Robot Battles Online- platform for the development of robotics competencies in a game format.

Problem and implemented solution

The development of industry, everyday life, and the exploration of new territories, including the transition to the era of space colonization, largely depends on advances in robotics, the emergence of curious experimenters, talented engineers and scientists in this field of technology. In turn, the likelihood of developers being able to make serious changes in the evolutionary process of robotics development can be increased by increasing the interest of young people in this field. One of the modern tools for increasing the interest of young people is gamification. Our team is developing a unique web platform for the development of robotics competencies - Robot Battles Online. This platform allows you to control real robots remotely via the Internet and hold various competitions in the game format – robo-football, robo-sumo, robo-quests, etc. At the same time, you can participate in such competitions directly from home or school. Unlike online games and other educational Internet projects, our players control real robots remotely, located in our arena in Kazan, rather than virtual ones. Unlike the classic Robot Battle competitions, you can participate in tournaments and control a robot right from home. Players will be able to use the points they receive as a result of the competition to unlock various upgrades and access new features, just like in regular online multiplayer games. At the moment, the competitive component of the platform with elements of gamification has been tested (obtaining medals in tournaments, choosing a robot and the possibility of using the payload module) – in the spring of 2024, more than 20 tournaments were held and over 200 feedback reviews from participants were received. In the future, it is planned to expand the gaming and educational content, including adding training in 3D modeling and 3D printing, programming and setting up autopilot. Automating the maintenance of tournaments will make them available around the clock. Already in September, we are launching a demo version with round–the-clock access – «Polygon 4 (Demo)». The WEB format allows people from anywhere in the world to participate at any convenient time, which will help our project become a bridge between technical creativity circles in different countries. If it is possible to draw attention to the project, it will be possible to implement a network model with the placement of arenas in different circles of technical creativity with a different set of competitions and an international association of developers when creating new robots.

Longlist
Russia
Nomination

Cognitive technologies and Creative economy

Topic

Platforms for fostering competencies in game or gamified formats

Estimated duration of implementation

About 3 years

Implementation geography

the main users are residents of Tatarstan, but anyone with Internet access can join the tournaments.

Description of competitive advantages

1. Managing real objects, not 3D models. Existing projects also aimed at education, for example, the Berloga platform and online courses (Universarium, Lectionary, Open Education platforms, etc.) have one common drawback – everything happens virtually, without any physical interaction with objects. Our project offers the management of real robots via the Internet. This provides an unusual and exciting experience for players, because they can see the video broadcast from the arena in real time, which adds an element of realism and uniqueness to the gameplay. 2. Educational opportunities. One of the main problems at the moment is the inability to equip all the centers of technical creativity with a sufficient number of robots to practice robotics. We provide the opportunity to connect to our system and more advanced centers. For initial participation in competitions, it is enough to have a computer / smartphone with the Internet without the need for special knowledge. Gradually getting involved in the project, with the desire to win competitions, there is a need to study 3D modeling, programming and teaming up with other players. As a result, the player studies robotics and related areas on our platform, gradually moves on to applying the knowledge gained to create new robots and then apply them in everyday life (for example, at home or in the country). 3. Implementation of interaction and cooperation between different countries through the game – thanks to the online format, the participant can be from absolutely anywhere in the world, the main condition is Internet access and a smartphone/computer.

List of awards and prizes, media articles about the organization/individual or the Practice

Sharonov N.S., victory in the competition "Student startup" 5th wave " Development of an automatic control system for online robot battles using artificial intelligence ". The project page on the Forum "Strong ideas for a new time": https://xn--d1ach8g.xn--c1aenmdblfega.xn--p1ai/improject-84319/ideas/117974

List of scientific works and IP connected with the Practice

List of related scientific papers and patents: 1. Development of a multi-user online platform for robotic competitions / D.I. Shaikhezadin, N.S. Sharonov // Tinchurin readings – 2024. Kazan: KSEU, 2024. 2. Prototyping for student skill development in automation and robotics / A.N. Bogdanov, V.A. Danilov, I.A. Hallyyev // REEPE 2022. Moscow, 2022.

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