Artificial invaders: esport of robotics
Artificial Invaders is a story-driven and strategical robotics game designed for hackers experienced in Artificial Intelligence and Robotics. Ten brave and talented teams are accepted to a two-month competition culminating in a one-weekend showdown where AI controlled robots will fight for the supremacy of the Robot Uprising universe. The fight is played between two powerful Artificial General Intelligences (AGI), ARES and ATHENE, that are fighting over computing power and resources on an epic esports battle arena. The tournament will be followed by the global robotics esport audience via 24-hour Twitch stream and other media presence. Read more about the narrative here.
Phase 1. The Artificial Invaders game is played in two separate phases both requiring skills in Artificial Intelligence methods such as object detection, path finding and game planning with multiple agents. The first phase of the competition is played during the application period where teams get to train their skills needed in the actual competition on a robot simulation platform called Webots. Webots is an open source simulation software developed by cyberbotics. You can program your robot in one of the following languages: C, C++, Python, Java
Phase 2. Teams are selected to the second phase based on their performance on the webots pre-games. The second phase is played in a physical environment with real robots battling in a real esport arena. At the start of the second phase teams get access to their robot kits and the arena. You are also free to use reinforcement learning or any other Machine learning technique if you find it relevant and can help you to pass the battle.
Objective: Destroy the mothership
Beat your opponents AI by destroying its mothership. Motherships are destroyed by overpowering them with bigger energy voltages at the end of each tournament or by pushing opponents mothership to a negative energy status. All strategies are allowed: Be the fastest at collecting energy cores, prevent the enemy from their objectives, block paths, destroy everything.
Bigger wins gain bigger leads and take your team closer to the win of Nordics first ever robotics esports tournament.
Game logic
The game is played between two teams battling each other in short 3 round showdowns. Each team has two autonomous robots playing for their side at a time. All teams start with base points that they can either try to increase or protect to win the tournament. The points are increased by collecting positive energy cores to the mothership and the points are lost by receiving negative energy cores or by receiving other penalties.
If the mothership receives 3 negative energy cores the mothership is destroyed and the opponent wins. If both motherships are alive at the end of a tournament, the mothership holding greater energy status will over power their opponent and win. In case of a tie, the team that collected their points fastest, wins.
Schedule
14.05. | Team registration open |
19.06 | First pre-challenge and game design simulation is released |
29.07 | Training simulation against other applying teams code is released |
01.09 | Application period closes |
02-06.09 | Accepted teams are released & Accepted teams are released |
07.09 | 1st workshop: Apply your code to your bot & promo shooting |
18.09 | 2nd workshop: Modify your robot |
02.10 | 3rd workshop: Game strategy coaching |
11-13.10. | Final tournament, Kattilahalli, Helsinki |
Artificial Invaders track
Artificial Invaders is a story-driven, strategic robotics game designed for hacker teams experienced in Artificial Intelligence and Robotics. The ten best teams are accepted to a two-month competition culminating in a one-weekend showdown where AI controlled robots will fight for the supremacy of the Robot Uprising universe.
The fight is played between two powerful Artificial General Intelligences and their motherships on an epic esports battle arena. The tournament will be followed by the global robotics esport audience via 24-hour Twitch stream and other media presence.
Beat your opponents AI by destroying its mothership. Motherships are destroyed by overpowering them with bigger energy voltages at the end of each tournament or by pushing opponents mothership to a negative energy status. All strategies are allowed: Be the fastest at collecting energy cores, prevent the enemy from their objectives, block paths, destroy everything.
Bigger wins gain bigger leads and take your team closer to the win of Nordics first ever robotics esports tournament.
The game is played between two teams battling each other in short 3 round showdowns. Each team has two autonomous robots playing for their side at a time. All teams start with base points that they can either try to increase or protect to win the ongoing match. The points are increased by collecting positive energy cores to the mothership and the points are lost by receiving negative energy cores or by receiving other penalties.
If the mothership’s energy status drops below zero the mothership is destroyed and the opponent wins. If both motherships are alive at the end of a match, the mothership holding greater energy status will overpower their opponent and win. Learn More
Teams
The win of Artificial Invaders demands already proper programming skills and so is not designer for fresh beginners. Teams are facing challenges combining skills in machine learning, localization, mapping, robot design, computer vision and game AI so colourful teams are encouraged.
The win of Artificial Invaders demands already proper programming skills and so is not designer for fresh beginners. Teams are facing challenges combining skills in machine learning, localization, mapping, robot design, computer vision and game AI so colourful teams are encouraged.
