2012_Scoring_System_Users_Guide_vA9 - Best Robotics Inc.

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WARP XX

BEST 2012

Design Contest


Scoring System User’s Guide


Version Alpha9



November

1
, 2012






Scoring System User’s Guide

ACMR00011

Revision A9
;
November 1
,

2012

Copyright © 2012
.








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Release Notes:

Version Alpha 9

WarpXX_TS_Alpha9
.zip

Warp XX seeding_v5.xls


Fixed bu
g that prevented Field2 tiebreaker from loading in 2 field
scenario. Added another display app for spectator display that does
not react to “Green Screen” option:
Field Display NOGREEN

Use the “Field Display NOGREEN” app as arena spectator display.

Use t
he “Field Display” app as video overlay for web streaming or
other video production.

Version Alpha 8

WarpXX_TS_Alpha8
.zip

Warp XX seeding_v5.xls


Corrections to field color assignments to maintain proper
randomness and proper scheduling during Semi
-
Finals

and Finals..

Version Alpha 7

WarpXX_TS_Alpha7
.zip

Warp XX seeding_v4.xls


Included tie
-
breaker in evaluation of lowest score to drop. This is for
corner cases where two lowest scores are identical.

Version Alpha 6

WarpXX_TS_Alpha6
.zip

Warp XX seeding_v4
.xls


Corrected bonus calculations.

Cosmetic changes to Field Control Software.

Added online report of all entered scores by match.



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Version Alpha 5

WarpXX_TS_Alpha5.zip

Warp XX seeding_v3.xls


Initial release of the 2012 Tournament Software.

LabView ru
ntime &
4

Executables



BEST 2012 Field Display



BEST 2012 Field Control



BEST 2012 Pit Display



BEST 2012 Tournament Software

Seeding Match Schedule Generator (XLS)


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1.

Introduction

This document describes the scoring software developed in support

of the 2012

BE
ST
competition,

WARP XX
. It provides information concerning setup and usage of a
scoring system for the game.


2.

Scoring System Components

The BEST scoring system consists of one or more computing systems, one or more
display systems, and a set of custom sc
oring software applications. There are
four

scoring software applications, each written in LabView and made available as
executable files:




Scorekeeping Application

(aka Tournament Software)



Field Control Application



Display Application
s (for Spectator a
nd/or Pit display)

2.1
General
Computing System Requirements

The software applications will execute on one or more computer systems having the
following
system requirements
.


XP, Vista, Win7 OS


(no Mac)

Minimum 512Mb RAM,
1Gb RAM
suggested
for Field Contr
ol computer

1024x768 graphics resol
ution, 16
-
bit color as minimum

4x3 display ratio will view the best

500Mb Disk space

Network


any, wired or wireless (if using this option)

USB port (for Field Control
/Response
)


Each computer
used will need to host the
LabView runtime system that is provided as
part of the scoring software installation.


The Tournament software
uses Comma Separated Value (CSV) file as input, auto
-
generated by the Seeding Schedule Generator MS Excel file. You may create possible
seeding
schedule CSV files on any computer with the
Microsoft Excel application.


Mobile ScoreBoard support

In order to post scores to the mobile ScoreBoard app for iPhone/Android

and the BRI
Web ScoreBoard
, the scoring
computer hosting the Tournament So
f
tware

mus
t have
internet access

in addition to the
(optional)
local network used by the scoring system.

2.2 Previous LabView Installations

The Scoring Software installs the following:


(1) LabVIEW 2011
Service Pack 1
Runtime Engine

(2) NI Datasocket 4.9

(2) DAQmx C
ore Runtime 9.3.5

(4) The built applications that you use.



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The installation of the Scoring Software will not impact the operation of any existing
LabView installations that may exist on the computer.


The Datasocket will upgrade the Datasocket present on
the system.


The upgrade is
seamless and the Datasocket 4.9 is completely backwards compatible all
the way back
to LabVIEW 8.5.1.


The LabVIEW 2011
SP1
Runtime Engine runs in parallel to the LabVIEW 2009SP1
Runtime Engine
-

the application specifies what r
untime engine to use, so the two
runtimes are never in conflict and you will not use the new runtime unless you have an
application built to use the new runtime.


You can use both runtimes at the same time,
even, without conflict.


