Intellectual Property Statement · The Aerial Robot Recognition Card provide Aerial Robots with a...
Transcript of Intellectual Property Statement · The Aerial Robot Recognition Card provide Aerial Robots with a...
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Intellectual Property Statement The RoboMaster Organizing Committee ((hereinafter referred to as “the RMOC”) encourages and advocates for
technological innovation and open source technology and respects the intellectual property of participating teams.
All rights related to the intellectual property developed during the competition are owned by the individual teams.
The RMOC will not be involved in the handling of intellectual property disputes within teams. The participating
teams must properly handle all aspects of intellectual property rights among internal school members, company
members and other members of the team.
While using the RoboMaster Referee System and other supporting materials provided by the RMOC, teams should
respect the owners of all intellectual property. Teams are also prohibited from engaging in any behavior that violates
intellectual property rights, including but not limited to reverse engineering, replication or translation.
With regard to any behavior that may infringe upon the intellectual property rights relating to educational materials
provided for the competition by the RMOC or co-organizers, the intellectual property rights owners are entitled to
hold the infringing parties responsible in accordance with law.
Relevant suggestions for open source materials can be found in this link: https://bbs.robomaster.com/thread-7026-
1-1.html.
Using this Manual
Legend
Prohibition Important notes Hints and tips Definitions and references
Release Notes Date Version Changes
04/07/2019 V1.0 1. Updating descriptions and drawings of the
Competition Area;
2. Updating the competition mechanism;
3. Updating penalty system and competition rules.
12/12/2019 Preview Version First Release
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Table of Contents Intellectual Property Statement ................................................................................................................... 2
Using this Manual ..................................................................................................................................... 2
Legend .............................................................................................................................................. 2
Release Notes ........................................................................................................................................... 2
1. Introduction ..................................................................................................................................... 8
Robot and Operator ............................................................................................................................ 8
Robot Lineup ..................................................................................................................................... 8
Basic Robot Information ..................................................................................................................... 8
Operator Lineup ................................................................................................................................. 9
2. Competition Area ........................................................................................................................... 10
2.1 Overview ................................................................................................................................. 10
2.2 Robot Initialization Area ........................................................................................................... 12
2.2.1 Starting Zone .................................................................................................................... 12
2.2.2 Landing Pad ...................................................................................................................... 12
2.3 Base Zone ................................................................................................................................ 13
2.3.1 Base ................................................................................................................................. 14
2.3.2 Aerial Robot Recognition Card Penalty Zone ...................................................................... 15
2.4 Supplier Zone ........................................................................................................................... 15
2.4.1 Supplier Penalty Zone ........................................................................................................ 16
2.4.2 Recovery Tag .................................................................................................................... 16
2.5 Central Combat Zone ................................................................................................................ 17
2.5.1 Bunker .............................................................................................................................. 17
2.5.2 Bunker Defense Tag........................................................................................................... 18
2.5.3 High Wall ......................................................................................................................... 18
2.5.4 Resource Island ................................................................................................................. 19
2.6 Flight Zone............................................................................................................................... 22
2.6.1 Safe Flight Zone ................................................................................................................ 22
2.7 Operator Room ......................................................................................................................... 23
2.8 Projectiles ................................................................................................................................ 23
3. Competition Mechanism ................................................................................................................. 24
3.1 Overview ................................................................................................................................. 24
3.2 Armor Value Mechanism .......................................................................................................... 24
3.2.1 Base Armor Value .............................................................................................................. 24
3.2.2 Ground Robot Armor Value ................................................................................................ 24
3.3 HP Deduction Mechanism ......................................................................................................... 25
3.3.1 Attack Damage .................................................................................................................. 25
3.3.2 Referee System Going Offline ............................................................................................ 25
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3.4 HP Recovery and Revival Mechanism ........................................................................................ 26
3.4.1 Revival Tag ....................................................................................................................... 27
3.5 Automatic Movement Mechanism .............................................................................................. 27
3.6 Power Rune Mechanism ............................................................................................................ 29
3.6.1 Power Rune States ............................................................................................................. 29
3.7 Aerial Robot-Related Mechanisms ............................................................................................. 30
3.7.1 Take-off Mechanism .......................................................................................................... 30
3.7.2 Aerial Robot Visual Tag ..................................................................................................... 30
3.7.3 Aerial RobotArmor-breaking Skill ...................................................................................... 31
3.7.4 Base Recognition Area ....................................................................................................... 31
3.8 Barrel Heat Mechanism ............................................................................................................. 31
3.9 Projectile Reloading Mechanism ................................................................................................ 32
3.9.1 Allowed Projectile Quantity ............................................................................................... 32
3.9.2 Launching Mechanism’s Durability Value ........................................................................... 32
3.9.3 Projectile Container Reloading Mechanism ......................................................................... 33
3.10 Logic of Mechanism Overlap ..................................................................................................... 34
4. Competition Process ....................................................................................................................... 35
4.1 Pre-match Inspection................................................................................................................. 35
4.2 Staging Area ............................................................................................................................ 35
4.3 Two-minute Setup Period .......................................................................................................... 36
4.3.1 Official Technical Timeout ................................................................................................. 36
4.3.2 Team Technical Timeout .................................................................................................... 36
4.4 Referee System Initialization Period ........................................................................................... 37
4.5 Five-Minute Match Period ......................................................................................................... 38
4.6 End of Competition ................................................................................................................... 38
4.7 Match Results Confirmation ...................................................................................................... 38
5. Competition Rules .......................................................................................................................... 39
5.1 Penalty System ......................................................................................................................... 39
5.2 Rules ....................................................................................................................................... 40
5.2.1 Personnel Rules ................................................................................................................. 40
5.2.2 Robot Rules ...................................................................................................................... 44
5.2.3 Interaction Rules ............................................................................................................... 47
5.3 Serious Violations ..................................................................................................................... 49
5.4 Winning Criteria ....................................................................................................................... 50
6. Technical Fault or Anomaly ........................................................................................................... 53
6.1 Technical Fault ......................................................................................................................... 53
6.2 Anomaly .................................................................................................................................. 53
7. Appeals .......................................................................................................................................... 55
7.1 Appeal Process ......................................................................................................................... 55
7.2 Appeal Validity ........................................................................................................................ 56
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7.3 Appeal Materials ...................................................................................................................... 56
7.4 Appeal Decision ....................................................................................................................... 57
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Table Directory Table 1-1 Robot Lineup ................................................................................................................................. 8
Table 1-2 Basic Robot Information ................................................................................................................ 8
Table 1-3 Operator Lineup............................................................................................................................. 9
Table 3-1 Robot Status ................................................................................................................................ 24
Table 3-2 HP Deduction Mechanism for Attack Damage................................................................................ 25
Table 3-3 Time Required for Robot’s Revival after First Defeat ...................................................................... 27
Table 3-4 Visual Tags Allowed to be Carried by Aerial Robots and Their Functions ......................................... 30
Table 3-5 Projectile Container Groups and their Corresponding Reloading Quantities ...................................... 33
Table 4-1 Team Technical Timeout Arrangement ........................................................................................... 37
Table 5-1 Penalty System ............................................................................................................................ 39
Table 5-2 Penalties for Blocking .................................................................................................................. 45
Table 5-3 Penalties for Staying .................................................................................................................... 45
Table 5-4 Penalties for Collision .................................................................................................................. 46
Table 5-5 Penalties for Interference .............................................................................................................. 47
Table 5-6 Penalties for collision ................................................................................................................... 47
Table 5-7 Penalties for Interference .............................................................................................................. 47
Table 5-8 Penalties for Sticking Together ...................................................................................................... 48
Table 5-9 Penalties for Stay, Contact and Blocking ........................................................................................ 48
Table 5-10 Categories of Serious Violations.................................................................................................. 49
Table 5-11Points for Group Stage ................................................................................................................ 51
Table 6-1 Descriptions of Technical Fault ..................................................................................................... 53
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Diagram Directory Figure 2-1 Top View of Battlefield ............................................................................................................... 10
Figure 2-2 Localization dimensions for battlefield modules ............................................................................ 11
Figure 2-3 Axonometric View of Battlefield .................................................................................................. 11
Figure 2-4 Ground Padding Reference Diagram ............................................................................................ 12
Figure 2-5 Starting Zone ............................................................................................................................. 12
Figure 2-6 Landing Pad ............................................................................................................................... 13
Figure 2-7 Base Penalty Zone ...................................................................................................................... 13
Figure 2-8 Base .......................................................................................................................................... 14
Figure 2-9 Aerial Robot Recognition Card Penalty Zone................................................................................ 15
Figure 2-10 Supplier Zone and Designated Projectile Reloader Area .............................................................. 16
Figure 2-11 Supplier Penalty Zone ............................................................................................................... 16
Figure 2-12 Recovery Tag ........................................................................................................................... 17
Figure 2-13 Effective Size of Recovery Tag .................................................................................................. 17
Figure 2-14 Bunker..................................................................................................................................... 18
Figure 2-15 Bunker Defense Tag ................................................................................................................. 18
Figure 2-16 High Wall ................................................................................................................................ 19
Figure 2-17 Axonometric View of Resource Island ....................................................................................... 19
Figure 2-18 Dimensions of the Resource Island ............................................................................................ 20
Figure 2-19 Projectile Container .................................................................................................................. 21
Figure 2-20 Container Body Visual Tag ........................................................................................................ 21
Figure 2-21 Power Rune ............................................................................................................................. 22
Figure 2-22 Safe Flight Zones ..................................................................................................................... 23
Figure 3-1 HP Deduction Mechanism for Important Referee System Modules Going Offline ........................... 26
Figure 3-2 Revival Tag ................................................................................................................................ 27
Figure3-3 Battlefield Guiding Lines ............................................................................................................. 28
Figure 3-4 Power Rune When Available ....................................................................................................... 29
Figure 3-5 Power Rune Activating ............................................................................................................... 30
Figure 3-6 Successful Power Rune Activation ............................................................................................... 30
Figure 3-7Base Recognition Area................................................................................................................. 31
Figure 3-8 Barrel Heat Cooling Logic .......................................................................................................... 32
Figure 3-9 Projectile Container Layout ......................................................................................................... 33
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1. Introduction The core format of the RoboMaster 2020 Youth Tournament (“RM2020 Youth Tournament”) is a shootout battle
between robots that are either remotely operated or fully-automated, where projectiles are launched to attack the
opponent’s robots or Base to win the competition. See item 5.4 for the winning criteria.
