History of the BEST Program
The idea for a BEST competition originated several years ago when two Texas
Instruments engineers, Ted Mahler and Steve Marum, were serving as guides for
Engineering Day at their company site in Sherman. Together with a group of high
school students, they watched a video of freshmen building a robot in Woody
Flowers' class at Massachusetts Institute of Technology. The high school
students were so interested that Ted and Steve said, "Why don't we do this?"
After correspondence with MIT, the idea was presented to TI management. With
enthusiastic approval from Dwain Chaffin, then general purpose logic manager at
Sherman, the North Texas BEST (Boosting Engineering, Science, and Technology)
was born. After learning that a San Antonio group had formed a similar program,
the two sites decided to meet the next year for a state playoff. In 1995, Texas
BEST became an annual event sponsored by Texas Instruments and Texas A&M
University. In 2001, Accenture and Boeing joined the Texas BEST team as
corporate sponsors.
In the BEST process, each team designs and builds a radio-controlled machine
to accomplish a defined task. The teams start by gathering for game kickoff day
at local hub sites (now organized as BEST Robotics Inc.) where the receive the
following:
- Time frame: The game is limited to a six-week period to simulate a
product time-to-market constraint. In the real world, a late product doesn't
sell. In the game world, a late product means the team doesn't compete.
- Resources: Each team receives an identical box of odd parts,
fasteners, materials, and a radio controller for motors. In the real world, a
new product must be built within a budget. In the game world, the machine can
be built only with kit parts.
- Specifications: At kickoff, each team gets a detailed game task
description. This description is a closely held secret, known only to a few
BEST game designers. In the real world, a new product must meet customer
requirements and specifications. In the game world, the machine must meet size
and weight also complete the same game task.
Industry and academic coaches act as mentors for the students, encouraging
and guiding them as they design and build their robots. In the BEST process,
students remain the primary decision-makers and builders. Schools provide at
least one teacher-coach, administration support, classroom and shop access after
school hours, and transportation to the competition sites. Schools select their
own teams.
Six weeks after kickoff, teams compete in local hub contests. The top
finishers advance to the Texas BEST Championship a few weeks later in College
Station.
In 1993, BEST began with one site, North Texas, and its 14 schools and 221
students. In 2002, BEST was organized at 19 sites (called hubs) in Texas,
Alabama, Arkansas, Illinois, Kansas, Kentucky, New Mexico, and Oklahoma, and
involved more than 450 teams and thousands of students. The 60 top-placing teams
from the hubs advanced to the Texas BEST Championship in November at Texas A&M
University in College Station, Texas. For more information about the Texas A&M
competition, go to Texas BEST.
In 2003, over 550 schools will be competing at 25 hub sites in Texas,
Alabama, Arkansas, Illinois, Kansas, New Mexico, Georgia, Indiana, Florida and
Oklahoma. Top teams will advance to regional competitions at Texas A&M and a new
playoff location - Auburn University in Alabama.
History of the BEST Games
2003 Transfusion Confusion
| he objective of the game is for teams to use their
remote-controlled machines to collect blood cells (balloons) from various
areas on the field and deposit the cells into the team’s scoring area in the
cell saver. The blood cells are initially contained in three arteries (fan
driven containers that churn the balloons) and four capillaries (smaller,
static balloon containers). The capillaries each contain four blue blood
cells. The arteries each contain five red blood cells, and three white blood
cells. In addition, the outer two arteries each contain a single green
diseased blood cell.
The normal blood cells are scored in the cell saver as detailed in the
following table:
| Blood Cell Type |
Lower Area
Point Value |
Upper Area
Point Value |
| Blue (1 point) |
1 |
2 |
| Red (2 points) |
2 |
4 |
| White (3 points) |
3 |
6 |
The position of the center of the cell at the end of the match determines
the point value for the cell and for which team the cell scores. |
 |
 |
There are two ways of using the green diseased blood cells:
the cell scores when it is removed from the sterile field (i.e., deposited
outside of the playing field), or the cell nullifies the score in the
specific zone of the cell saver where it is located. Each diseased blood
cell removed from the field scores 8 points for all teams participating in
the match. To nullify a zone of the cell saver (e.g., the upper scoring area
of the yellow team), the diseased blood cell must be located within that
zone. The diseased blood cell does not affect the blood cells contained in
any of the other zones of the cell saver.
