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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 Drivetrain:

Recommended REV Robotics Kit options:

  • and or

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.

  • 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.

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

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.

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

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

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

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.

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

Multiple attempts to identify a Zone are allowed within the time limit. (Ex: The robot misses a Zone so the robot is brought back to the start to try again.)

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

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

  • 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.

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

  • Robot Materials

    Because this challenge focuses on programming, one robot kit/drivetrain may be shared across multiple groups.

    Field Set Up

    Field Elements

    Full Field Dimension Document:

    Feisty Fires Rules

    Robot Rules

    Game Rules

    Basics

    Launch Zone

    Tree Grove Zones

    Brush Zones

    Playing Feisty Fires

    Randomization

    Completing a Round

    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.

    Score Breakdown

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

    Tree Groves: Number of Danger Zones Identified

    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.

    Total Bonus Score: ____________

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

    Robot left the play area.

    Total Penalty Points: _____________

    Final Point Calculation:

    Printable Score Sheet

    Activity Expansions Ideas

    Adding Mechanisms

    Research Project

    Class Bot V2
    Class Bot V2 Drivetrain with servo
    Mini-Bot
    C-Channel Drivetrain
    FIRST Global Competition Kit
    EDU Kit V2
    FTC Starter Kit V3.1
    Sensor Bundle
    REV Color Sensor V3
    Feisty Fires Field Setup.pdf
    PDF · 171KB
    Open
    Example of a randomized field with 4 Danger Zones for the Tree Groves
    Feisty Fires Scoresheet.pdf
    PDF · 89KB
    Open

    5

    Brush: Number of Danger Zones Identified

    10

    10

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

    30

    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