SCAR Judging Guidelines
When does a match go to the Judges?
When a match does not end in the elimination of one of the Combatants as defined by the
Match Rules the winner shall be determined by a Judges' Decision. In a Judges' Decision
the points awarded to the Combatants by the panel of judges are totaled and the robot with
the majority of points is declared the winner.
Judges decisions are final.
Judging Guidelines - Standard Criteria
Point Scoring System
Points are awarded in 3 categories:
All points must be awarded - each judge will determine how many points to award each
Combatant in each category, according to the Judging Guidelines (see below). The
maximum possible score a Combatant receives is 11 * (number of judges). Thus, a single
judge will award a total of 11 points, and a 3 judge panel will award a total of 33 points.
Judging Guidelines
Post-Match Inspection
Awarding Damage Points
Scoring of damage points is based on relative grading of each robot's damage.
When a match does not end in the elimination of one of the Combatants as defined by the
Match Rules the winner shall be determined by a Judges' Decision. In a Judges' Decision
the points awarded to the Combatants by the panel of judges are totaled and the robot with
the majority of points is declared the winner.
Judges decisions are final.
Judging Guidelines - Standard Criteria
Point Scoring System
Points are awarded in 3 categories:
- Damage - 5 points
- Aggression - 3 points
- Control - 3 points
All points must be awarded - each judge will determine how many points to award each
Combatant in each category, according to the Judging Guidelines (see below). The
maximum possible score a Combatant receives is 11 * (number of judges). Thus, a single
judge will award a total of 11 points, and a 3 judge panel will award a total of 33 points.
Judging Guidelines
- Scoring Aggression
- Aggression scoring will be based on the relative amount of time each robot spends attacking the other. Attacks do not have to cause damage to count for aggression points, but a distinction will be made between chasing a fleeing opponent and randomly crashing around the arena.
- Points will not be awarded for aggression if a robot is completely uncontrollable or unable to do more than turn in place, even if it is trying to attack.
- Sitting still and waiting for your opponent to drive into your weapon does not count for aggression points, even if it is an amazingly destructive weapon. Robot must show translational movement toward their opponent for it to be counted as aggression.
- Awarding Aggression Points
- 3-0: a 3-0 score shall be awarded only when one of the robots never attempts to attack the other, and the other consistently attacks.
- 2-1: a score of 2-1 shall be awarded in the case of dominance of attacks by one robot, with the other only attempting to attack a few times during the match.
- There can be no ties in aggression. Judges must decide that one robot is more aggressive than the other.
- Scoring Control
- Control scoring will be based on the relative amount of time each robot spends in control of the fight.
- The primary means of scoring points in this category involves using elements of the robot or arena against the opponent in a manner that doesn’t directly involve the weapon system of the robot causing damage. This would include utilizing any arena hazards to cause damage to the opposing robot.
- Examples of control include:
- A grabbing/lifting/wedge robot making guiding contact with the opposing robot and delivering them to an arena hazard or hitting them against the combat surface and/or arena walls.
- Flipping over the opposing robot.
- Immobilizing or otherwise stalling the opponents weapon.
- A spinning robot being able to get its weapon to full speed.
- Awarding Control Points
- 3-0: a 3-0 score shall be awarded only when one robot completely controls the momentum of the match. Examples of this would include: A wedge or ramming robot preventing a spinning weapon from ever reaching full speed, a grabber or crusher consistently grabbing and manipulating its opponent with little to no offense from the opponent, a flipper reliably flipping its opponent without frequent missed flips, or a spinner being able to consistently and repeatedly get its weapon back to speed after hitting the opponent.
- 2-1: a score of 2-1 shall be awarded in the case of slight dominance by one competitor. The competitor receiving 2 points should exhibit the relevant behaviors noted in the control example section for a clear majority of the match.
- There can be no ties in control. Judges must decide that one robot has more control than the other.
- Scoring Damage
- Judges should be knowledgeable about how different materials are damaged. Some materials such as Titanium will send off bright sparks when hit but are still very strong and may be largely undamaged. Other materials such as Aluminum will not send off bright sparks when hit. Judges should not be influenced by things like sparks, but rather how deep or incapacitating a "wound" is.
- Judges should be knowledgeable about the different materials used in Bot construction and how damage to these materials can reduce a Bot's functionality. Judges should not to be unduly influenced by highly visual damage that doesn't affect a Combatant's functionality effectiveness or defensibility. For example, a gash in a Combatant's armor may be very visible but only minimally reduce the armor's functionality.