Activating the decontamination switch (a paddle with a light on top)
scores 3 points for the team assigned to the switch; however, the switch
only scores points the first time it is activated. The order in which the
decontamination switches are activated is used to resolve ties. The
decontamination switch must be used by any teams involved in damaging a
disease cell, and by a team that touches outside the sterile field. |
Teams will be disqualified for intentionally damaging cells; accidental
damage to cells will result in a 4-point or 10-point penalty, depending on if
the cell is in a non-scoring, or scoring position, respectively, at the time
that it is damaged. Stealing cells from another team is legal; however, cells
that are in a scoring position when they are damaged will still be scored if
they are damaged by another team.
There will be three phases to the contest: a partial round robin preliminary
competition, a six game round robin semi-final between the top eight teams, and
a three game round robin final between the top four teams. During the
preliminary competition, each team will play eight games against randomly
selected opponents. The team’s average score over the preliminary competition
will be used to rank the team and to determine which eight teams advance to the
semi-final round robin playoff. When computing a team’s average score for the
preliminary competition, the team’s low score will be dropped.
For the semi-final round robin playoff, the top eight teams will each play
three matches. The teams’ total scores for these three matches will determine
which four teams advance to the finals. The top four teams will play three
additional matches to determine the final ranking order. Ties will be resolved
in the same manner as for the seeding competition.
2002 Warp X
Your mission, should you choose to accept it, is to build a robot that will
traverse the rotating black hole and rescue the game pieces from all of the
previous BEST games. You have only six weeks to design, build and test your
robot before sending it back in time to rescue the BEST game pieces.
Through our connections, we have discovered a secret underground group
based in Nevada called SDA, (Society for Displaced Aliens) who has agreed to
help us. Rumor has it that this group was started by a few aliens that fled
their planet before it blew up, but we have been unable to confirm these
outrageous claims.
Intelligence reports from this group have disclosed a secret communications
network on which we believe we can piggyback a carrier wave to send signals to
a robot at any point in space-time. We should be able to link to this network
within five weeks. You will be able to use this network to control your robot
at any point in space-time.
We have received additional SDA intelligence describing the retro BEST game
pieces. It seems that most of the game pieces are still in the 3' by 16' by 1'
containment vessel storage bins used in one of the past BEST games. The bins
are holding aliens and sticks of dynamite. The rings. Are suspended in the
black hole. However, sending the Bumble Balls back in time recharged their
batteries and they are now bouncing around randomly through space-time.
SDA reports that micro worm holes have formed at the openings of each of
the front two rows of tubes of the MTCVs left over from another BEST game.
These wormholes can be used to transport the smaller game pieces back to the
present. The larger game pieces must be brought back through the black hole by
a robot. The back rows of the MTCVs are full of noodles used in yet another
BEST game. These noodles must be removed from the MTCVs. Once removed, they
should find their own way back to the present time.
This year's game is one of strategy, speed and agility. It is an aweSUM
total of 10 years of BEST! Games are played with four teams per round. Scoring
can be high if you can figure out how to achieve all of the objectives.
The Playing Field
The outside boundary of the field is defined by two 12' by 24' sections
with a 2-foot neutral zone spanned by the black hole. (This makes the actual
surface coverage 26'.) See Figure 1. The field surface is covered with carpet.
Driver locations (2' by 2' driver's boxes) are shown in Figure 1 on page 3.
Spotter locations are on the spotter side of the floor diagonal to the
driver's boxes.
A circular black hole (platform is 16.75" high disk, 6' in diameter and
rotates clockwise at approximately 5 rpm) separates the two sides of the
field. Two ramps provide access to the black hole on the driver side of the
field and a ramp 5' wide provides access to the spotter side of the field. The
platforms may or may not be painted. This will vary by hub. If painted, flat
latex paint will be used.
The two sides of the field are separated by PVC pipe. Drivers cannot drive
or reach over the divider. To reach game pieces on the spotter side of the
field the robot must go up the ramp, across the black hole and down the
opposite ramp.
Fog, which can obscure the spotters from the drivers, will appear
occasionally between the two sides of the field. Fog may or may not be used at
the hub level, but it will be used at Texas BEST.
