computer graphics to simulate
the field, the robots and the ball.
(b) Using kinematics and dynamics to
simulate movements of the robots and the ball.
(c) Firstly, input each team’s
game strategy into the client program, and then link the clients
to the server using UDP/IP protocol. Secondly, make the preparation
for competition. It includes the startup of system and the position
of the robots of each team. Finally, match between each team.
Like the MiroSot competition, simulate competition is controlled
by the referee. The game begins, when the referee whistles.
The game follows the rules that this text puts forward. (3) simulate competition hardware:
(a) The simulate competition uses three
computers (IBM/586-600), one used as server, the other two used
as clients.
(b) Three computers are connected through
Ethernet. (4) Simulate competition software framework:
(a) Simulate competition software is
compiled using VC++ 6.0, and it can run under windows 98.
(b) Figure 1 is the SimuroSot software
framework :
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Figure 1 SimuroSot software framework
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(5) the role of referee is:
(a) to control the begin, break and
finish of the game;
(b) to declare penalty to the fouls.
Law 1. The Field
(1) Playground dimensions (Appendix 1)
A black rectangular playground 1130(pixel) x 788(pixel) in
size, with 5(pixel) thick light blue side-walls will be used.
Solid 42(pixel) x 42(pixel) isosceles triangles shall be fixed
at the four corners of the playground to avoid the ball getting
cornered.
(2) Markings on the playground (Appendix 2)
The field of play shall be marked as shown in Appendix 2.
The center circle will have a radius of 123(pixel). The arc,
which is part of the goal area, will be 123(pixel) along the
goal line and 28(pixel) perpendicular to it. The major lines/arcs
(centerline, goal area borderlines and the center circle)
will be gray in color and 4(pixel) in thick. The free ball
robot positions (circles) shall be marked in royal purple
color.
(3) The goal
The goal shall be 246 (pixel) wide. Posts and nets shall not
be provided at the goal.
(4) The goal line and goal area
The goal line is the line just in front of the goal which
is 246(pixel) long. The goal areas shall comprise of areas
contained by the rectangle (sized 426(pixel) x 90(pixel) in
front of the goal) and the attached arc (123(pixel) in parallel
to the goal line and 28(pixel) perpendicular to it).
(5) The ball
An orange golf ball shall be used as the ball, with 5(pixel)
diameter.
(6) The robots
The robots is square sized 10(pixel) x 10(pixel). Each robot
is in team’s clothe which can be chosen before the match.
(7) The field location
The field is at the center of the screen.
(8) The control menu
The control menu is at the top of the field.
(9) The clock
The clock is at the left of the menu.
(10) The score board
The score board is at right of the menu.
Law 2: The Game Sequence
(1) The preparation of the match
Firstly, each team inputs its client into the client computer.
Secondly, each team run the client program. Finally, each team
press the ‘Link’ item in the toolbar, then each
client program is linked to the server.
(2) The begin of the match
When the referee press the ‘go’ item of the menu
in the server, the match will start. And if the ‘break’
item is pressed, the match will break. If the ‘stop’
item is pressed, the match will terminate. And pressing ‘Esc’
in the keyboard make the program return to the Windows.
Law 3: Game Duration
(1) The duration of a game shall be two equal periods of 5
minutes each, with a half time interval for 10 minutes. An
official timekeeper will pause the clock during substitutions,
while transporting an injured robot from the field, during
time-out and during such situations that deem to be right
as per the discretion of the timekeeper.
(2) If a team is not ready to resume the game after the half
time, additional 5 minutes shall be allowed. Even after the
allowed additional time if such a team is not ready to continue
the game, that team will be disqualified from the game.
Law 4: Method of Scoring
(1) The Winner
A goal shall be scored when the whole of the ball passes over
the goal line. The winner of a game shall be decided on the
basis of the number of goals scored.
(2) The Tiebreaker
In the event of a tie after the second half, the winner will
be decided by the sudden death scheme. The game will be continued
after a 5 minutes break, for a maximum period of three minutes.