The DAQmx Core Runtime 9
.3.5 is the same

as the LabVIEW Runtime; there are

no
dev
elopment

environment pieces, so they will not conflict with currently installed
development environments.


Applications must be built to run with the runtime,
otherwise the runtime is never loaded an
d never used.


You can use both runtimes at
the same time, even, without conflict.


2.3
Field Control Requirements

Field control/response for the 2012

game consists of a National Instruments USB6501
Digital I/O module, interfaced to a computer via a ~20+ f
t
or less
USB cable. The
computer must be running the Field Control Application. The USB cable may be longer
but
may require the use of a USB repeater or USB hub to ensure communication
between the computer and the field is satisfactory over greater dist
ances.

For the 2012

game, the Field Control Application only reads the tie
-
breaker information from the NI
USB6501 Digital I/O module; there is no actual “control” taking place.

2.4
Display System Requirements

Any number of devices can be used for the dis
play system. This may consist of
computer monitors or projectors. Each “display” will need to be driven by a computer
running
one of
the Display Application
s (Spectator Display or Pit Display)
.



3.

System Configuration Options

Some example system configurati
ons are shown in the following diagrams. The hub
may choose whichever configuration best fits their needs and capabilities.



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Figure 1.
Single Computer System


Figure 2. N
etworked Displays



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Fi
gure 3. F
ully Networked System


There will be only one instance of the Scorekeeping application and Field Control
application. They may reside on the same computer or different computers depending
on your preference. There ma
y be as many instances of the Display application
(s)

as
you desire. In the single computer configuration, you may use a Windows extended
desktop for your Display application. Often times, multiple displays are required (e.g.,
audience, pit, staging, etc.)
. This is accomplished through standard networking of
multiple computers. This may be hard
-
wired network or wireless. The Display
application
(s)

will simply be configured with the IP address of the Scorekeeping
computer.


About
Computer Networking

If you
desire to use multiple computers via a network, t
he
easiest solution to networking

is to use a simple wireless hub or router plugged into the computer running
the
Tournament S
oftware

application
, creating a local wireless network, using all of the out
-
of
-
t
he
-
box configuration so it is
a
fully open network.


Then

connect to this local wireless
network

on the
other computers
which are
running Display application(s)
or

the
Field
Control application.


This is easy and no special setup is needed to “get around n
etwork
restrictions”.


A wireless hub is $50 at Best Buy.


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Alternatively, you may use an existing network (e.g., school/university network).
It
doesn't matter what network you use, as long as the network doesn't restrict access to
ports used by the softwar
e (public access WiFi is usua
lly locked down pretty tight).
Communications between the computers need to be open and non
-
firewalled; the
Datasocket Server running on each computer itself uses port 3015 to host data, but the
applications themselves can use
any port between 1024 and 65536 (the entire range) to
communicate to that port.

Some university networks restrict access to/from all ports
except port 80, the HTTP port, for internal AND external communication.

If the network
only restricts access to spe
cific ports for outbound (and not internal) communications
then that is okay.

The best way to determine if communication will be successful is to plug two computers
into the network, launch the Tournament Software on the computer you want to host the
Tourn
ament Software, launch the Display App on the computer you want to host the
Display App, and connect to the Tournament Software from the Display App.

You
CANNOT use a simple network ping or file sharing protocol as the sole mechanism for
determining if th
e connection will be successful, but it is important to note that if a
simple network ping or file sharing proto
col does not work then the scoring

software has
no chance of
communicating across the network
.


So it depends on the
facility’s

network and res
trictions.
This is expected to be a much
more complicated networking solution than just creating your own local network with a
dedicated hub/router. It may
even
mean

using computers that
have

authentication
certificates with the school's network, certifica
tes
that are given

an "all
-
access pass" to
do whatever networking
is needed.

This is not a recommended path but is possible.




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4.

System Setup and Use

To setup and use the system, you will need to perform the following steps. Many of the
details of each ste
p are described in subsequent sections.


1.

Determine your configuration. Setup computers and any networking.

2.

Connect Field Contr
ol computer to USB6501 via USB

3.

Generate/select a seeding bracket to be used. (create “see
ding schedule” CSV
input file)

4.

Invoke all

three applications

on the applicable machines.

You should have:

a.

1 instance of Tournament Software,

b.