The candles and bumble-ball grid are on the starting-side of the field.
Game pieces on the spotter side of the field, include dynamite sticks,
aliens, rings, paddle switches and bumble balls.
Scoring
The table below shows the scoring opportunities per team:
| Scoring Opportunity |
Points |
| Flipping Paddle |
10 pts |
| Noodle Extraction |
10 pts |
| Dynamite/Alien Insertion |
10 pts |
| Rings 1st Level (bottom) |
20 pts |
| Rings 2nd Level (middle) |
30 pts |
| Rings 3rd Level (top) |
40 pts |
| Bumble Ball |
50 pts |
2001 RAD to the CORE
The designers of this year's game decided to produce a game from a slightly
different point of view. The objective is to design and build a remotely
controlled machine that runs on an overhead track. The machine must remove
fuel rods from nuclear reactors and place them into a Multi-Tube Containment
Vessel (MTCV).
The Playing Field
The playing field is rectangular, 12 feet wide and 48 feet long. Each half
of the field has two parallel tracks, for a total of four tracks. Four teams
play at a time with each machine suspended from one of the inverted “T”
tracks. Between the two tracks on each half of the field are two nuclear
reactors. Each reactor has 6 color-coded fuel positions, 3 for each team on
that side of the field. At the start of the game each reactor fuel position
will contain a fuel rod. The fuel rod will be placed such that a hinged
radiation shield passes through the fuel rod handle. Four Multi-Tube
Containment Vessels, color-coded to match each team, are located in center of
the field. Each MTCV consists of twelve tubes into which a fuel rod can be
placed. The MTCV is initially empty. Machines must remain on their track,
although parts may be detached and placed on the reactors, MTCVs, or carpet.
However, machines may not drive on the carpet.
Scoring
At some point during the match, each team must trip their Emergency Cooling
Switch in order to score any points during a match. Each track has a switch
located near the center of the field. Machines are not allowed to interfere
with other machines’ tripping of the switch.
During each 3-minute match, teams score points by removing the fuel rods
from their portion of the reactors and by placing the fuel rods into their
MTCV. One point is scored for removing a fuel rod from a reactor. The team
owning the reactor fuel position from which the rod was removed scores the
point (independent of which machine removed the rod). Two points are scored
for each MTCV tube containing a fuel rod at the end of the match. The team
that “owns” the MTCV scores the points. Multiple fuel rods in the same tube
score only two points and rods must touch the bottom of the MTCV to score.
Ownership of a reactor position or MTCV is color-keyed to the color of the
drivers box.
If all six fuel rods are removed from a reactor, the MTCV score of each
team playing on that side of the field will be doubled. If both reactors are
cleared, the MTCV scores will be doubled again. Note that the doubling does
not affect the points scored for removing a fuel rod from the reactor.
2000 Pandemonium in the Smithsonian
Courtesy of SA BEST
The 2000 BEST game is unique in that the drivers must rely heavily on the
spotters since the driver's view of the robot is severely limited by the wall
in the center of the playing field. The remote-controlled machine must
navigate to a variety of scoring areas to score points for the team and/or
remove the scores of the opposition. Four teams compete at a time for the
3-minute long matches, and the team with the most points wins.
The Playing Field
The field (shown at the right) is divided in half by the wall in the
center. Two archways allow the machines to move between the two halves of the
field. The rocket sits on a platform that is rotated to a random position
prior to the start of each match. The platform is also free to rotate during
the match. The ramps in the corners have locks so that after a machine has
driven across the ramp, tipping it from the position shown, the ramp locks in
place making it difficult for other machines to enter the area.
Scoring
Teams have four different ways to score points: There are six sets of giant
paddle switches that, when flipped, score between 1 and 3 points for the team
that matches the switch color.
- The switches closest to where the machines start score 1 point each.
- The switches in the corners near the spotters score 2 points each.
- The switches along the middle wall score 3 points each.
There are three historical artifacts (shaped like paint rollers) that are
worth 1 or 2 points. The two that start above the arches are worth 2 points
each, and the one that starts in one of the cans is worth 1 point. To score
points for an artifact, the team must have sole possession of the object at
the end of the match.