Robot and Operator RoboMaster requires robots to fight together as a team with good coordination and teamwork.
Robot Lineup The robot lineup for the RM2020 Youth Tournament is as follows:
Table 1-1 Robot Lineup
Type Numbering Full Team Size (Units)
Standard 1/2 2
Engineer 3 1
Aerial 4 1
Minimum lineup for the first round of each match: All Ground Robots
Ground Robots: The collective term for Engineer and Standard Robots
Basic Robot Information The basic robot information for RM2020 Youth Tournament is as follows:
Table 1-2 Basic Robot Information
Robot Type Target
Initial Projectile Quantity Allowed to be Launched
Initial HP Maximum HP Initial Position
Standard except Aerial 50 200 Starting Zone
Engineer Own team’s
robots 0 500 Starting Zone
Aerial Opponent’s Base - - Landing Pad
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Operator Lineup The Operator lineup is as follows:
Table 1-3 Operator Lineup
Robot Type Operating Robot Full Team Lineup Size
Ground Robot
Operator
Standard 2
Engineer 1
Pilot/Projectile
Reloader Aerial, Standard 1
The roles of the Pilot and Projectile Reloader are undertaken by the same team member.
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2. Competition Area 2.1 Overview
The error margin for the dimensions of all battlefield components described in the document is ±5%. The dimension parameter unit is mm.
The core competition area of the RM2020 Youth Tournament is referred to as the “Battlefield”. The Battlefield is
7 meters long and 5 meters wide, and consists mainly of the Base Zone, Supplier Zone, Central Combat Zone, and
Flight Zone.
[1] Base
Zone [2]
Starting
Zone [3] 20° Slope [4] Road
[5] High
wall [6]
15°
Slope [7]
Supplier
Zone [8] Landing Pad
[9] Guiding
line [10]
Resourc
e Island [11] Power Rune [12] Bunker
Figure 2-1 Top View of Battlefield
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Figure 2-2 Localization dimensions for battlefield modules
Figure 2-3 Axonometric View of Battlefield
The ground of the Battlefield is laid with 20mm-thick EVA ground padding. The Battlefield Components such as
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the roads are all made of EVA, while the Resource Island is mainly made of metal.
Figure 2-4 Ground Padding Reference Diagram
2.2 Robot Initialization Area
2.2.1 Starting Zone The Starting Zone is where robots are placed before a match starts. The area of the Starting Zone is shown below:
[1] Base Zone [2] Starting
Zone
Figure 2-5 Starting Zone
2.2.2 Landing Pad The Landing Pad is the take-off zone for Aerial Robots. An Aerial Robot Recognition Card is attached to the
Landing Pad to provide Aerial Robots with a visual positioning mark. The image pattern of the Aerial Robot
Recognition Card is as shown below.
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[1] Aerial Robot Recognition Card
Figure 2-6 Landing Pad
2.3 Base Zone The Base Zone is located in the Starting Zone. The Base is in the center of the Base Zone. The Base Zone and its
space above are penalty zones for robots of both sides.
[1] Base
Foundation
[2] Base
Penalty
Zone
Figure 2-7 Base Penalty Zone
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2.3.1 Base The maximum HP of the Base is 5000. The Red and Blue Teams each have their own Base.
The Base is equipped with three Armor Modules distributed evenly on its sides. A Camera Module is mounted at
the top for interacting with Aerial Robots.
[1] Armor
Module [2] Base HP Light [3]
Camera
Module
Figure 2-8 Base
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2.3.2 Aerial Robot Recognition Card Penalty Zone The Aerial Robot Recognition Card provide Aerial Robots with a visual mark to position themselves precisely for
hovering purposes. The diagram below shows the Aerial Robot Recognition Card Penalty Zone. During the manual
operation phase, Ground Robots are prohibited from staying for a long period of time in the Aerial Robot
Recognition Card Penalty Zone;
[1] Aerial Robot Recognition Card Penalty Zone
Figure 2-9 Aerial Robot Recognition Card Penalty Zone
2.4 Supplier Zone The Supplier Zone Both Red and Blue Teams each have a Supplier Zone.
The Projectile Reloader needs to stand in its own team’s Designated Projectile Reloader Area (see the part indicated
with [2] in the below diagram] to receive projectile containers, and reload its team’s robots with the projectiles.
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[1] Supplier Zone [2] Designated Projectile Reloader Area
Figure 2-10 Supplier Zone and Designated Projectile Reloader Area
2.4.1 Supplier Penalty Zone The Supplier Zone of one side is the Supplier Penalty Zone for the robots of the other side.
[1] Supplier Penalty Zone
Figure 2-11 Supplier Penalty Zone
2.4.2 Recovery Tag The Recovery Tag is located on the side of the Landing Pad facing the Supplier Zone. The Recovery Tag is a heart-
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shaped Visual Tag, in red or blue, with an effective size of 150*150 mm.
[1] Recovery Tag
Figure 2-12 Recovery Tag
Visual Tag: A special pattern that is recognizable by the Video Transmitter Module on a Referee
System, used for interactions between robots and the Battlefield, Battlefield Components or between
one robot and another.
The effective size of a Visual Tag: The size of the colored pattern on a Visual Tag, not including the
white frame outside the pattern.
Figure 2-13 Effective Size of Recovery Tag
2.5 Central Combat Zone The Central Combat Zone is located in the center of the Battlefield, and forms the core area for the shootout battles
of robots. The Central Combat Zone includes the Bunker, the high wall as barriers for two terrains, and the Resource
Island.
2.5.1 Bunker The Bunker is located at the entrance of the Central Combat Zone, in the shape of an “L”. Its dimensions are shown
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below:
Figure 2-14 Bunker
2.5.2 Bunker Defense Tag A defense tag is located on the side of the Bunker near the Base. It is a Visual Tag in the form of the letter “D”, in
red or blue. Its effective size is 150*150 mm.
[1] Defense Tag
Figure 2-15 Bunker Defense Tag
2.5.3 High Wall The High Wall is located near the Resource Island. Its dimensions are shown as follows:
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Figure 2-16 High Wall
2.5.4 Resource Island The Resource Island is a resource area in the center of the Battlefield consisting of a Projectile Depot and a Power
Rune.
There are no separate Resource Islands for each of the Red and Blue Teams. The Engineer Robots of both teams
are allowed to procure projectile containers from the Resource Island.
[1] Projectile containers [2] Electronic Visual
Tag
Figure 2-17 Axonometric View of Resource Island
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Figure 2-18 Dimensions of the Resource Island
2.5.4.1 Projectile Depot The Projectile Depot has three sections where projectile containers are placed. Different quantities of projectile
containers are supplied at each different section. An Engineer Robot is allowed to carry projectile containers from
the Resource Island.
Projectile Container A projectile container is cylindrical in shape and is made of polypropylene. A red and blue set of Visual Tags are
printed on a projectile container, with each set containing two Visual Tags. At the top is the serial number tag and
at the bottom is the team letter tag. The red and blue sets of Visual Tags are attached around the body of the container
at 180° apart, as shown below. The serial number tag and team letter tag are used for interacting with the Standard
Robot. See “3.8 Projectile Container Reload Mechanism”.
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Figure 2-19 Projectile Container
Figure 2-20 Container Body Visual Tag
2.5.4.2 Power Rune The Power Rune is located directly above the Resource Island. The Power Rune consists of 5 Electronic Visual
Tags, where the characters are updated randomly. Hitting the 5 Visual Tags in sequence will activate the Power
Rune and the team will receive HP buff. For detailed descriptions, see “3.6 Power Rune Mechanism”.
Electronic Visual Tag: It consists of an LED dot matrix screen and a Hit Detector, and is able to simulate
the display of various Visual Tags and detect projectile hits.
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[1] Hit detection
effective area [2]
LED dot matrix
screen
Figure 2-21 Power Rune
2.6 Flight Zone The Flight Zone is the activity area for Aerial Robots. The whole Battlefield is the Flight Zone for Aerial Robots.