Programming & Robots
The provided robot kit will consist of:
- A tank-like drive unit with two motors and tracks
- An Arduino-based controller board
- A Raspberry Pi Zero
- Batteries
The base is a combination of standard parts and 3D printed parts, making it completely customizable. Robots will observe the game arena through an overhead camera stream but teams are allowed to add additional sensors if they want. The use of the provided robot kit is recommended but if a team wants to build a robot of their own from scratch that is also allowed.
Teams are allowed to customize the given robot kit with additional parts, including weapons, tools, and sensors and we’ll help teams with this by arranging custom workshops. Teams will be responsible for programming any hardware that they add. See Restrictions below for allowed additional parts & functionalities
You can teach AI to your robot with machine Learning and Reinforcement Learning - they’re instrumental in training the AI. We provide a webots simulation environment in order to train robots before the hackathon
- No easily flammable materials to the robot trunk (wood is ok)
- No easily fragmenting materials like thin glass
- No combustion motors
- Recommended weight max 3kg
- Recommended size max 40cm to all sides
- Permanent magnets and electromagnets are allowed if they don’t cause radio interference
- Robots must contain a kill switch that cuts off all power, hydraulics, and pneumatics from the robot's armament and drive motors.
- No fine powders like flour etc.
- No fire or strong heat.
- No radiation or strong lasers that can cause harm to top-down camera or audience.
- No liquids like water, glue, acids or batteries containing liquids.
- No pneumatic force or Emp pulse
The organizing team will inspect all robots before the tournament but the teams are themselves responsible for the safety of their robot. The general principle for the robots to follow is that the robot should not cause any harm of humans, arena or game infrastructure. The robot can be denied by the organizers even if it follows the listed rules but is somehow seen as a threat to the audience or the tournament functions.
Prizes
Game & Arena
Two competing teams will deploy 2 robots each to the starting area. All teams start with 10 base points. The teams should try to increase points by collecting more energy cores and protect the existing ones. The goal of the game is to power up your base and prevent enemies from doing their objectives.
Values and amount of different energy cores:
- Yellow (positive points, high in numbers).
- Green (negative points, low in numbers)
A team can lose points by:
- Receiving green negative energy cores to the mothership
- Interfering with the robot during a round
- Pulling robot away from game arena due to tilt, breakdown, etc
Teams will be accepted to the competition based on their applications and performance on the pre-challenges. The pre-challenges will require same skills as succeeding in the actual tournament and so will help teams to prepare for the competition. Pre-challenges are released every two weeks during the application period of summer 2019 on the pre-challenge platform. The first pre-challenge will be released on 2nd week of June and the final gameplay simulation will opened on last week of July for competitor versus competitor matches. Teams do not need to complete all the pre-challenges to be accepted to the competition but the heavies weight lies on the 6th and final challenge. Teams get link to the pre-challenge folders by filling the competition application form. CHECK THE CHALLENGES-->
BOTS ON THE RUN
To start your journey and grow the power of your AGI, get your small bots moving. Robots are the life staining power to your mothership as they gather the energy sources available in the locked down city of Helsinki. The first challenge will introduce teams to the pre-challenge platform in webots and complete the base function of moving the robot on an arena.
POWER UP
Loose energy cords can be tricky. To successfully bring the energy cords to the motherships teams need to be able to find and take control over the loose cords. In the second challenge team’s objective is to detect energy cords and find a path back to the mothership.
EYES WIDE OPEN
Blind bots won’t help anyone. The third challenge will prepare teams to know their surroundings through computer vision task. Teams need to identify both still and moving objects so that they won't be surprised by enemy robots or other creatures running in the dark streets of Helsinki, 2043.
GAME ON
Time for integration and logics. The last released challenge is a full on battle arena of action where teams put their mastered skills into use. The challenge is a representation of the game arena where teams are able to test their game logic
The AI pre-challenges are powered by our cloud supporters
Cybercom and Amazon Web Services:
Become a real robot. To access the full potential of a robot, the arms become essential. The last trick to master is the grip for the robot to hold on to valuable objects and to modify its surroundings. Pick some energies and protect the cords by taking them to the mothership holding them up in the air.
Time for integration and logics. The last released challenge is a full on battle arena of action where teams put their mastered skills into use. The challenge is a representation of the game arena where teams are able to test their game logic
ARTIFICIAL INVADERS FAQ:
Teams
The win of Artificial Invaders demands already proper programming skills and so is not designer for fresh beginners. Teams are facing challenges combining skills in machine learning, localization, mapping, robot design, computer vision and game AI so colourful teams are encouraged.