The Halon canister scores 4 points if, at the end of the match, it is in
the appropriate quadrant of the rocket platform. The canister must either be
touching the color matching the canister or attached to the rocket above the
matching color, but not in contact with the machine.
Teams may also score points based on the position of their machine at the
end of the match. The position of the machine is determined by the position of
the base of the pole of the colored flag attached to the machine. In front of
each set of switches is a 24 x 24 inch position scoring area.
- Two position points are scored for machines in the switch areas nearest
the spotters.
- One position point is earned for the other switch areas.
- Four position points are scored for teams that finish with the machine
in the color-matched quadrant of the rocket platform.
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1999 Rocket Race: The Alien Escape
Courtesy of SA BEST
The 1999 BEST game is one of strategy, speed, and agility. The objective is
to design and build a remotely controlled robot to move game pieces to one of
four scoring areas. The game pieces represent the escape pods of alien beings
that must be attached to a rocket that is nearing blast-off. Four teams will
compete at a time, and the team with the most points wins.
The Playing Field
The area nearest the rocket is a blast zone that will contain the heat and
debris generated at launch. Each team has a safe zone, away from the rocket
blast, that houses a life-support area, power grid, and pod rack. Machines can
drive anywhere on the field, including other teams' safe zones.
Scoring
Of the four scoring zones, two are inside the teams' safe zone and two are
on the rocket in the blast zone. Pods attached to the life-support receptacles
on the ramp inside the safe area score a single point per receptacle. The
other scoring option is in the two recharge areas (the small squares)
contained in the power grid. Teams score one point for each recharge area
containing one or more pods. Scoring within the safe zone can be accomplished
using any color pods, with the points going to the team that started in that
zone.
Pods placed on the rocket in the blast zone count two points for the lower
region (below the band) and three points for the upper region (above the
band). The pods on the rocket will be scored for the team of the corresponding
color; red pods go to the red team, regardless of which team placed them on
the rocket. In any of the scoring areas, pods must not be in contact with the
machine to be counted at the end of a match.
The BEST pods (the cylindrical shaped ones) can be scored in any of the
four scoring locations just like the regular pods. In addition, the two BEST
pods give a team two chances to multiply the points scored in their
life-support area. The multiplier is equal to the highest score of the two
BEST pods (only one multiplier will be used). The spotter can handle and score
the BEST pods, but only after they are delivered to the starting area.
The Rules
At the start of each match, the machines will be released to score game
pieces. Matches will be three minutes long. The machines can remove any pods
from the rocket or any other scoring area, and teams can defend their pods
from opponents. Pods are out of play if they contact the floor outside the
field.
1998 Toxic Troubles
Courtesy of SA BEST
The objective of this year's challenge, Toxic Troubles, is to design and
build a remotely controlled robot that gathers spilled "toxic waste" and
places it into a containment vessel. A CD containing valuable information
about other hazardous waste locations should also be retrieved.
There are 13 different (obscure) game pieces and a CD for each team. The
game pieces include a large air filter, an 2-liter soda bottle containing a
small amount of a "toxic substance", a hat, a 3.2 oz 2-cycle oil container. As
you can tell, the game pieces vary greatly in size and weight.
The Playing Field
The game is played in a 24-foot, octagonal-shaped field. In the center of
the field, a six-foot wide octagonal-shaped platform holds the game pieces.
The platform is roughly six-inches high. Four ramps are arranged as spokes
from the center octagon. These ramps connect each team's scoring area with the
center octagon. Naturally, the ramps do not provide easy access to either the
center octagon or the scoring vessel.
Scoring
There are two containment areas, an elevated area worth three points for
each deposited item, and a secondary area (under the vessel) worth one point
for each item. Teams can score five points if they can retrieve their CD, have
their spotter hold the jewel case, and have the CD on the machine at the end
of the match.
The Rules
Teams can move or pick up any of the game pieces (including their opponents
CD), they can block other machines or defend their scoring areas, or do
anything else that doesn't disrupt play or damage another machine.
1997 Dynamite Duel
The objective of this year's challenge, Dynamite Duel, is to design and
build a remotely controlled robot that picks up sticks of "dynamite" from a
"mine," then drives up a ramp to drop the dynamite into a scaled bucket. This
game varies from previous matches in that only two teams will compete at a
time.
