Game Design Committee,
As currently written, SG3 is penalizing teams for interactions that should not be illegal, and has resulted in frequent ticky-tacky penalties that are affecting the outcome of matches. Below you will find my rewrite of SG3 and reasoning as to why I believe this version would be much more fair to teams, easy to enforce for referees, and easier to understand for both competitors and spectators.
Platforms are “safe” during the endgame. During the last thirty (30) seconds, Robots may not directly or indirectly contact the opposing Alliance’s Platform. The intent of this rule is to prohibit Robots from inhibiting their opponents’ ability to utilize the Platform at the end of a Match.
Contact with the opposing alliance’s platform that does not affect the outcome of the match will result in a warning. Contact with the opposing alliance’s platform that is match affecting will result in a Disqualification. Teams that receive multiple warnings may also receive a Disqualification at the Head Referee’s discretion.
a. Indirectly contacting the opposing Alliance’s Platform through another Robot or using a Scoring Object per SG10 would be considered a violation of this rule.
b. Robots partially or fully within in the opposing alliance’s Home Zone in the last 30 seconds of the match will be considered acting defensively and will not receive the protections normally given to an offensive robot by G13
c. Placing a Mobile Goal on or under the opposing Alliance’s Platform, at any point during the Match is considered a minor violation of this rule that, at a minimum, will result in a warning.
i. If the placement is accidental, and immediately rectified (i.e. the Mobile Goal is immediately removed), then this violation will be considered a warning.
ii. If the placement is intentional and / or not immediately rectified, as judged by the Head Referee, then it will be considered a match affecting violation.
iii. Repeated, strategic, and / or egregious violations may also escalate to a match affecting violation, at the Head Referee’s discretionNote 1: Per point “b”, by entering the opposing alliance Home Zone in the last 30 seconds, Robots accept the risk that they are automatically considered acting defensively and per G13, Head Referees will err on the side of the offensive robot during a questionable rules violation.
Note 2: If it is not obvious a Robot is within the opposing Home Zone volume, i.e. only a small portion is partially within the volume, the Head Referee will always err on the side of the Robot being outside of the opposing Home Zone
Note 3: If point “c” has escalated from a warning into a violation, then it will automatically be considered a match affecting violation, i.e. will result in a Disqualification.
Changes:
- Removed the concept of “interfering with gameplay” and replaced it with “match affecting”
- Removed the elevation bonus
- Removed G13 superseding G14
- Added that in the last 30 seconds, robots in the opposing alliance’s Home Zone are automatically considered acting defensively
- Replaced “transitive contact” with “indirect contact”
Current problems with SG3:
- SG3 violations are too frequent
- This results in many post match discussions with the Head Referee, slowing down cycle times, which is important to keep up at events, especially worlds
- The zero-tolerance nature of SG3 removes all nuance, and combined with infinite transitive contact, means it is very easy to accidentally commit a violation
- The automatic elevation penalizes an action that by definition “does not interfere with gameplay” which has a few consequences
- Changes the outcome of matches for something that should not be a penalty
- You get penalized if your partner in a qualification match commits this violation, changing the outcome of the match for something you could not control
- “Interfering with gameplay” violations that result in a DQ are often violations that do not actually affect the outcome of the match
- Allows teams to intentionally push other teams into an SG3 violation by nulling G14
- If it is legal, teams will do it. You cannot “hope” teams will not do something if it is legal to do so. I have seen teams take advantage of this rule first hand
- Potentially having to invoke the Code of Conduct and likely get the EP involved because of a team taking advantage of the nulling of G14 is a waste of time for the EP
Goals for this rewrite:
- Reduce the frequency of calls to only violations that affect the outcome of the match
- Close the G13 superseding G14 loophole
- Ensure the rule is easy to understand and enforce
Explanation:
First, the primary difference between this rewrite and the current version of SG3 is removing the concept of “interfering with gameplay” and replacing it with “match affecting.” If it ain’t broke, don’t fix it. One of the many aspects I always admired about VRC games is how they did not have points associated with violating a rule like other competitive robotics programs. The rules in VRC games were designed such that violations were extremely rare and only came into effect if it actually changed the outcome of the match (or multiple violations occurred).