The win of Artificial Invaders demands already proper programming skills and so is not designer for fresh beginners. Teams are facing challenges combining skills in machine learning, localization, mapping, robot design, computer vision and game AI so colourful teams are encouraged.
Programming & Robots
The provided robot kit will consist of:
- A tank-like drive unit with two motors and tracks
- An Arduino-based controller board
- A Raspberry Pi Zero
- Batteries
The base is a combination of standard parts and 3D printed parts, making it completely customizable. Robots will observe the game arena through an overhead camera stream but teams are allowed to add additional sensors if they want. The use of the provided robot kit is recommended but if a team wants to build a robot of their own from scratch that is also allowed.
Teams are allowed to customize the given robot kit with additional parts, including weapons, tools, and sensors and we’ll help teams with this by arranging custom workshops. Teams will be responsible for programming any hardware that they add. See Restrictions below for allowed additional parts & functionalities
You can teach AI to your robot with machine Learning and Reinforcement Learning - they’re instrumental in training the AI. We provide a webots simulation environment in order to train robots before the hackathon
- No easily flammable materials to the robot trunk (wood is ok)
- No easily fragmenting materials like thin glass
- No combustion motors
- Recommended weight max 3kg
- Recommended size max 40cm to all sides
- Permanent magnets and electromagnets are allowed if they don’t cause radio interference
- Robots must contain a kill switch that cuts off all power, hydraulics, and pneumatics from the robot's armament and drive motors.
- No fine powders like flour etc.
- No fire or strong heat.
- No radiation or strong lasers that can cause harm to top-down camera or audience.
- No liquids like water, glue, acids or batteries containing liquids.
- No pneumatic force or Emp pulse
The organizing team will inspect all robots before the tournament but the teams are themselves responsible for the safety of their robot. The general principle for the robots to follow is that the robot should not cause any harm of humans, arena or game infrastructure. The robot can be denied by the organizers even if it follows the listed rules but is somehow seen as a threat to the audience or the tournament functions.
Prizes
Game & Arena
Two competing teams will deploy 2 robots each to the starting area. All teams start with 10 base points. The teams should try to increase points by collecting more energy cores and protect the existing ones. The goal of the game is to power up your base and prevent enemies from doing their objectives.
Values and amount of different energy cores:
- Yellow (positive points, high in numbers).
- Green (negative points, low in numbers)
A team can lose points by:
- Receiving green negative energy cores to the mothership
- Interfering with the robot during a round
- Pulling robot away from game arena due to tilt, breakdown, etc
Pre-challenges
Teams will be accepted to the competition based on their applications and performance on the pre-challenges. The pre-challenges will require same skills as succeeding in the actual tournament and so will help teams to prepare for the competition. Pre-challenges are released every two weeks during the application period of summer 2019 on the pre-challenge platform Webots which is an open source simulation software developed by cyberbotics. The first pre-challenge will be released on 2nd week of June and the final gameplay simulation will opened on last week of July for competitor versus competitor matches. Teams do not need to complete all the pre-challenges to be accepted to the competition but the heavies weight lies on the 4th and final challenge. Teams get link to the pre-challenge folders by filling the competition application form.
Pre-challenge descriptions
Bots on the run
To start your journey and grow the power of your AGI, get your small bots moving. Robots are the life staining power to your mothership as they gather the energy sources available in the locked down city of Helsinki. The first challenge will introduce teams to the pre-challenge platform in webots and complete the base function of moving the robot on an arena.
Power up
Loose energy cords can be tricky. To successfully bring the energy cords to the motherships teams need to be able to find and take control over the loose cords. In the second challenge team’s objective is to detect energy cords and find a path back to the mothership.
Eyes wide open
Blind bots won’t help anyone. The third challenge will prepare teams to know their surroundings through computer vision task. Teams need to identify both still and moving objects so that they won't be surprised by enemy robots or other creatures running in the dark streets of Helsinki, 2043.
Game on
Time for integration and logics. The last released challenge is a full on battle arena of action where teams put their mastered skills into use. The challenge is a representation of the game arena where teams are able to test their game logic
The AI pre-challenges are powered by our cloud supporters Cybercom and Amazon Web Services:
We are makers of tomorrow. With creativity, passion and an appetite for the unknown, we work everyday to make companies thrive in the connected world.
Check more in www.cybercom.com/aws
Putting machine learning in the hands of every developer.
Check more in www.aws.amazon.com/machine-learning