There are 53 dynamite sticks, each 12 inches long. Forty are lightweight,
and 13 contain an additional 6 ounces of lead pellets. The sticks appear
identical and can be picked up by either team. A bundle of three heavy sticks
is located inside the mine entrance while the 10 remaining heavy sticks and
all 40 light sticks are located inside a "TNT" box near the center of the
field.
The Playing Field
The game is played in a 24-foot, square field. Two drivers' platforms sit
at one end, and two ramps at the other end lead up to the buckets and weighing
mechanism. The ramps are 4 feet wide and 8 feet long, rising 3 feet to a
platform.
Scoring
The team with the heaviest bucket at the end of the two minute round wins.
If the scales balance, the team with the fewest sticks in their bucket wins.
If the number of sticks in each bucket is the same, the team with the most
sticks on their half of the platform wins. If the winner is still
undetermined, we'll call it a draw.
The Rules
Teams can move or pick up their opponents sticks, block other machines or
defend their bucket, or do anything else that doesn't disrupt play or damage
another machine.
1996 Block N' Load
Courtesy of SA BEST
The objective of this year's challenge, Block n' Load, was to capture
territory on the playing field and defend it from opponents. Sections of the
playing field were considered "captured" by the team with the most colored
blocks in that area. Each team started with 12 blocks of either red, blue,
green, or yellow.
The teams' blocks were lined along the edge of a starting box opposite a
gate. One member of each team, the loader, stood behind the blocks, facing his
or her gate.
When the match started, the loader loaded blocks onto the machine, after
which the machine could drive onto the field through the starting gate to
deploy the blocks. Once any part of the machine or any blocks entered the
playing field, the loader had to stop loading blocks onto the machine.
At the end of each match, the team with the most blocks touching the carpet
in a given section "captured" that section. Blocks stacked on top of other
blocks or inside a machine didn't count. If two teams were tied for the
highest number of blocks in a section, neither team captured the section --
neither did a third team if it also has blocks in that section.
The Playing Field
The game was played in a 24-foot, diamond-shaped arena.
Scoring
Four teams competed in each round. Game points were awarded based on which
sections each team has captured, with some sections worth more points than
others. Sections outside the blue "square" were worth 1 point, sections inside
the blue "square" were worth 2 points, and the red sections counted 4 points
outside the blue area and 8 points inside the blue area. Scores were given
based on the total points of all the sections captured.
The goal of the game was to capture territory, and the number of blocks in
each section didn't change the number of points scored for capturing that
section. Blocks determined which team captured the section, and the sections
captured determined the score. Match points were awarded based on the
placement of teams in the match: 9 points for first, 6 points for second, 3
points for third, and 1 point for fourth. Matches were two minutes long,
including the time it took the loader to load blocks onto the machine.
The Rules
Teams could move or pick up their opponents blocks, they could block other
machines or defend captured territory, and they could defend sections they had
claimed from opponents.
1995 TOTALly aweSUM
The 1995 engineering task involved designing a machine to pick up Styrofoam
"noodles" and put them into a positive or negative scoring area before the
buzzer sounded. This year's game, more than last year's, required teams to
think in terms of strategy, as well as mechanics. One giant goose egg in the
middle of the playing field could be moved into a positive scoring area to
make noodles count negative or into a negative scoring area to make noodles
count positive. Because each team had a positive and negative scoring area,
defense was just as important as offense. The team with the most points at the
end of each two-minute round won, until knocked out of the double-elimination
tournament.
The Playing Field
The game was played in a 24-foot, octagon-shaped arena. Each team had a
24-by-72-inch positive scoring area opposite a negative scoring area.
Scoring
Four teams competed in each round, with each team assigned a home base. At
the end of each round, the position of the noodles (positive and negative)
determined the total points. But watch out for the giant goose egg, which made
positive noodles negative and negative noodles positive!
The Rules
Machines could pick up, push, and steal noodles or the goose egg from other
teams, block opponents from scoring, and do anything else that didn't damage
the playing field or another machine.