2.6.1 Safe Flight Zone The Aerial Robots of both sides have their own Safe Flight Zone, as shown below. The Aerial Robot of one side
must fly within its own Safe Flight Zone. If it is necessary to enter the Safe Flight Zone of the other team, avoid
interference or collision with the opponent’s Aerial Robot.
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[1] Red Team’s Safe
Flight Zone [2]
Blue Team’s Safe
Flight Zone
Figure 2-22 Safe Flight Zones
2.7 Operator Room Each Operator Room shall be equipped with a corresponding number of laptop computers, each connected to its
corresponding official equipment such as a mouse, keyboard, USB hub and wired headset.
An Operator Room is not provided with additional power supply.
2.8 Projectiles Robots attack the Armor Modules of enemy robots by launching projectiles, causing damage to their HP so as to
ultimately defeat them. Crystal projectiles with the size of 6.3±0.5 mm are used in the competition.
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3. Competition Mechanism 3.1 Overview Robots will display the following statuses during the competition as shown below:
Table 3-1 Robot Status
Status Description
Defense Where damage can be reduced when an Armor Module is hit by projectiles or struck.
Defense is not applicable to HP deduction penalties for rule violations, modules going offline, etc.
Defeated Where the HP of a robot is reduced to zero as a result of its Armor Module being attacked, its Referee
System going offline, ejection due to violations, etc.
Destroyed
Enemy Where a robot attacks the Armor Module of an enemy robot until the latter’s HP drops to zero.
3.2 Armor Value Mechanism Armor Value reflects the ability of a Base or robot to withstand attack.
When the Armor Value is positive and the Base or robot is attacked: Actual HP Deduction =
HP Deduction ∗ 1010 +Armor Value
.
When the Armor Value is negative and the Base or robot is attacked: Actual HP Deduction =
HP Deduction ∗ 10 − Armor Value10
.
For example: Assuming no HP buff is received, and the Armor Value of the Base is 70, the HP deduction suffered after
one projectile attack is: 10 * 10 / (10 + 70) = 1.25, rounded off to 1. Assuming no HP buff is received, and the Armor Value of the Base is -10, the HP deduction suffered after
one projectile attack is: 10 * [10-(-10)] / 10 = 20.
On the HP deductions suffered by a Base or robot under attack, refer to “3.3 HP Deduction Mechanism.
3.2.1 Base Armor Value The initial Base Armor Value is 90 points. The value will change in the course of the competition.
On the defeat of its first robot during the competition, the team’s Base Armor Value will be reduced by 50 points.
With every subsequent robot defeat, the team’s Base Armor Value will be reduced by 5 points, until it is 0.
3.2.2 Ground Robot Armor Value Regarding bonus Ground Robot Armor Value, refer to “3.5 Automatic Movement Mechanism”。
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3.3 HP Deduction Mechanism The HP of robots will be deducted in any of the following situations: The Armor Module is attacked by a projectile,
an important module in the Referee System has gone offline, penalty for violation, etc.
When calculating the HP, the Referee System will round off the HP deduction amount to an integer.
3.3.1 Attack Damage A robot is only allowed to inflict damage on the enemy unit using projectiles. The Armor Module detects projectile
attacks through the sensor.
A robot may also suffer damage when its Armor Module is struck. However, a robot cannot cause HP damage to
the other side’s robots through striking (including collision with the robots or launching objects).
The minimum detection gap for an Armor Module is 100 ms. An attack can only be detected effectively if the robot
uses a Launching Mechanism that complies with the technical safety standards of the RMOC and hits an Armor
Module from within a distance of 3 m.
The table below shows HP deductions where no buff is gained:
Table 3-2 HP Deduction Mechanism for Attack Damage
Damage Type HP Deduction
Crystal Projectiles 10
3.3.2 Referee System Going Offline According to the latest version of the RoboMaster 2020 Youth Tournament Robot Building Specification Manual,
robots must be mounted with their corresponding Referee System Module, and each Referee System Module must
have a stable connection to its server throughout the competition. The Referee System server detects the connectivity
of each module at a frequency of 2 Hz. If any important Referee System Module such as a Speed Monitor Module
(built into the Launching Mechanism) or an Armor Module goes offline due to robot design or structural problems,
then the HP of the corresponding Ground Robot will be deducted.
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Start
Important Module Going Offline
Calculate the Offline
Important Module (N)
Calculate the HP Deduction Value = 7 * N
Deduct HP from the robot
YES
No
Figure 3-1 HP Deduction Mechanism for Important Referee System Modules Going Offline
3.4 HP Recovery and Revival Mechanism Only Standard and Engineer Robots are allowed to recover and revive, excluding any robot penalized and ejected
from competition on a Level 2 Warning.
HP Recovery Mechanism:
Engineer Robots: If an Engineer Robot has not suffered any damage for 30 seconds or after being revived
from a defeat during a single round (including damage caused by penalties for violations, modules going
offline, etc.), it will automatically recover 2% of its Maximum HP per second.
Engineer or Standard Robots: If the Video Transmitter Module of a Referee System detects a Visual Tag at
its team’s HP Recovery Point, the robot will recover 5% of its Maximum HP per second until the Maximum
HP is hit.
Revival Mechanism:
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Engineer Robots: An Engineer Robot can be revived on any location in the Battlefield
Standard Robots: A Standard Robot can be revived through any of the following methods
Revival Method 1: The defeated robot detects the Revival Tag carried by an Engineer Robot for a
given period of time
Revival Method 2: The defeated robot detects the Revival Tag carried by an Aerial Robot for a given
period of time
Revival Method 3: The defeated robot is rescued and moved by other robots to its team’s HP Recovery
Point, and detects an HP Recovery Tag for a given period of time.
After a robot is revived, its HP will be restored to 20% of its Maximum HP. A revived robot will receive a
100% defense buff lasting for 10 seconds.
Time Required for Revival: After its first defeat, a robot needs to wait for T seconds before it can be revived.
For every subsequent defeat and revival, the robot’s waiting time will increase by 10 seconds each time. The number
of revivals and the required time are calculated individually for each robot.
Table 3-3 Time Required for Robot’s Revival after First Defeat
Robot Type T seconds
Standard 5
Engineer 20
3.4.1 Revival Tag As shown below, a Revival Tag is a Visual Tag in the form of a letter “R”, and can be carried by an Engineer or
Aerial Robot. The robots of each side can only recognize Revival Tags of their own team’s color.
Figure 3-2 Revival Tag
Revival Tags must be produced by the teams themselves. The specifications and requirement can be
found in the RoboMaster 2020 Youth Tournament Robot Building Specification Manual.
3.5 Automatic Movement Mechanism In the first minute of the match (countdown from 5:00 – 4:00), Ground Robots are allowed to move automatically,
but operators will not be able to control them through the client interface.
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During the automatic movement phase, all Ground Robots must move along their own team’s guiding lines as much
as possible. If the normal projection of any part of a robot is in contact with the guiding lines of its own team in the
Battlefield, it is deemed that the robot is moving along the guiding lines.
Guiding lines are divided into the Red Team’s and Blue Team’s guiding lines, as shown below. The Red Team’s
robots can only move along the Red Team’s guiding lines, and the Blue Team’s robots can only move along the
Blue Team’s guiding lines.
Figure3-3 Battlefield Guiding Lines
During this period:
If a Referee System recognizes a Defense Visual Tag on its own team’s bunker, the robot will receive 10 bonus
Armor Value points for one minute after the end of the automatic period.
If a Ground Robot successfully activates the Power Rune, all robots in its team will gain a 2.5-time attack power
buff for one minute after the end of the automatic period.
If a Ground Robot attacks the other team’s Base, the damage caused to the Base will be converted into
deductions of the Base’s Armor Value at the rate of 1 Armor Value point for every 50 points of damage, and the
Base’s HP will revert to its initial value.
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If a Ground Robot destroys any robot of the other team, all robots in its own team will receive 50% HP buff
(for current and Maximum HP) for an indefinite period of time.
3.6 Power Rune Mechanism The Power Runes are located on both sides of the Resource Island, with the Blue and Red Teams each having their
own Power Rune. After a Power Rune is activated, its Electronic Visual Tags will show a string of characters. The
Red Team’s robots can only recognize the Electronic Visual Tags of the Red Team’s Power Rune, likewise for the
Blue Team. If a Referee System detects the string of characters generated by the Electronic Visual Tags of its own
team, all the robots in its own team will receive a double attack power buff. Both teams can hit and activate their
Power Runes simultaneously.
The following description uses the Red Team’s Power Rune as an example, which shall likewise apply to the Blue
Team’s Power Rune.
The Power Rune consists of five Electronic Visual Tags. At the start of a match, the Electronic Visual Tags will
randomly generate a character string consisting of 1 to 5. The robot needs to launch projectiles to hit the hit detection
effective area shown in Figure 2-21 (in the white frame), in order to successfully activate an Electronic Visual Tag.
3.6.1 Power Rune States Power Runes can display four states: Available, Activating, Activation Successful and Activation Failed.
Available In an Available state, the Power Rune displays a random string of number, and updates it at a frequency of 1 Hz.