1 instance of Field Control

Software
,
and

c.

N instances of Spectator
/Pit

Display

Software

5.

Setup
the Field Control Software and Spectator
/Pit

Display Software

including
IP
addresses, logos,
desired
control
.

6.

Transfer
control of the Field Control Software

to
the
Tournament Software (if
desired)

in order to synchronize operation from a single machine
.
(see detail
below)

7.

Control all activities from
within the
Tour
nament Software
application
(unless
Field Control is being controlled separately)

8.

Follow
the
CHECKLIST steps in
the
Tournament Software to run your game.


4.1 Field Control USB Interface


In some cases
(depending on the game)
it may be desired to extend th
e length of your
USB cable to a length greater than supported by standard USB. This can be
accomplished in several ways depending on the length desired:


1)

Try using a USB repeater (sometimes built
-
in to a USB cable).

2)

Try using USB to Cat5 converters at the

computer
-
end and field
-
end.

3)

Try using a wireless USB hub.


If you choose to use some form of repeater or converter to extend the length of the
cable, it is highly recommended that you implement a powered USB hub at the field end
to ensure that the full ra
nge USB voltage/current is provided to the NI USB
-
6501
module. The NI module expects 500ma of current to be supplied and may not function if
it is not.


Whatever you decide to use, test it thoroughly before game day!



4.2 Using Laptops with Power Manageme
nt


If you use a laptop or any other computer with Power management software enabled,
you should be sure to disable the power management control surrounding the USB
ports. In Windows
,
there is a power
-
saving option under "Advanced Power Options" for
a "US
B Selective Suspend", and if this is turned on and gets triggered then the USB
device will be put into suspend mode and the NI DAQ driver that controls the NI
-
USB

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6501 will have no control. It MAY be recovered by unplugging and re
-
plugging the USB
device
but this is not guaranteed. Of course, you don’t want to have to do that.


5.

Accessing the Software

5.1
Program Locations

The three

a
pplications are accessible via shortcuts at Windows START
-
>Program

Files
-
>
BEST
2012

Software

They are actually installed/stor
ed in C:
\
Program

Files
\
2012
BESTTournamentSoftware

These 4

applications

are executable files. All necessar
y LabView software is provided
and

installed during the installation process.

5.2
Data File
s

Folder

All data files are s
tored in the following public d
ata directory, depending on the
operating system being used:

Vista/Win7

-
> C:
\
ProgramData
\
BEST2012



(this is
a
hidden directory; type in this path in Explorer and it will find the folder)


Win
XP


-
> C:
\
Documents and Settings
\
All

Users
\
Application Data
\
BEST2012



6.

Software Setup

6
.1

Field Control Application Setup


I
nvoke the application. Plug the NI USB6501 digital i/o controller into an available USB
port and wait about 10 seconds for it to be recognized. On the Field Control Sof
tware
“Device”
pulldown
, select the Dev# device name corresponding to the USB6501
plugged into your computer.

There will typically only be one.

Once selected and
recognized, the “DeviceConfigured?” lamp will turn green.


Any

remaining tabs on the Field Con
trol application
may

not become visible until an NI
USB6501 device is connected. The device
WILL need
to be
wired to the field tiebreaker
switches in order to use the Tournament Software
.




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In the Device Status section, there is a device heartbeat indi
cator. This lamp should
flash periodically indicating that the USB
-
6501 is alive and communicating.


A status indicator for each
tie
-
breaker switch

(by color) is shown here as well. When
a
tie
-
breaker switch is

opened, the corresponding lamp will illuminat
e.
See the 2012
Game Rules Wiring document for details of t
he
required
U
SB
-
6501 port connections
.
This is the only connection option. No other field wiring will work correctly

with the Field
Control software
.


At the top of this section is the ability to
set the “Device Poll Frequency”. This is how
often the software checks the

state of the

tie
-
breaker switches
. There are 3 options:



50 Hz (50 times per second),



100 Hz (100 time per second),



200 Hz (200 times per second).

The “Too Intense” lamp will i
lluminate if the
polling demands cannot be satisfied (due to
CPU loading, etc.). If the lamp flickers frequently, choose a slower polling frequency.
Occasional flickering of the lamp is still satisfactory.


