Chapter 7: Robot Interaction and Judgment Calls
Lesson 1: Robot Interaction and Defensive Play
Learning Objectives:
- Identify legal and illegal robot interactions.
- Identify interactions involving damage, tipping, or Entanglement.
- Describe when a robot interaction may require Head Referee judgment.
- Identify when the benefit of the doubt can be applied for robots.
Override is designed to be both an offensive game and an interactive one. Teams win by scoring, and the rules are written to reward robots that go after points. At the same time, the rules accept that robots competing for the same space will bump, push, and occasionally tip or tangle. Your task is to protect offensive play and normal robot interaction while stepping in when a team's strategy is aimed mainly at harming opponents rather than scoring.
Head Referee Discretion:
Robot interaction is inherently hard to call and understand until you see it happening in person, especially as a new Head Referee. Use resources like historic matches posted on the VEX Robotics YouTube page to help you see how interaction plays out in a live robotics competition setting. While you may be watching historic games, the concept of how robots interact with one another and move around a field will remain the same from year to year.
Before continuing, read the following rules in the current Game Manual:
- <GG14> Don't destroy other robots. But, be prepared to encounter defense.
- <GG15> Offensive robots get the "benefit of the doubt" when judgment calls are required.
- <GG18> Use Scoring Objects to play the game.
- The Defensive and Entanglement definitions in the Glossary (Appendix B).
Legal Interaction and Legal Defense
Contact is expected and is usually legal, and so is defense. A robot is defensive when it is doing things that cannot raise its own alliance's score and instead is attempting to limit an opponent — for example, blocking access to part of the field, or controlling an opponent's movement. Defense is within the rules as long as it does not rely on destructive or illegal tactics. Defensive actions are not automatically violations, but they are more likely to become one, so watch them more closely.
What is not allowed is destruction. Under <GG14>, a strategy solely aimed at the destruction, damage, tipping, or Entanglement of an opponent is illegal. Because the game is interactive, some incidental tipping, tangling, and damage will happen without any violation — whether an interaction was incidental or intentional is the Head Referee’s call. Teams are responsible for their robots at all times, which also means a team must build a robot that is not easily tipped or damaged by minor contact.
Entanglement can go either way: two robots briefly tangling over the same Pin is incidental, while a robot built or driven to hook and hold opponents is a strategy <GG14> prohibits. Under <GG18>, a team cannot get around this by using a scoring object to do something a robot mechanism could not legally do.
When an Interaction Requires Judgment
You as a Head Referee step in to judge when contact causes damage, tipping, or Entanglement and it is not obvious whether it was incidental or intentional. A few questions help:
- Who was playing offense, and who was playing defense?
- Was disruption the point of the interaction, or was the contact incidental to a scoring attempt?
- Did a robot keep pushing after a problem (a tip, a tangle, a pinned opponent) became obvious?
Drive Team Members may not realize when their actions are causing a potential issue for the opposing team. Warn teams when you notice a potentially problematic interaction and continue to keep an eye on the situation to make the assessment as needed whether it was incidental or intentional.
The Benefit of the Doubt
When a call between an offensive and a defensive robot is genuinely too close to decide, <GG15> gives you a tiebreaker. When using this rule as the tiebreaker, offensive robots are given the “benefit of the doubt.” This is only a tiebreaker for calls you cannot otherwise resolve — most violations should be decided without it. This does not mean that offensive robots are exempt from other rules in the Game Manual, it is a narrow exception to offer a tiebreaker in an otherwise deadlocked situation.
This benefit of the doubt directly relates back to the goals of the game itself. In the Letter from the GDC (which can be found after the field images in Section 2 of the Game Manual), it is stated that “the game is designed so that most points come from constructive actions.” This tiebreaker is here to focus efforts and reward teams playing the game as intended.