Milken Knights

Team 1836 Kicking butt in a graciously professional manner!

2007

The Game (Rack 'n Roll):

The Rack 'n Roll field is dominated by 'The Rack', a large metal contraption with three levels of hanging metal bars, with each level having 8 arms evenly spaced in an octagonal manner. Each arm (known as a 'spider arm') has space for two game pieces. Any more pieces placed on a spider arm beyond the first two are ignored for scoring purposes. At the beginning of the match, the rack is arbitrarily translated or rotated within three feet of the centre of the field in order to give some randomness and to encourage autonomous modes that do not depend on dead-reckoning. At the top of the Rack are four green-colored lights above the 1, 3, 5, and 7 legs to aid in autonomous-mode tracking.
The game pieces in Rack 'n Roll are inflatable toroidal pool toys. There are 3 styles: Keepers, Ringers, and Spoilers. Keepers are tubes with lettering that are placed only during autonomous mode and, once placed, override any pieces placed later for scoring purposes. Ringers are undecorated tubes that are delivered onto the field either by human players via chutes, or are picked from the floor. Nine ringers of each color start on the field in the opposing team's start area (so the 9 blue ringers are in the red alliance's end zone). The other nine start behind the end wall, to be given out by human players. Spoilers are colored black, and cause the spider arm holding them to not be counted for scoring purposes. Spoilers can be removed or placed from or to the rack by robots multiple times. Each alliance starts with two spoilers, accessible by their human players.
Each match of Rack 'n Roll is 2m 15s long, divided into three segments. The first segment is a 15 second autonomous period, where robots may attempt to place keepers onto the rack without human input. Once autonomous mode is complete, any keepers not already on the rack are no longer valid for scoring. The second segment, the teleoperated mode, is 1m 45s, during which robots are operated by the drivers and may roam anywhere on the field. In the final 15 seconds, the end game, robots may not enter their opponent's end zone, but all other rules remain the same from the teleoperated period. Though the head referee may pause the game between the autonomous period and the teleoperated period, the end game follows directly after the teleoperated period.
More game info here.

The Robot:

The 2007 robot was going to be a ramp bot. It would drop a ramp for other robots to clime onto in a attempt to gain the max bonus points at the end of the game.
However in the end the team decided that the best robot would be a purely defensive robot. Our final build of the 2007 robot "Toto II" could block other robots from scoring and had an autonomous mode where it would run into the scoring rack and shake it, making it harder for other robots to score.