Click on “
Allow
Remote

Control
” button to allow c
ontrol of the Field Control Software in
synchronization with the Tournament Software.

Enter the IP address of the computer

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hosting the Tournament Sof
t
ware in the box and click the “
Check
” button. The IP
a
ddress of the computer hosting the Tournament Softw
are can be found on the
Tournament Software’s “
Tournament
Settings”
page
. After verifying the connection,
click
OK
.

In this mode,
the “
Allow Remote Control
” button now changes to “
Take
Back Control
” and
there is no need for anyone to actually operate the

Field Control
Software.

C
lick on the “
Take Back Control
” button
to return to local control of the Field
Control Software
.




In the Tie Breaker Status section, the Tiebreak Order auto
-
populates based on the
information received from the USB
-
6501. Reset
t
he values
by clicking on the

ResetRanks
” button.


When the Field Control Software is under manual control (i.e., not controlled by the
Tournament Software), the Tiebreak Order can be overridden and set manually as
desired.

The
Tournament Software reads th
ese
Tiebreak
values from the Field Control
Software whenever the match timer reaches zero.

When the Tournament Software and Field Control Software are running on independent
com
puters (via wireless connection) {i.e., fully networked option mentioned in Sy
stem

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Setup section}
, and you wish to
Allow Remote Control
, be sure to follow these steps to
ensure proper connectivity between the apps:

1)

Establish a dedicated (recommended) local wireless network using a 802.11
wireless router or hub. Boot the field comput
er and tournament computers and
connect to the local wireless network.

2)

Connect the WLAN port of the wireless router to a wired internet connection if
you wish to use the mobile web scoreboard. The tournament software will upload
scores to the BRI site in

real
-
time if this connection exists and the
Live

Web

Update

op
tion is enabled (see the Web Settings page in the Tournament
Software
).

3)

Connect the USB
cable
from
each field
computer to the
corresponding
field
USB6501 module.

4)

Launch the Field Control Softwa
re

on the field computer(s)
.

5)

Launch the Tournament Software on
the tournament computer.

6)

On the To
urnament Software’s Scorekeeper page
, connect to each Field
Computer by clicking on the
Field 1 Connect

or
Field 2 Connect

buttons in the
lower right portion o
f this screen.

a.

When prompted, enter the IP address of the corresponding field computer;
this information is shown on the Field Control app under the
Allow
Remote Control button

(lower right).

b.

Click the Check button to verify the connection, then click OK.

7)

After connection from the Tournament App to the Field Control App, then you
may click on the
Allow Remote Control

button on the Field Control App(s) to
allow the Tournament Software to control it directly, including the resetting of the
fie
-
breaker values.

You will be prompted to enter the IP address of the
Tournament Software. This can be found on the
Tournament
Settings
page

of
the Tournament Software.



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6
.
2 Spectator Display Application Setup


There are two “spectator display” apps available:



Field Disp
lay NOGREEN



Field Display


The “Field Display NOGREEN” app should be used for normal spectator display in an
arena/venue. This display app does not react to the “Green Screen” option on the
Tournament Software app (which is used for video overlay scenarios
).


The “Field Display” app DOES react to the “Green Screen” option in the Tournament
Software. When this option is set, this display app will fill the lower 4/5 of the screen
with green background which can be used for overlaying video in broadcast scenar
ios
where you want to be able to switch between team rankings/scores and live video.


An initial setup screen is visible upon invoking the application.



This screen allows you to edit the title for your Display,
enter a hub specific logo in place
of the

default BEST Robotics, Inc. logo, and identify connections to the Tournament
Software

application
.
The information entered here is not persistent and will have to be
entered upon each invocation of the Spectator Display software.


The connection

to
the
T
ournament Software
is a required setup item
. First configure
each machine running the applications to use static IP values.


If running the Spectator Display on the same machine with
the Tournament Software
application
, just click on the “
CHECK
” button to
verify the default IP address of the local
host machine (which should be 127.0.0.1).



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If running the Spectator Display over a network, enter the IP address of the machine
hosting the Tournament Software in the “
Tournament Software IP Address
” box and
click


CHECK
” t
o verify a connection is made. The IP address to enter here can be
found on the Tournament Software’s “
Tournament
Settings”
page
.