Figure 3-4 Power Rune When Available
Activating When an Electronic Visual Tag is correctly hit, it will turn into the letter “O” from its original number.
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Figure 3-5 Power Rune Activating
Activation Successful Two minutes into the match (countdown at 3:59), if the robot activates the corresponding Electronic Visual Tags in
sequence from 1 to 5, it shall be deemed that the Power Rune is successfully activated, and the Electronic Visual
Tags of the Power Rune will display the following characters.
Figure 3-6 Successful Power Rune Activation
Activation Failed If the robot fails to hit the Electronic Visual Tags with the correct serial numbers within one second during the
shootout, the activation will be deemed failed, the Power Rune will return to an available state, and the robot will
have to reactivate the Power Rune.
3.7 Aerial Robot-Related Mechanisms
3.7.1 Take-off Mechanism An Aerial Robot can only take off after the automatic period for Ground Robots has ended.
3.7.2 Aerial Robot Visual Tag An Aerial Robot can carry multiple types of Visual Tags to interact with the Base or Ground Robots in order to
achieve certain functions. An Aerial Robot can only carry one type of Visual Tag during each take-off. The Visual
Tag can be changed by the Pilot after the robot’s return to the Landing Pad.
Table 3-4 Visual Tags Allowed to be Carried by Aerial Robots and Their Functions Visual Tag Allowed to be Carried Interaction Target Function
Armor-breaking Skill Tag Opponent’s Base Temporarily reducing the Base’s
defense ability
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Visual Tag Allowed to be Carried Interaction Target Function
Revival Tag Own team’s Ground Robots Defeated and revived Standard Robots
Visual Tags must be produced by the teams themselves. The specifications and requirement can be found
in the RoboMaster 2020 Youth Tournament Robot Building Specification Manual.
3.7.3 Aerial RobotArmor-breaking Skill The Aerial Robot carries the Armor-breaking Tag, and hovers in the Base Recognition Area keeping the Armor-
breaking Tag perpeindicular to the central axis of the Base’s camera for 20 seconds, after which the Armor-breaking
Skill will be activated and the team’s Base Armor Value will be reduced by 50 points for 20 seconds.
After a period of time, the Aerial Robot will have to leave the other team’s Base Recognition Area and enter into a
one-minute skill cooling period.
If the Aerial Robot enters the other team’s Base Recognition Area again during the skill cooling period, the cooling
countdown will stop until the Aerial Robot completely leaves the Base Recognition Area again.
3.7.4 Base Recognition Area The Base Recognition Area is where the Base recognizes an Aerial Robot’s Visual Tag through the Referee
System’s Video Transmitter Module. Its scope is as follows:
Figure 3-7Base Recognition Area
3.8 Barrel Heat Mechanism Set the barrel heat limit as Q0, the current barrel heat as Q1. For each projectile detected by the Referee System, the
current barrel heat Q1 is increased by 10 (regardless of its initial speed). The barrel cools at a frequency of 10 Hz.
The cooling value per detection cycle = cooling value per second / 10. If Q1 ≥ Q0, the Launching Mechanism will
32 © 2020 DJI All Rights Reserved.
be barred from use (unable to launch projectiles) until the barrel heat is lower than 1/2 Q0 where it will be reactivated.
The barrel heat cooling logic is as shown below:
Launching Mechanism available
Launching Mechanism barred
YES
Q1 = Q1 – cooling value per second / 10
100ms detection
cycle is up
Start
NO
Q1 < ½*Q0
Q1 > Q0
NOYES
Launching Mechanism is barred?
NO
YES
YES
Figure 3-8 Barrel Heat Cooling Logic
3.9 Projectile Reloading Mechanism
3.9.1 Allowed Projectile Quantity
The allowed projectile quantity indicates the quantity of projectiles allowed to be launched by a robot. With each
projectile launched by the robot, the allowed projectile quantity reduces by one point. When the allowed projectile
quantity hits zero, the robot will no longer be able to launch any projectile. The allowed projectile quantity can be
increased by means of projectile container reloading.
3.9.2 Launching Mechanism’s Durability Value
The Launching Mechanism’s Durability Value is 400. Every projectile launched by the robot lowers the Durability
Value by one point. When the Durability Value hits zero, the robot will no longer launch any projectile, and no
projectiles can be reloaded through projectile containers. The Launching Mechanism’s Durability Value will be
reset at the start of each round, but cannot be restored by any means during a round.
Team members should ensure that the clips are fully loaded before a match, to avoid robots not being able to launch projectiles due to projectile depletion in the clips.
© 2020 DJI All Rights Reserved. 33
3.9.3 Projectile Container Reloading Mechanism The projectile containers in the Resource Island are divided into four groups indicated by the team letters A, B, C
and D. Their layout is shown as follows:
[1] Group A [2] Group C [3] Group D [4] Group B
Figure 3-9 Projectile Container Layout
Each group contains three projectile containers, indicated by the serial numbers 1, 2 and 3.
Each different group is able to supply a different quantity of projectile containers. The projectile container groups
and their corresponding reloading quantities are shown as follows.
Table 3-5 Projectile Container Groups and their Corresponding Reloading Quantities
Team Letter Reloading Quantity
A, B 50%
C 100%
D 200
When a Standard Robot scans the serial number and team-letter Visual Tags of its own team’s color on projectile
containers simultaneously using the Video Transmitter Module, the reloading is deemed successful, and the robot’s
current allowed projectile quantity will increase. Once the reloading is completed, the projectile containers used in
this reloading will become ineffective during this round.
When a Standard Robot scans the Visual Tags on a projectile container, it must ensure the team letter and serial
number tags are not blocked and are directly facing the reloaded robot. After the Engineer Robot completes the
retrieval of the projectiles, it needs to adjust the projectile containers using its own mechanical structure to satisfy
the recognition requirements. If the Engineer Robot’s own mechanical structure is unable to satisfy such
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requirements, the projectile containers can be transported back to the Supplier Zone for the Projectile Reloader to
complete the reloading step. The Projectile Reloader is only allowed to touch the projectile containers placed in the
Supplier Zone, and must not touch any Ground Robot or any projectile container outside the Supplier Zone at any
time.
3.10 Logic of Mechanism Overlap When a robot gains more than one buff of the same type, the maximum buff effect will be recorded. Buffs include
attack power, defense, and recovery and revival.
For example, if an Engineer Robot has not suffered any damage for 30 seconds, it will recover its HP at 2% of its Maximum HP per second. If the Engineer Robot recognizes its own team’s HP Recovery Tag, its HP will recover at 5% of its Maximum HP per second.
© 2020 DJI All Rights Reserved. 35
4. Competition Process
4.1 Pre-match Inspection
Pit Crew: Formal staff of the current competition season that are allowed to enter the Staging Area and Competition Area.
To ensure the robots built by all teams meet the required standard specifications, each team must undergo Pre-match
Inspection in the Inspection Area 50 minutes before the start of each match.
Only a maximum five members from each team are allowed to enter the Inspection Area, where each robot shall be
brought into the Inspection Area by one team member, and one member shall be responsible for coordinating and
cooperating in the Pre-Inspection. Without the permission of the Head Inspector, other team members are not
allowed to enter the Inspection Area. Team members are prohibited from entering the Inspection Area before their
robots have entered the Inspection Area.
During Pre-match Inspection, inspectors will stick a Pass Card on robots that have passed the Inspection. Only
robots with a Pass Card that is fully marked can enter the Staging Area and Competition Area. Teams must modify
their non-qualifying robots in the designated area or the Preparation Area until they meet the inspection requirements,
before they can enter the match.
When Pre-match Inspection is complete, the team Captain must sign the inspection form to confirm the inspection
results. After the team Captain has signed and confirmed, no objections may be raised to the inspection results.
During each round, each team can carry no more than one backup robot. Team members are required to declare the
types of backup robots they are carrying during Pre-match Inspection. Apart from backup Standard Robots, other
types of backup robots must be attached with number stickers in the Inspection Area. If backup Standard Robots
are needed on the field, a Pit Crew Member must obtain the relevant number sticker from the official technicians.
After passing the Pre-match Inspection, backup robots cannot be replaced without permission.
4.2 Staging Area After completing the Pre-match Inspection, each team must be at the Staging Area at least 15 minutes before the
start of the match. The staff at the Staging Area will check the status of the participating robots and the team
members’ information.
If any team needs to repair its robots after entering the Staging Area, it must obtain the permission of the staff at the
Staging Area. A robot of the applicant can only return to the Repair Area if a staff member at the Staging Area has
removed the Pass Card on the robot. When repair is finished, the team must bring their robots back to the Inspection
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Area for another Pre-match Inspection before reentering the Staging Area.
After leaving the Staging Area, the competing teams will enter the Preparation Area of the Competition Area and
set up their robots. When the previous match has ended and with the permission of the referee, the next pair of
participating teams will wait at the entrance of the Battlefield with their robots for further instructions. After the
referee has confirmed that both teams are ready, the Side Referee will open the doors and lead the team members
into the Competition Area. The countdown for the Two-Minute Setup Period will begin when the door opens.
4.3 Two-minute Setup Period During the Two-minute Setup Period, Pit Crew Members must place the robots at their respective initial positions,
and check that the robots’ Referee Systems are operating normally. Pit Crew Members must complete the projectile
loading for the robots, and ensure the clips are fully loaded.