- Judges should look for damage that may not be visually striking but affects the functionality of a Combatant. For example:
- A small bend in a lifting arm or spinner weapon may dramatically affect its functionality by preventing it from having its full range of motion.
- Bent armor or skirts can prevent the Combatant from resting squarely on the floor, reducing the effectiveness of the drive train.
- A wobbly wheel indicates that it is bent and will not get as much traction.
- Cuts or holes through armor may mean there is more damage inside.
- Trivial Damage:
- Flip over (or being propelled onto bumper, ramp, or other obstacle) causing no loss of mobility or loss of weapon functionality, except where flipping causes full loss of mobility and robot is unable to show translational movement.
- Direct impacts which do not leave a visible dent or scratch.
- Sparks resulting from strike of opponent's weapon.
- Being lifted in the air with no damage and no lasting loss of traction.
- Cosmetic Damage:
- Visible scratches to armor.
- Non-penetrating cut or dent or slight bending of armor or exposed frame.
- Removal of non-structural, non-functional cosmetic pieces (dolls, foliage, foam, or "ablative" armor).
- Damage to wheel, spinning blade, or other exposed moving part not resulting in loss of functionality or mobility.
- Minor Damage:
- Flip over (or being propelled onto bumper or other obstacle) causing some loss of mobility or control or making it impossible to use a weapon.
- Intermittent smoke not associated with noticeable power drop.
- Penetrating dent or small hole.
- Removal of most or all of a wheel, or saw blade, spike, tooth, or other weapon component, which does not result in a loss of functionality or mobility.
- Slightly warped frame not resulting in loss of mobility or weapon function.
- Significant Damage:
- Continuous smoke, or smoke associated with partial loss of power of drive or weapons.
- Torn, ripped, or badly warped armor or large hole punched in armor.
- Damage or removal of wheels resulting in impaired mobility.
- Damage to rotary weapon resulting in loss of weapon speed or severe vibration.
- Damage to arm, hammer, or other moving part resulting in partial loss of weapon functionality.
- Visibly bent or warped frame/weapon that results in partial impairment to the function of the damaged system.
- Major Damage:
- Smoke and visible fire.
- Armor section completely removed exposing interior components.
- Removal of wheels, spinning blade, saw, hammer, or lifting arm, or other major component (including wedges/plows) resulting in total loss of weapon functionality or mobility.
- Frame warping causing partial loss of mobility or complete loss of functionality of weapon system.
- Internal components (batteries, speed controller, radio, motor) broken free from mounts and resting or dragging on the arena floor.
- Significant leak of hydraulic fluid.
- Obvious leaks of pneumatic gases.
- Apparent complete loss of weapon system function.
- Massive Damage:
- Armor shell completely torn off frame.
- Major subassemblies torn free from frame.
- Loss of structural integrity - major frame or armor sections dragging or resting on floor.
- Total loss of power, and only saved from being knocked out by the match time running out.
Post-Match Inspection
- Judges may request the combatant's to demonstrate operability of their robot's drive train and/or weapon following the end of the match, before the arena doors are opened.
- Judges may inspect the Combatant's robot after a match to determine how best to award damage points. If a judge needs to examine one or both of the Combatants robot's before awarding damage points, he or she will notify the Arena Referee/Manager or other designated official immediately after the end of the match. The inspection will be conducted by the entire panel. The judges will not handle the Combatant's robot. The driver or a designated team member will handle the Combatant's robot. A member of the opponent's team can be present during any such inspection.
Awarding Damage Points
Scoring of damage points is based on relative grading of each robot's damage.
- 5-0: a 5-0 score shall be awarded when:
- One robot suffers nothing more than trivial damage, and the other is at least significantly damaged.
- One robot has suffered major or massive damage and the other is no more than cosmetically damaged.
- 4-1: a 4-1 score shall be awarded when:
- One robot suffers at least minor damage and the other suffers major or worse damage.
- One robot has suffered cosmetic damage and the other has suffered at least significant damage.
- 3-2: a 3-2 score shall be awarded when:
- Both robots have suffered nearly the same level of damage but one is slightly more damaged than the other.
- One robot has suffered trivial or cosmetic damage and the other has suffered minor damage.
- There can be no ties in damage. Judges must decide that one robot has caused more damange than the other.
- Damage that is self-inflicted by a robot's own systems and not directly or indirectly caused by contact with the other robot or an active arena hazard will be counted against that robot for scoring purposes, but to a lesser degree than if it were inflicted by the opponent.
- Running out of batteries will be considered damage caused by the opponent.
- Visible damage is determined by how a robot starts the match versus the condition of the robot at the end of the match.