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| FIRA
Middle League SimuroSot 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;
(c) to declare penalty to the fouls.
Law 1. The Field
(1) Playground dimensions (Appendix 1)
A black rectangular playground 434(pixel) x 378(pixel) in size
,which is proportionate to the real field (150 cm x 130cm),with
2(pixel) thick light blue side-walls will be used. Solid 22(pixel)
x 22(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 63(pixel). The arc, which
is part of the goal area, will be 63(pixel) along the goal line
and 15(pixel) perpendicular to it. The major lines/arcs (centerline,
goal area borderlines and the center circle) will be gray in
color and 2(pixel) in thick. The free ball robot positions (circles)
shall be marked in royal purple color.
(3) The goal
The goal shall be 118 (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
118(pixel) long. The goal areas shall comprise of areas contained
by the rectangle (sized 212(pixel) x 47(pixel) in front of the
goal) and the attached arc (63(pixel) in parallel to the goal
line and 15(pixel) perpendicular to it).
(5) The ball
An orange golf ball shall be used as the ball, with 7(pixel)
diameter.
(6) The robots
The robots is square sized 14(pixel) x 14(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, 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 penalty kick to the opposite team.
(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:
Failure on the part of a goalkeeper to kick out the ball from
its goal area within 10 seconds.
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 an opponent robot blocks the goalkeeper in its goal
area.
(2) When a stalemate occurs for 10 seconds.
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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