When one minute is left in the Setup Period, the Operator should preferably be in the Operator Room to complete
the debugging for the keyboard and, and double-check that the robot controls and official equipment are operating
normally. If any equipment in the Operator Room does not operate normally, the Operator must raise the issue
before the Setup Period is down to the last 15 seconds. Otherwise, any request will not be entertained by the
Technical Referee.
When 30 seconds are left in the Setup Period, all robots in the Battlefield must be powered up, and the staff in the
Battlefield should leave the Competition Area in an orderly manner.
4.3.1 Official Technical Timeout During the Two-minute Setup Period, if a Referee System, equipment inside the Operator Room or other modules
related to a Referee System experience any faults (for details on technical faults, refer to Table 6-1), the Head
Referee can announce an Official Technical Timeout and pause the setup countdown.
During an Official Technical Timeout, team members can only cooperate with the Technical Referee in eliminating
the faults of the relevant Referee System modules and cannot repair other breakdowns. After the faults in the relevant
Referee System modules have been eliminated and the Head Referee has resumed countdown, the team must comply
with the rules for the Two-Minute Setup Period and leave the Battlefield at the required time.
4.3.2 Team Technical Timeout If the mechanical structure of a robot, a software system, the keyboard or mouse in the Operator Room or other
equipment experiences any faults, the team Captain may make a request to the referee in the Battlefield or Operator
Room for a “Team Technical Timeout” before the 15-second countdown in the Two-minute Setup Period, and
© 2020 DJI All Rights Reserved. 37
indicate the requested timeout length and reasons for the request. Once a Team Technical Timeout request has been
made and conveyed to the Head Referee, the Technical Timeout cannot be revoked or revised.
After a team’s Technical Timeout has been allowed by the Head Referee, the Head Referee will inform both teams
of the timeout regardless of which team requested the Team Technical Timeout. Pit Crew Members can enter the
Battlefield to inspect and repair robots, while members of both teams can only inspect, repair and commission their
own robots at their respective Starting Zones and Landing Pads.
Even if the team did not enter the Battlefield or ended the Technical Timeout early, the opportunity used will still
be the opportunity corresponding to the timeout length indicated by the team during its request. At this time, the
Head Referee will continue the countdown of the Technical Timeout, or the Head Referee may end the Technical
Timeout early after confirming that both teams are ready.
To ensure that subsequent matches begin on time, only one Team Technical Timeout is allowed for each Two-
minute Setup Period on a first-come-first-served basis. After the match, the Match Results Confirmation Form will
state whether Technical Timeout opportunities have been used during the match. The type of Technical Timeout
allowed is determined by the Head Referee based on the request of the team. The team cannot dispute the type of
Technical Timeout allowed, and the Technical Timeout process cannot be the basis for any appeal after the match.
The Team Technical Timeout arrangements for different competitions are as follows:
Table 4-1 Team Technical Timeout Arrangement
Competition Arrangement
Regional
Competition,
National
Competition
Group Stage: Two Technical Timeouts for 2 minutes each
Knockout Stage: One Technical Timeout for 3 minutes Technical Timeout opportunities not
used in the Group Stage can be carried over to the Knockout Stage
4.4 Referee System Initialization Period After the Two-minute Setup Period, the match enters a 20-second Referee System Initialization Period. During the
Initialization Period, the competition server will automatically detect the connection status of the client, the Referee
System module status of the robot, Battlefield Component status, etc. If the Referee System of a team’s robot
experiences technical faults during the Initialization Period causing the initialization countdown to stop, a maximum
of two Pit Crew Members for each team are allowed to enter the Battlefield to check the fault. After the fault has
been rectified, the initialization countdown will resume, and the competition server will restore the HP of all robots,
ensuring their HP are full when the match officially begins.
When the Referee System Initialization Period is left with 15 seconds, a clear countdown sound effect and live
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animation will be played. At this time, the keyboard connected to the computer in the Operator Room will be locked.
When the countdown finishes and the keyboard unlocks, the match starts immediately.
4.5 Five-Minute Match Period The Five-Minute Match Period consists of a one-minute automatic movement period (see “3.5 Automatic
Movement Mechanism”) and a four-minute manual operation period. During the match, the robots from both teams
will engage in tactical battles in the core competition zone – the Battlefield.
4.6 End of Competition A round ends either when time has elapsed for the round or one team has fulfilled the conditions for winning. When
a round ends, the match immediately enters the Two-minute Setup Period for the next round. The match is over
when the winner has been determined.
4.7 Match Results Confirmation During a match, the referee will record on the Match Results Confirmation Form, the penalties issued for each round
and the HP deductions of both sides at the end of the rounds, the Remaining HP of each Base, the winning teams,
the use of Technical Timeout opportunities by teams, and other relevant details. After the end of each match, team
Captains need to be at the Referee Area to confirm the results.
Within five minutes after a match ends, Captains of both teams must confirm the match results by signing at the
Referee Area. If a team Captain is not at the Referee Area within five minutes to sign and confirm the results and
has not requested an appeal, it is deemed that the team agrees with the match results.
The referee will not entertain any request for appeals on match results between rounds of an individual match.
Once a team Captain has signed and confirmed the results, no further appeals can be made.
© 2020 DJI All Rights Reserved. 39
5. Competition Rules
Any penalty issued before the start of a competition will be executed after the competition officially starts.
To ensure the fairness of the competition and uphold discipline in the competition, participating teams and robots
are required to adhere strictly to the Competition Rules. Referee will issue the appropriate penalty against any
violation of rules.
Serious violations and appeals in the competition will be publicized.
5.1 Penalty System The details of the RM2020 Youth Tournament Penalty System are as described below:
Table 5-1 Penalty System
Violation Level Description
Verbal Warning The referee will give an indication and warning on the violation of a team member or robot.
Level 1 Warning
The operation interface of all Operators from the offending team will be blocked for
three seconds
The Referee System will automatically deduct 2% of the current maximum HP from
all surviving robots of the offending team. The HP deducted will be counted as the
enemy’s HP deduction.
Level 2 Warning
(Ejection)
The offending robot is ejected: All the HP of the Ground Robots in the round is
deducted; the Aerial Robot loses all its buff skills and must immediately return to the
Landing Strip. Ejected robots cannot be revived. HP deducted from the ejection will
be counted as the enemy’s HP deduction
The Operator or other team members are ejected: Members ejected by the referee must
immediately leave the Competition Area, and no substitute Operators or Pit Crew will
be allowed in the remaining rounds of the match. The robot operated by the ejected
Operator will be ejected for this round and barred from all rounds of the current match,
with no substitute robots allowed.
Level 3 Warning
(Forfeiture)
If a Forfeiture is issued before the match (not including the Two-minute Setup Period),
the Pit Crew of the offending team must all leave the Competition Area. The offending
team’s Base HP is deducted to zero, and the HP of all the offending team’s robots is
full. The opposing team’s Base HP and robots’ HP remain full.
40 © 2020 DJI All Rights Reserved.
Violation Level Description
If a Forfeiture is issued during a match (including the Two-minute Setup Period), the
round is immediately over. The offending team’s Base HP is deducted to zero, and the
HP of all the offending team’s robot shall be based on the HP at the end of the match.
The opposing team’s Base HP and robots’ HP remain at the amount when the round
ends.
If a Forfeiture is issued after the round (due to an appeal), the offending team’s Base
HP is deducted to zero, and the HP of all the offending team’s robots shall be based on
the HP at the end of the match. The opposing team’s Base HP and robots’ HP remain
at the amount when the round ends.
Some violations will directly trigger a Level 4 or Level 5 Warning, while the penalties for some violations will
escalate gradually from a Verbal Warning. A Verbal Warning, Level 1 Warning and Level 2 Warning cannot be
used by any team as the basis for an appeal. The Chief Referee will reject an appeal immediately if it is made by
any team on this basis.
If a robot’s remaining HP is less than that needs to be deducted from penalty, this robot’s HP reduces to 1.
During the competition, the Chief Referee has the final right of interpretation on the Competition Rules. Any
questions related to the Competition Rules must be referred to the Chief Referee only.
5.2 Rules This chapter sets out the competition rules and defines the relevant penalties to be taken by the referee after a
violation. Rules with a serial number R# are rules that must be adhered to by participating teams, team members
and robots.
5.2.1 Personnel Rules
5.2.1.1 Participating Teams/Personnel
R1 Teams are required to meet the requirements in Chapter 3 of the RoboMaster 2020 Youth Tournament
Participant Manual.
Penalties: According to the seriousness of the situation, the highest penalty that can be given to an offending
team is disqualification.
R2 Teams must not set up their own wireless networks or communicate with team members using walkie-talkies
in the relevant competition zones (including but not limited the Preparation Area, Inspection Area, Staging
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Area and Competition Area).
Penalties: The highest penalty that can be given to the offending team is disqualification.
R3 Team members are not allowed to power their equipment using the power supply for official equipment in the
Competition Area. However, they may bring their own power supply.
Penalties: Verbal Warning If the Verbal Warning is ineffective, the offender shall be issued a Level 2 Warning.
