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Feisty Fires Challenge

Every year, thousands of wildfires ignite worldwide burning countless acres of land and damaging homes. New technologies and partnerships have helped firefighters conquer these blazes, but it’s not without danger as conditions can unexpectedly change.

In this challenge, students will team up to create an autonomous program for a robot drivetrain to showcases a robot's ability to navigate an area and identify active wildfires.

This activity is designed to be a skill-building challenge that can be hosted within a single classroom or as a community event!

Activity Description

Teams must program their robot to autonomously navigate the play area and locate the forest areas currently in danger (marked by red tape). Once located, the robot should stop and raise it's signal flag, powered by a servo, before continuing on.

Safe and Danger Zones will be randomized once all robots are checked in for the round. Points are awarded for accuracy and time!

Materials

  • Boxes, such as the Orange Storage Tote, to serve as Tree Groves (QTY 6)

  • Tape (colors can be swapped based on availability)

    • White or Black

    • Red

    • Green

  • A4 Paper (8x11 paper) for the Brush Zones

  • Tape Measure

  • Timing Device

Robot Materials

Robot Drivetrain:

Recommended REV Robotics Kit options:

Field Set Up

Feisty Fires is played on a 3m x 2m field that can be adjusted to accommodate space limitations. The layout provided is one example of how zones may be oriented and marked.

The outside perimeter of the field should be marked with tape, or another material.

Field Elements

  • Tree Groves are formed using an Orange Tote or similar sized box that creates an obstacle the robot must navigate around.

  • Brush Zones are flat areas, marked by paper that robots must navigate around without a physical barrier that prevents entry into the zone.

  • Guiding Lines are marked using tape and do not change after set up. These lines are intended to allow the use of color sensors for line following. The use of white or black tape is recommended depending on the color of the play area flooring.

  • Danger and Safe Zones are randomly marked with ~25mm wide red and green tape after all robots are checked in. If allowing teams to run their robots multiple times, the locations will need to be re-randomized.

    • Tape may be substituted with construction paper secured under the bins of the Tree Groves

Full Field Dimension Document:

Feisty Fires Rules

Robot Rules

Game Rules

Basics

Launch Zone

Tree Grove Zones

Brush Zones

Playing Feisty Fires

Randomization

Randomization should be done after all robots are checked in and no longer accessible to teams.

Example of a randomized field with 4 Danger Zones for the Tree Groves

Completing a Round

After setting up the field and randomizing, teams will take turns one at a time to test their robots.

  1. Once on deck, a 5 minute time limit will be started. Teams may use this time to make quick preparations.

  2. Teams will notify the judge when ready to begin the scoring attempt. On “Go” the timer will begin for the robot's run to complete the course. Time continues until the 3 minutes are up.

  3. Robots will navigate the play area to find the designated Danger Zones.

    1. Robots may return to the Launch Zone after exiting to be repositioned and launched again.

    2. Robots returning after identifying 3 Zones will receive bonus points.

  4. The judge will record points and penalties during the run.

  5. When either the team has declared a run over, all locations are identified and the robot has stopped moving, or time has expired, the judge will record the time and begin score calculations.

  6. Teams should check in about scoring before leaving the field.

Scoring

This activity is intended to be for fun and skill building. Scoring is not intended to reflect that seen in competitions, but should be considered adjustable to suit the needs to participating students.

While a team is attempting the challenge a judge will record the following:

  • Total number of Danger Zones identified - Tree Groves and Brush

  • Final time for the run attempt

  • Optional bonuses

  • Penalties that occur

Score Breakdown

Target Scoring
Description
Recorded (R)
Point Value (PV)
Total Points = R x PV

Tree Groves: Number of Danger Zones Identified

5

Brush: Number of Danger Zones Identified

10

Target Score (Brush + Tree Grove): ___________

Time Scoring

If the attempt ends before all zones have been identified: Final Time = 180 seconds

Description
Recorded (R)
Time Points = 180 - R

Final Time (Max 180 seconds)

Time Score: ____________

Bonuses
Description
Check if true
Bonus Points

Return to Start: Robot returned to the launch zone after correctly identifying 3 zones.

10

Zone Identification: Robot stopped before every marked zone in an attempt to identify its state.

30

Total Bonus Score: ____________

Penalties
Description
Recorded (R)
Penalty Points (P)
Total Points = R x P

Robot left the play area.

10 per leave

Robot was handled outside the Launch Zone.

10 per handling

Robot entered, pushed, moved or otherwise displaced a zone.

10 per incident

Total Penalty Points: _____________

Final Point Calculation:

(Target Score + Time Score + Bonuses) - Penalty Points = _____________

Printable Score Sheet

Activity Expansions Ideas

Adding Mechanisms

While this activity is intended to focus on autonomous program, it can be expanded to involve a mechanical aspect.

Students may design a small mechanism to "put out" identified fires by doing things like:

  • Placing an item representing "water"

  • Removing an item representing "fire"

  • Launching a game piece into an open bin/box for the Tree Groves

  • Completing a simple motion of touching the correct Zones instead of raising a flag

Research Project

There are many new techologies that have been created to aid with both identifying wildfires and stopping their spread. This includes the use of firefighting robots of various forms!

Alongside programming their robot, students may be assigned a research project to explore one of these technologies or to create their own idea for a solution. Sharing their findings may come in the form of a short paper, presentation, or tri-fold style poster, as a few examples. This may help students to make real world connects and inspire them to think about what's next beyond their programming.

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