The team managing to score the first goal will be declared
as the winner. If the tie persists even after the extra 3
minutes game, the winner shall be decided through penalty-kicks.
Each team shall take three penalty-kicks, which differs from
as only a kicker and a goalkeeper shall be allowed on the
playground. The goalkeeper should be kept within its goal
area and the positions of the kicker and of the ball shall
be the same as the Law. After the referee's whistle, the goalkeeper
may come out of the goal area. In case of a tie even after
the three-time penalty-kicks, additional penalty-kicks shall
be allowed one-by-one, until the winner can be decided. All
penalty-kicks shall be taken by a single robot and shall commence
with the referee's whistle.
Law 5: Fouls
A foul will be called for in the following cases.
(1) Colliding with a robot of the opposite team, either intentionally
or otherwise: the referee will call such fouls that directly
affect the play of the game or that appear to have potential
to harm the opponent robot. When a defender robot intentionally
pushes an opponent robot, a free kick will be given to the
opposite team. It is permitted to push the ball and an opponent
player backwards provided the pushing player is always in
contact with the ball.
(2) It is permitted to push the goalkeeper robot in the goal
area, if the ball is between the pushing robot and the goalkeeper.
However pushing the goalkeeper into the goal along with the
ball is not allowed. If an attacking robot pushes the goalkeeper
along with the ball into the goal or when the opponent robot
pushes the goalkeeper directly then the referee shall call
free-ball.
(3) It is referred to as handling, as judged by the referee,
when a robot other than the goalkeeper catches the ball. It
is also considered as handling, if a robot firmly attaches
itself to the ball such a way that no other robot is allowed
to manipulate the ball.
(4) The goalkeeper robot should kick out the ball from its
goal area within 10 seconds. The failure to do so will be
penalized by giving a free-ball .
(5) Giving a free-ball to the defensive team will penalize
the blocking of a goalkeeper in its goal area.
Law 6: Free Kick
When a defender robot intentionally pushes an opponent robot,
a free kick will be given to the opposite team. The ball will
be placed at the relevant free kick position (FK) on the playground
(Appendix 2). The robot taking the kick shall be placed behind
the ball. The attacking team can position its robots freely
within its own side. The defending robots shall be placed
in touch with the goal area on either side of the arc. With
the referee’s whistle all robots can start moving freely.
Law 7: Penalty-Kick
A penalty-kick will be called under the following situation:
Defending with more than one robot in a goal area. An exception
to this is the situation when the additional robot in the
goal area is not there for defense or if it does not directly
affect the play of the game. The referee shall judge the penalty-kick
situation.
When the referee calls a penalty-kick, the ball will be placed
at the relevant penalty kick position (PK) on the playground
(Appendix 2). The robot taking the kick shall be placed behind
the ball. While facing a penalty kick one of the sides of
the goalkeeper must be in touch with the goal line. The goalkeeper
may be oriented in any direction. Other robots shall be placed
freely within the other side of the half-line, but the attacking
team will get preference in positioning their robots. The
game shall restart normally (all robots shall start moving
freely) after the referee's whistle. The robot taking the
penalty-kick may kick or dribble the ball.
Law 8: Free-Ball
A free-ball will be called under the following situations.
(1) When a stalemate occurs for 10 seconds.
(2) When an opponent robot blocks the goalkeeper in its goal
area.
(3) When attacking with more than one robot in the goal area
of the opposite team.
When a free-ball is called within any quarter of the playground,
the ball will be placed at the relevant free ball position
(FB) (Appendix 2). One robot per team will be placed at locations
14(pixel) apart from the ball position in the longitudinal
direction of the playground. Other robots
(of both teams) can be placed freely outside the quarter where
the free-ball is being called, but with the rule that, the defending
team will get their preference in positioning their robots.
The game shall resume when the referee gives the signal and
all robots may then move freely. |
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