R4 Except for emergencies, teams must be at the Inspection Area at least 50 minutes before the start of a match to
undergo the Pre-match Inspection.
Penalties: Forfeiture of the current match.
R5 Team members must wear protective goggles when entering official designated areas such as the Preparation
Area, Staging Area and Competition Area.
Penalties: The offender will be prevented from accessing the area.
R6 Team members must not turn on the power and debug or repair their robots in the Staging Area.
Penalties: Verbal Warning If the Verbal Warning is ineffective, the team shall be issued a Forfeiture of the
match.
R7 Except for Pit Crew Members of the team that is about to start the next match, other team members are not
allowed to enter the Competition Area and other competition zones.
Penalties: Verbal Warning If the Verbal Warning is ineffective, the offending team member shall be
disqualified.
R8 Teams are not allowed to bring their own projectiles into the Inspection Area, Staging Area or Competition
Area.
Penalties: The staff confiscates the projectiles.
R9 Teams must not damage any official equipment (including but not limited to equipment in the Competition
Area, Staging Area, Repair Area and Inspection Area).
Penalties: Verbal Warning, and the offending party is required to pay compensation as per the price.
R10 Team members are not allowed to leave the Staging Area or Competition Area without permission.
Penalties: Offender is forbidden from entering the Competition Area.
R11 Team members are not allowed to bring wireless headsets into the Operator Room.
Penalties: Verbal Warning If the Verbal Warning is ineffective, the team shall be issued a Forfeiture of the
match.
R12 During the Two-minute Setup Period, team members may debug the Aerial Robot near the Landing Pad, but
42 © 2020 DJI All Rights Reserved.
must not start the propeller.
Penalties: Verbal Warning If the Verbal Warning is ineffective, the offending team shall be issued a Level 1
Warning.
R13 During the Two-minute Setup Period, team members must ensure their robots are operating safely and will not
cause harm to any person or equipment in the Competition Area.
Penalties: The offending party must bear the relevant responsibility.
R14 After the end of a match, team members must power off their robots immediately and remove them from the
Competition Area.
Penalties: Verbal Warning If the Verbal Warning is ineffective, the highest penalty that can be given to the
offending team is disqualification.
5.2.1.2 Pit Crew
R15 Only a maximum of eight Pit Crew Members and one supervisor for each team are allowed to enter the
Competition Area. Only a maximum of five team members are allowed to enter the Battlefield, while the other
team members may enter the Operator Room or wait at the Pit Area in the Competition Area.
Penalties: Verbal Warning If the Verbal Warning is ineffective, the team shall be issued a Forfeiture of the
match.
R16 Pit Crew Members must meet the identity requirements.
Penalties: Verbal Warning If the Verbal Warning is ineffective, the team shall be issued a Forfeiture of the
match.
R17 Pit Crews must wear armbands which must not be covered. The “Captain” sign of the Captain's armband must
face the front.
Penalties: Verbal Warning If the Verbal Warning is ineffective, the offender shall be issued a Level 2 Warning.
R18 Without the permission of the referee, Pit Crew Members in the Competition Area are not allowed to
communicate in any way or exchange items with anyone outside the Competition Area.
Penalties: Verbal Warning If the Verbal Warning is ineffective, the team shall be issued a Forfeiture of the
match.
R19 During the final 30 seconds of the Two-Minute Setup Period or the final 20 seconds of a Team Technical
Timeout, the Pit Crew must leave the Battlefield as quickly as possible.
Penalties: Verbal Warning If the Verbal Warning is ineffective, the offender shall be issued a Level 2 Warning.
If the offender does not obey the penalty order, the team shall be issued a Forfeiture of the match.
© 2020 DJI All Rights Reserved. 43
R20 After the end of the Two-minute Setup Period, the Pit Crew must return to the designated area outside the
Battlefield.
Penalties: Verbal Warning If the Verbal Warning is ineffective, the offender shall be issued a Level 2 Warning.
If the offender does not obey the penalty order, the team shall be issued a Forfeiture of the match.
R21 During the match, the Projectile Reloader must remain in the designated area and other Pit Crew Members
apart from the Operators must remain in the Pit Area of the Competition Area unless otherwise permitted by
the referee.
Penalties: Verbal Warning If the Verbal Warning is ineffective, the offender shall be issued a Level 2 Warning.
If the offender does not obey the penalty order, the offending party shall be issued a Forfeiture of the match.
R22 The Projectile Reloader must not touch any robot at any time after the start of a match, or any projectile
container outside its own team’s Supplier Zone.
Penalties: Verbal Warning If the Verbal Warning is ineffective, the highest penalty that can be given to the
offender is disqualification.
5.2.1.3 Operator
An Operator can be substituted after each round.
R23 The number requirements for Operators stated in Table 1-3 must be met.
Penalties: Forfeiture of the round.
R24 The use of one’s own computers is prohibited in the Operator’s Room.
Penalties: Forfeiture of the round.
R25 Operators must remain in the relevant Operator’s Room during the Referee System Initialization Period and
the Match, to operate the relevant computers, and must remain in position after a match has started, unless
otherwise permitted by the referee.
Penalties: Verbal Warning If the Verbal Warning is ineffective, the offender shall be issued a Level 2 Warning.
If the offender does not obey the penalty order, the offending party shall be issued a Forfeiture of the match.
R26 Operators are required to wear headsets during a match.
Penalties: Verbal Warning If the Verbal Warning is ineffective, the offender shall be issued a Level 2 Warning.
If the offender does not obey the penalty order, the offending team shall be issued a Forfeiture of the round.
R27 The Pilot must wear a long-sleeved top, a safety helmet and pilot goggles.
Penalties: Verbal Warning If the Verbal Warning is ineffective, the highest penalty that can be given to the
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offending team, according to the seriousness of the situation, is a Forfeiture of the match.
The safety helmet and pilot goggles are placed in the Operator Room.
5.2.2 Robot Rules
5.2.2.1 General
R28 Participating robots must be designed, assembled and commissioned by the teams themselves. Teams may not
borrow the robots of other teams for the competition, or copy the program codes of other teams.
Penalties: Once confirmed, it shall be deemed as cheating, and the results of both teams will be revoked and
they will be disqualified from all subsequent matches in this competition season.
R29 Robots entering a match must pass Pre-match Inspection.
Penalties: Forfeiture of the round.
R30 All robots of a team must complete on the Battlefield for the first round of a match.
Penalties: Forfeiture of the current match.
R31 Robots must be attached with their corresponding armor stickers that meet the specifications.
Penalties: Before the start of the competition, the offending robot is not allowed to enter the stage. During the
competition, the highest penalty that can be given to an offending team is ejection, based on the seriousness of
the situation.
R32 Robot is not allowed to leave the Staging Area without permission.
Penalties: Verbal Warning If the Verbal Warning is ineffective, the highest penalty that can be given to an
offending robot is ejection.
R33 Robot must not carry or present safety issues including but not limited to short circuits, crashing and falling to
the ground. If safety issues are present or have arisen, the relevant personnel must execute the relevant
operations in accordance with the referee’s instructions.
Penalties: Before a match starts, the Pit Crew needs to resolve the safety issue as required by the referee,
otherwise the offending robot will not be allowed onto the Battlefield. Verbal Warning given during the
competition. If the Verbal Warning is ineffective, a Level 2 Warning shall be issued against the offender and
the robot operated by him/her or the offending robot.
R34 During the 5-second countdown in the Referee System Initialization Period, no robots are allowed to transform
beyond their Maximum Initial Size.
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Penalties: After the start of the competition, the offending team is issued a Level 1 Warning.
R35 During the competition, the robot is not allowed to disintegrate into sub-robots or sub-systems connected by
multiple flexible cables, and must not cast or launch their own parts.
Penalties: The offending robot is issued a Level 2 Warning.
R36 During the competition, apart from projectile supply reloads and rescues, robots are not allowed to cover their
Armor Modules through transformation or sticking to one another to avoid attacks by other robots.
Penalties: A Level X Warning will be issued against the offending team according to the length of the blocking
time of T second(s).
Table 5-2 Penalties for Blocking
T Second(s) Level X Warning
T ≤ 10 1
T > 10 2
R37 Except during the automatic period, no robots of either team are allowed to stay in the Aerial Robot Recognition
Card Penalty Zone.
Penalties: A Level X Warning will be issued against the offending team according to the length of the blocking
time of T second(s).
Table 5-3 Penalties for Staying
T Second(s) Level X Warning
T ≤ 10 1
T > 10 2
5.2.2.2 Ground Robots
R38 During the Two-Minute Setup Period, Ground Robots in the Battlefield are not allowed to leave their team’s
Starting Zone.
Penalties: The offending team or robot is issued a Level 1 or Level 2 Warning, based on their subjective
intention.
R39 During the competition, no robot of the offending team is allowed to attack its enemy’s Aerial.
Penalties: The offending robot is issued a Level 2 Warning.
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5.2.2.3 Aerial Robots
R40 During the Two-Minute Setup Period, an Aerial Robot is not allowed to start its propeller and leave the Landing
Pad.
Penalties: The offending robot is ejected from the match, the Pit Crew must remove the Aerial Robot from the
Battlefield, and its Pilot must return to the Pit Area.