While the majority of the rules in the Tipping Point game manual still use the match affecting clause, SG3 has instead opted to use “interfering with gameplay,” which to my knowledge, is a new concept to VRC. This has led to scenarios which “interfere with gameplay” but do not affect the outcome of the match. Why penalize a team for something that does not even change the overall outcome?
I speculate this was done in an effort to make it easier for referees to enforce and decentivize teams from getting close to the opposing platform in the last 30 seconds. I get it, simple rules are easy to enforce, but the zero tolerance nature of SG3 is getting teams (rightly) frustrated over penalties that frankly make no sense being a violation. The rule has also not discouraged teams from getting close to opposing platforms in the last 30 seconds. This is because there are so few primary scoring objects that you often have to at least attempt to take a mobile goal near the opposing platform or you are guaranteed to lose.
To reduce frequency and increase fairness, the primary change is quite simple. By directly or indirectly touching the opposing alliance’s platform, did it change the outcome of the match? Yes? Disqualification. No? Warning. The two-tier penalty system of an extra elevation and/or a DQ is gone.
In terms of how easy it will be for referees to enforce this change, it’s quite simple. In the vast majority of cases (there will always be difficult edge cases), it should be easy to judge if contact with the platform was match affecting. Did a robot knock off mobile goals or unbalance a platform changing the outcome of the match? Match affecting. Pushing a mobile goal on the ground such that it is now touching the platform making it unbalanced changing the outcome of the match? Match affecting. An opposing robot is in the way of a team trying to drive up their own platform and in the process the opposing robot touches the platform indirectly or directly causing a long enough delay to change the outcome of the match? Match affecting.
With the switch to match affecting and removal of the bonus elevation, infinite transitive contact no longer poses any real issues. The main issue of accidentally touching the platform through 3 scoring objects for a 30 point penalty that never interfered with gameplay is null. The change to “indirect contact” was to keep the rule concise, contact would be effectively enforced the same.
The other major change is to SG3-b and keeping G14. As mentioned in Q&A 948, the intent of SG3-b as currently written is to remove the need for judgment as to which robot pushed who into the platform and which robot is at fault for it. This is an important aspect of SG3 with regards to enforcement as it can be difficult to judge who is at fault. However, ditching G14 is not the way to do it as it has created a loophole where you can intentionally force your opponent into a violation.
The change to robots acting defensively in the opposing home zone in the last 30 seconds is to provide protection around the platforms. One example of this in action is a red robot attempting to elevate a mobile goal on the red platform. A blue alliance robot is currently stealing a mobile goal near the platform that is still on the foam tiles but is currently in the way of the red robot. The red robot is trying to push through to score and in the process the blue robot contacts the red platform. Although the blue robot is trying to take a mobile goal to score (offensive action), they are in opposing territory and are considered acting defensively. If the interaction delayed the red robot from elevating the mobile goal on the platform and it affected the outcome of the match, DQ. By going into opposing territory, you accept the risk of a ruling against you.
Let’s take another example, a blue robot is attempting to steal a mobile goal from the red alliance corner in the last 30 seconds, they grab the mobile goal, and begin to back away. A red robot t-bones the blue robot and continuously pushes them into their own red platform, causing it to become unbalanced. Although blue is acting defensively by being in the opposing home zone, the red robot continuously pushed blue into the red platform, and since G14 is no longer null, blue is not at fault as they were forced into the penalty.
This change to SG3-b would make it similar to how it worked in past (1) games (2). If it worked perfectly fine then, why not now?
If one of the arguments against this change is “We can’t change how this rule was written just for the last tournament of the season.” I would argue this change simplifies the rule, and would be enforced in a very similar way but would only DQ teams if they actually have done something wrong. Also, a much bigger change was made right before the 2018 VRC World Championship, this is not unprecedented.
I hope you consider these changes. I left out some points of discussion for (relative) brevity. If there is anything I can clarify, please let me know.