1994 Bumble Rumble
The 1994 engineering task involved designing a machine to catch Bumble
Balls, those jiggly, cute, and annoying little things that kids just can't
seem to get enough of. Once caught, the balls had to be deposited at the
team's home base before the buzzer sounded to score. Teams could also plot to
keep their opponents from scoring. The team with the most points at the end of
each two-minute round won, until knocked out of the double-elimination
tournament.
The Playing Field
The game was played in a 12-by-24-foot arena. Two humps at each end of the
field kept the Bumble Balls in the center, and two raised platforms lined the
center of each side wall.
Scoring
Four teams competed in each round, with each team assigned a home base and
platform identified by a color. At the end of each round, the number of Bumble
Balls in the colored scoring areas were counted and the points were totaled.
Teams earned one point per ball by dropping them off at home base or three
points per ball by placing them on the platform before the buzzer sounded.
Each round used 24 Bumble Balls, including one tie-breaking "Bumble Buddy"
that counted double. Bumbles that quit moving, "Humble Bumbles," or Bumbles
that left the carpeted playing area, "Bumble Fumbles," didn't count.
The Rules
Machines could push, capture, and steal balls from other machines or
scoring areas, block opponents from scoring, upset other machines, or do
anything else that didn't damage the playing field or another machine.
1993 PVC Insanity
The first BEST contest was held in Sherman, Texas in the fall of 1993 using
the name North Texas (NT) BEST. Contest participants included one team from
each of 14 local schools as well as a team sponsored by a group of volunteers
from San Antonio, Texas. The object of this competition was to take short
pieces of PVC from the edges of the playing field and place them on a goal in
the center of the field and to defend them against opponents.
The Playing Field
The playing field was a dodecagon (a 12 sided figure) 15 feet in diameter.
The outside wall was 12 inches high and the surface of the playing field was
carpeted. The scoring area was in the center of the dodecagon.
At the beginning of each match the rings were suspended from pegs on the
outside wall of the playing field. The pegs were 3 inches long, 1 inch in
diameter, and the center of each peg was 6 inches above the carpet. There were
3 rings hung on each of the 12 wall sections, 1 ring of each color. The order
of the colors were red, green, yellow, green, yellow, red, yellow, red, and
green in a clockwise direction when viewed from above. This cycle of colors
was repeated 4 times around the wall.
In each match, two or three teams competed to get their color rings into
the scoring area. The scoring area consisted of a raised platform, 2 inches
above the carpet and 2 feet, 10.5 inches in diameter, having 7 posts. One post
could hold four rings and was at the center of the scoring area. The other six
posts could hold two rings and were positioned at the outside edge of the
scoring area, spaced 60 degrees apart. These six posts were color coded at the
top, (the color code corresponds to the team's starting and ring color) two
posts each of the three ring colors. The posts were 5.00 inches in diameter at
their base. The center post was 17.25 inches tall and the outer posts were
10.75 inches tall above the raised platform.
Scoring
Game points were awarded based on the position of the rings at the end of
each match. Rings still on their starting pegs, touching the carpet, or out of
the field scored no game points. Rings on or over the raised platform but not
in a machine or detached container scored 1 game point. Rings on the six outer
posts scored additional game points if the color of the ring matched the color
on the top of the post; only 1 game point was scored if the color of the ring
did not match the color on the top of the post. The center post scored even
more game points and as open to all teams.
Each post had scoring zones marked on it. The short posts had two zones,
the one on the bottom being worth 4 game points and the upper one worth 2 game
points. The tall post had 4 zones, worth 8-, 6-, 4-, and 2- game points from
bottom to top. Rings on a post would score the game points of the highest zone
which they touch. Thus, the first ring on a post would score the most game
points. If two teams had the same number of game points, the team scoring with
the fewest rings would win the match.
Game points would be awarded based on the position of the rings at the
start of the buzzer signaling the end of the match. Movement of the rings
after the buzzer would not alter the score.
The Rules
Each team was assigned a color for each match and began the match with
their machine inside that color starting area. Teams scored game points by
moving rings of their color into the scoring area. A team could attempt to
prevent other teams from scoring by blocking an opponent's machine, blocking
an opponent's post, or moving other teams' rings. Rings that left the playing
field were out of play for the duration of the match.
Thanks to San Antonio BEST (SA BEST) for providing game descriptions and
pictures.
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