R41 During the match, an Aerial Robot’s flying altitude must not exceed 1500 mm, and its flight range must not
extend beyond the Flight Zone.
Penalties: Verbal Warning If the Verbal Warning is ineffective, the Aerial Robot will lose all its buff skills in
that round, and will not be allowed in the other rounds of the same match.
R42 Aerial Robots must not interfere with the normal operation of Ground Robots during flight.
Penalties: The offending team is issued a Level 1 Warning.
R43 If an Aerial Robot experiences technical faults, or is damaged due to the unreasonable design of the propulsion
system or power supply system during the competition, it must be checked by the technical personnel and
cleared by the Head Referee as hazard-free before it can be allowed to return to the match.
Penalties: The offending robot is not allowed to enter the other rounds in the same match.
R44 Aerial Robots have priority access in their own team’s Safe Flight Zone. When the Aerial Robot of one team
is flying in the Safe Flight Zone of the other team, it must not cause any interference to the flight of the other
team’s Aerial Robot. The Aerial Robot of either team must not deliberately collide with the Aerial Robot of
the other during the match, otherwise the offending Aerial Robot shall be deemed to be in violation. If the
Aerial Robots of both teams collide in the Safe Flight Zone of one of theirs, and their subjective intention is
difficult to ascertain, it shall be deemed that the Aerial Robot entering the other team’s Safe Flight Zone is in
violation.
Penalties: The offending team is issued a Level 1 or Level 2 warning based on the impact of the collision.
Table 5-4 Penalties for Collision
Violation Level Description
Level 1 The other team’s robot shakes lightly but does not fall or suffer any damage
Level 2 The other team’s robot falls or suffers damage
R45 Aerial Robots are only allowed to carry one type of Visual Tag on take-off.
Penalties: The offending robot is ejected from the match, and is not allowed to enter the other rounds in the
same match.
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5.2.3 Interaction Rules
5.2.3.1 Between Robots
R46 The Engineer Robot of one team is not allowed to interfere with the other team’s Engineer Robot when it is
procuring projectile containers.
Penalties: The offending team is issued a Level 1 or 2 Warning, based on the degree of interference.
Table 5-5 Penalties for Interference
Violation Level Description
Level 1 Minor collision
Level 2 Repeated high-speed collision, or active pushing causing the other team’s Engineer
Robot to move across a longer distance
R47 Except for slowly pushing away a defeated robot that is obstructing the path, a robot must not use any of its
structures to collide with the enemy's robots, regardless of whether the enemy robot has already been defeated.
Penalties: The offending team or robot is issued a Level 1 or 2 Warning, based on their subjective intention
and the degree of collision.
Table 5-6 Penalties for collision
Violation Level Description
Level 1 Actively causing frontal high-speed collision, active pushing causing the other
team’s robot to move, or impeding the normal movement of the other team’s robot
Level 2
Actively causing high-speed and repeated frontal collision, active pushing causing
the other team’s robot to move across a longer distance, or impeding the normal
movement of the other team’s robot for a long period of time
R48 During the automatic movement period, the robot of one team is not allowed to have any physical contact with
any robot of the other team that is moving along the guiding lines, by means of active interference, obstruction
or collision.
Penalties: The offending robot is issued a Level 1 or 2 Warning based on the degree of interference.
Table 5-7 Penalties for Interference
Violation Level Description
Level 1 Actively causing light collision, without affecting the normal movement of the other
team’s robot
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Violation Level Description
Level 2
Actively pushing the other team’s robot causing it to deviate from the guiding lines,
obstructing the other team’s robot and affecting its movement, or blocking the
guiding lines by any means which prevents the other team’s robot’s automatic
movement based on its preset programs.
R49 A robot must not stick itself to any enemy robot through active interference, blocking or collision.
Penalties: A Level X Warning will be issued against the offending team according to the length of time of
sticking together of T second(s) and the impact on the competition.
Table 5-8 Penalties for Sticking Together
T Second(s) Level X Warning
T ≤ 10 1
10 < T ≤ 30 2
T > 30 3
R50 A team’s robots must not interfere with an enemy robot during a regular projectile supply reload, HP recovery
or revival.
Penalties: The offending robot is issued a Level 2 Warning.
5.2.3.2 Robots and Battlefield Components
R51 The robot of one team is not allowed to enter the Supplier Penalty Zone or block the other team’s robot outside
the Penalty Zone in entering the Supplier Zone.
Penalties: The offending team is issued a Level X Warning based on the length of time of stay and degree of
blocking.
Table 5-9 Penalties for Stay, Contact and Blocking
T Second(s) Level X Warning
T ≤ 10 1
10 < T ≤ 30 2
T > 30 3
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T Second(s) Level X Warning
Blocking near the Penalty Zone which prevents the
other team’s robot from entering the Penalty Zone
normally.
3
R52 During any match in RM2020, participating robots can only use projectiles supplied by the RMOC.
Penalties: If the Verbal Warning is ineffective, the highest penalty that can be given to an offending robot is
ejection.
R53 An Engineer Robot must not use adhesive materials to retrieve or place projectile containers.
Penalties: The offending robot is issued a Level 2 Warning.
R54 During the competition, no robot mechanism must cause any damage to the core components of the
Competition Area.
Penalties: If the fault has been confirmed, the round ends and the offending party is issued a Forfeiture for the
round.
5.3 Serious Violations The following actions are considered serious violations of rules. Any serious violation by an individual or a team
will lead to a maximum penalty of disqualification from the competition. The team will be prohibited from
participating in the current competition season and receiving any awards. The match results of this team will still
be documented as reference for the other teams’ advancement in the competition.
Table 5-10 Categories of Serious Violations
Rule Robot type
1. Violating rules mentioned in this chapter and refusing to accept penalties, for example a Pit Crew Member
interfering with the regular work process of a referee.
2. Situations have occurred in the Competition Area that violate Pre-match Inspection requirements
3. Causing delays deliberately or refusing to immediately leave the Competition Area after a match has ended,
thereby disrupting the schedule of the competition
4. Installing explosives or other prohibited materials on robots
5. Team members using robots to collide with or attack other people deliberately, putting themselves and
other people at risk of injury
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Rule Robot type
6. Team members deliberately damaging the opponent’s robots, Battlefield Components and related
equipment.
7. Serious verbal or physical conflicts between team members and the staff of the RMOC, opponent,
audience, etc.
8. Team members do not cooperate in inspections or cause delays deliberately when the RMOC is handling
an appeal
9. Other serious actions that disrupt the competition’s schedule and violate the spirit of fair competition will
be penalized accordingly by the Head Referee and Chief Referee based on the actual acts of violation
10.
In respect of any violation of local laws and regulations occurring inside the Competition Area, Audience
Area, dormitories or other relevant competition zones during the competition, the RMOC, apart from issuing
the most severe penalty of “disqualification”, will fully cooperate with the relevant authorities to pursue
appropriate legal actions against the offenders
11. Tampering with or damaging the Referee System, or interfering with any detecting function of the Referee
System through technical means.
12. Any other behavior that seriously violates the spirit of competition or has been determined by the Chief
Referee as a serious violation
5.4 Winning Criteria The official matches of RM2020 Youth Tournament consist of the Group Stage and the Knockout Stage. The
competition format for the Group Stage is B01, while the competition format for the Knockout Stages for the other
matches is B03.
The following are the criteria for winning in a single round:
1. When the Base of one team is destroyed, the round ends immediately and the team with the surviving Base
wins.
2. When the duration of a round has elapsed and if the Bases of both teams have survived, the team with the
higher Remaining HP is the winner.
3. If a round has ended and the Bases of both teams have not been destroyed and the remaining Base HP of both
teams are the same, the team with the higher HP deduction is the winner.
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4. If a round has ended and the Bases of both teams have not been destroyed, the remaining Base HP of both
teams are the same, and the total HP deductions of both teams are the same, the team with the higher total
Robot Remaining HP is the winner.
5. If neither team fulfills these criteria, the round is considered a draw. A draw in the Knockout Stage leads to an
immediate tie-breaker round until a team wins.
Group Stage
The below shows the points for Group Stage:
Table 5-11Points for Group Stage
Competition Format
Competition Result Points Notes
B01 1:0 3:0 Winner of one round gains three points
0:0 1:1 (Draw) Each team gains one point
The ranking for the Group Stage is determined by the total points for each match. Teams are ranked based on the
following order from 1 to 3, in descending order of priority:
1. The team with the higher total match points ranks higher.
2. If the total match points of teams are the same, the team with the higher total Net Base HP from all rounds
ranks higher.
3. If the total Net Base HP are the same, the team with the higher total HP deduction ranks higher.
4. If two or more teams are still tied for the same place according to these criteria, the RMOC will arrange a
playoff match on the basis of two extra rounds.
HP Deduction: The total damage accrued by a team at the end of each round from successfully hitting the Armor Modules of enemy robots leading to HP deductions in the enemy robots or Base.
Deductions caused by the Referee System going offline are not counted as HP deductions.
HP deducted from violations and penalties (Level 1 to 3 Warnings) determined by the referee will be counted as the enemy’s HP deduction.
Net Base HP: The remaining HP of a team’s Base subtracted by the remaining HP of the enemy’s Base at the end of a round.
Total Remaining HP: The total value of the remaining HP of a team’s surviving robots at the end of a round.
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Knockout Stage
Knockout stage winner determined by number of rounds won: B03 requires the winning of two rounds.
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6. Technical Fault or Anomaly
6.1 Technical Fault The faults that will trigger an Official Technical Timeout during the Two-minute Setup Period are set out as follows:
Table 6-1 Descriptions of Technical Fault
Rule Description
1 The official equipment inside the Operator Room malfunctions.
2 During the Two-minute Setup Period of the first round, the Referee System module on a robot fails, for
example where the robot is unable to transmit images back to the Operator Room normally or connect to the
Referee System server.
3 Structural damage or malfunctions of key Battlefield Components, for example: where a Base Armor Module
shifts, drops off or cannot detect hit damage; a Power Rune cannot be hit and triggered normally.
4 Other situations determined by the Head Referee as requiring an Official Technical Timeout.
If the malfunction referred to in Rule 2 occurs during a Two-Minute Setup Period between rounds or during a Five-
Minute Match Period, it will be categorized as “regular battle damage”, as it cannot be determined whether the
malfunction was caused by the Referee System module, a flaw in the robot’s mechanical or electrical system designs,
or robot combat from previous matches. Regular battle damage will not trigger an Official Technical Timeout.
Technical Referees will provide backup Referee System modules. Teams can request for a Team Technical Timeout
to repair their robots.
6.2 Anomaly Any anomaly that occurs during the competition should be handled as follows:
If a serious robot safety hazard or an irregular situation has occurred on the Battlefield, such as a battery
explosion, stadium power outage, or interpersonal conflict, the Head Referee will notify both teams through
the Operator Room Referees after discovering and confirming the emergency, and power off all robots through
the Referee System. The result of the round will be invalidated. The round will restart after the safety hazard
or irregular situation has been eliminated.
If the general Battlefield Components are damaged during a match (damage to the ground rubber surface,
ground lighting, or Base lighting), the match will proceed as usual. If there is structural damage or malfunction
of key Battlefield Components, for example where a Base Armor Module shifts, drops or cannot detect hit
damage, or a Power Rune cannot be hit and triggered normally, the Head Referee will notify both teams through
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the Operator Room Referees after discovering and confirming the emergency, and power off all robots through
the Referee System. The result of the round will be invalidated. The technical personnel will enter the
Battlefield to perform repairs. The round will restart once the Battlefield Component resumes its normal
function.
If certain Battlefield Components experience logical or structural faults that are not caused by participants in
the process of the match, for example where no buff is gained after a Power Rune is hit or a Base Armor is
unable to detect hit damage, the Referee will solve the problem manually through the Referee System. If the
problem cannot be solved manually through the Referee System and after determining that the issue cannot be
eliminated, the Referee will notify both teams through the Operator Room Referees and power off all robots
through the Referee System. The round ends immediately and its result is invalidated. The round will restart
after the issue has been solved.
Resolving issues manually will cause delays, and the RMOC will not be responsible for any resulting consequences.
During a match, if the fairness of a match has been affected by the malfunction or structural damage of a key
Battlefield Component, and the Head Referee has not confirmed the situation and end the game in time, causing
a Round that should have been ended to continue and thereby produce a winner, the result of the round will
be deemed invalid once confirmed by the Chief Referee, and one rematch will be given.
If a serious violation has taken place that clearly warrants a Level 3 Warning but the Head Referee has not
confirmed the situation and has not issued a Level 3 Warning in a timely manner, the original match result will
be invalidated once confirmed by the Head Referee or an appeal has been allowed after the match, and the
offending team will be issued a Level 3 Warning and penalty.
If an issue has occurred during the competition that affects the fairness of the competition, the Chief Referee
will make a determination according to the actual situation.
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7. Appeals Every team has one appeal opportunity during the Regional Competition and one during the National Competition.
Appeal opportunities cannot be used cumulatively across competitions. If an appeal is successful, the team involved
retains its right to appeal again in future matches. If it is unsuccessful, the team will have exhausted its one
opportunity to appeal. When a team has exhausted its opportunity to appeal, the RMOC will no longer accept any
appeal from the team. When processing an appeal, an Arbitration Commission will be formed by the Head Referee
and heads of the RMOC. The Arbitration Commission has the final right of interpretation on all appeal decisions.
If a rematch has occurred for a round due to an arbitration decision requiring a “Rematch between Both Teams”,
both teams can appeal again after the rematch. In this scenario, if the original appealing team appeals again (known
as a “Continued Appeal”), the team’s opportunity to appeal will be exhausted regardless of whether the appeal is
successful. As a continued appeal will cause serious delays to the competition schedule, the continued appeal must
be initiated together by both the team Captain and supervisor within five minutes after the match ends (both signing
the Appeal Form at the same time). The process for a continued appeal will also be condensed. The time for
submission of evidence and materials is shortened to within 30 minutes of making the appeal. The RMOC will
announce the outcome of the appeal on the Appeal Form within 60 minutes of the continued appeal being made.
7.1 Appeal Process Teams filing an appeal must follow the procedure below:
1. Within five minutes after a match ends, the appealing team’s Captain submits an appeal request and signs an
Appeal Form at the Referee Area. If the reason for the appeal is related to the robots of any team in the
competition, the appealing party needs to propose that the relevant robots be isolated and tested, which will be
implemented after being confirmed by the Arbitration Commission. By signing, the appealing party confirms
that it is initiating the appeal process, and the Appeal Form cannot be modified after it has been signed. Any
appeal made five minutes after a match has ended will be deemed invalid. No appeals are allowed before and
during the competition.
2. The Captains of both teams will be brought by the staff to the Arbitration Room. The Arbitration Commission
will determine whether the appeal request can be accepted.
3. If either team needs to collect evidence or defense materials, the period of time granted is one hour. The
materials collected will need to be submitted to the Arbitration Commission, which will further communicate
with the team members involved in the appeal. If neither side needs to collect evidence or defense materials,
proceed to the next step.
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4. After the Head Referee has accepted the appeal request, the staff will invite the Captain of both teams to meet
in the Arbitration Room. Only a maximum of two members of either team are allowed in the Arbitration Room,
who can include only the team’s Captain or supervisor. A supervisor must be present.
5. The Arbitration Commission will make a final decision, and the Captain of both teams will sign the Appeal
Form to confirm the decision. Once signed, both teams cannot question the appeal decision any further.
7.2 Appeal Validity Teams must file their appeal within the validity period. Below are the appeal validity periods for different stages:
Validity period for appeal requests: Appeals must be made within five minutes after the end of a match and
recorded on the Appeal Form. The Arbitration Commission will not accept any appeal request that has
exceeded the validity period.
Validity period for both teams to meet at the Arbitration Room: Within 30 minutes of being notified by the
Arbitration Commission. If a team is absent during the validity period when both teams meet in the Arbitration
Room, the absent team is deemed to have given up its right to the arbitration. If more than three members of a
team are present in the Arbitration Room or the attendees do not meet the specified identity requirements, the
team is also deemed to have given up its right to the arbitration.
Validity period for submission of evidence or defense materials: Within 60 minutes of making an appeal. The
Arbitration Commission will not accept any new materials beyond this 60-minute limit.
7.3 Appeal Materials Appeal materials submitted by teams must follow the below specifications:
Material type: Only materials stored on a USB flash drive and the robots themselves will be accepted as appeal
materials. Materials submitted in other forms will not be accepted by the Arbitration Committee.
USB flash drives: The edited video (the video materials should be prepared by the team itself - the organizing
committee will not provide any videos in order to stay impartial) and the text files for the appeal should be
placed according to the directory.
Material format: No video can exceed one minute in length or 500MB in size. The name of the video must
indicate the specific Round of the match and the time it was taken. Videos should be compatible with the latest
version of Windows Media Player, photos must be in JPG format, and text documents must be in MS Word
format and not exceed 1,000 words in length.
Material naming: The file name of each video and photo must be within 30 Chinese characters.
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Text requirements: One text file can only correspond to one video or a photo, which must be indicated in the
text. Text files only need to explain the violations reflected in the corresponding materials.
Robot evidence: The Arbitration Committee has the authority to isolate any relevant robot from both teams
after an appeal has been made. These robots will not be isolated for more than three hours and will be returned
to the teams at the latest when the arbitration decision itself is announced.
7.4 Appeal Decision The Arbitration Committee will provide its final arbitration decision on the Appeal Form, which both team Captains
must sign within an hour after the decision has been announced. If a team does not sign the Appeal Form, it is
deemed to have accepted the appeal decision. The arbitration decisions that can be made include: Maintaining the
original match results; a forfeiture issued against the respondent; a rematch between both teams. Neither team may
appeal against the final decision of the Arbitration Committee.
If the Arbitration Committee requires both teams to hold a rematch, the Organizing Committee will inform both
teams of the rematch time when the arbitration decision is announced. If both teams refuse to hold a rematch, the
appeal is deemed invalidated and the original match results are maintained, with both teams retaining their rights to
appeal. If only one team refuses the rematch, the refusing team is deemed to have forfeited and lost the round.
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5.
6.