If
a

connection fails,
try the following



check the IP address entered,
use fixed IP addresses vs. dynamic



check net
work wiring
, hub operation and appropriate power,



invoke command prompt and “ping” each computer IP address on the network to
ensure a connection,



test that the two computers truly can communicate via network operations such
as file sharing.



Reboot your co
mputer and/or network hub



6
.
3

Starting the
Tournament Software A
pplication


Double
-
click on the application to launch it. The first screen that you should see will be
the CHECKLIST
as follows:




Game day operations are made simply by following the
CHE
CKLIST

page. Many
functions can

be performed at any time without adversly

affecting operation. Some
functions will not be available until pre
-
requisite steps have been satisfied.


Steps 1
, 2 and 4

are setup operations. The remaining steps are actual game
scoring.



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This year, menus have been added at the top (instead of tabs from previous years),
along with hot
-
keys and buttons along the bottom for the most often used pages.


Scorekeeper

button

is for controlling game start/stop and entering team match scor
es.


Notebook Entry
is found under Data Entry menu and

is for entering team notebook
scores which are used in determining the wildcard match contestants. Notebook scores
can be entered/modified anytime during the day prior to Assigning Wildcard Teams,
ev
en prior to beginning any matches.


The Schedule

menu/button

is for reviewing the currently phase of the competition and
the full schedule for that phase.


The Reports
menu

provides some automated printing of various reports, scorecards
and referee sheets
.


The Settings
menu

controls data file storage paths & filenames
, sounds, and
other
importa
nt setup information and advanced functions like score file recovery, reviewing
tie
-
breaker information for a match, and checking on cycle
-
time between match starts


The Rankings
button

shows the rankings for all teams within a particular competition
phase.


6
.
4

Tournament Software Setup


6
.
4
.1
Selecting a Seeding Schedule


Seeding bracket schedules are loaded into the Tournament Software using a comma
separated value

(CSV) file format.
A new Seeding Schedule Generator (XLS) program
has been developed this year and can handle any scenario that you might have. It also
guarantees to
evenly divide play on right
-
hand vs. left
-
hand field locations (for the 2012
game)
.

Simpl
y invoke the XLS, select your hub parameters (# fields, # teams, etc.) and
team numbers/names; then click the
“Create Seeding”

button. This will write out a CSV
file into the same directory as the XLS which can then be read directly by the
Tournament Softw
are.



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6
.
4
.2
Team Names and Numbers


Team numbers can only be edited in the original incoming Seeding Schedule CSV file

so make sure they are correct when using the Schedule Generator
. Once the team
numbers are read into the Tournament Software they ca
nnot be changed.


You MAY change/edit the team names at any time during t
he day and the changes will
be refle
cted throughout. For example,
if you need
to shorten a team name

for display
purposes. The typical character limit is around 30 characters for tea
m name but
because the font is variable width, the actual limit can be slightly different.



6
.
4
.3

Settings

Menu


6.4.3.1 Tournament Settings




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6
.4
.3.1
.1

Default
File P
aths


The scorekeeping software automatically saves match score and notebook score
i
nformation into files on your computer. This is primarily for recovery reasons should
you encounter any catastrophic situation requiring a restart. The default folder where
the files are stored can be seen in the
Tournament
Settings
page
. They are:


Win
XP

=> C:
\
Documents and Settings
\
All

Users
\
Application Data
\
BEST2011

Vi
sta

=> C:
\
ProgramData
\
BEST2011

Win7

=> C:
\
Prog
ramData
\
BEST2011


The reason for using these folders is that they are globally unprotected (writeable)
folders on each of these operat
ing systems.


You may change these to other folder(s) of your choice. Although you may change the
filename as well, this is
not recommended
. The filename contains a timestamp
equivalent to when the application was launched. This way, re
-
launching the
appl
ication will not overwrite previously saved files, thus allowing recovery

of these files
to an earlier time state.


You may open and close the Tournament Software as many times as desired. It stores
scorekeepi
ng files in the “C:
\
...
\
BEST2011
\
” folder with
a timestamp so that you can
recover a previous session. New scorekeeping files are created every time you invoke
the application.



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The “saved” scoring files used by the software include a timestamp in the filename
based upon the time the software was invo
ked:


*_YYMMDDHHMMSS.sco


Match score information

*_YYMMDDHHMMSS.not


Notebook score information


Notebook scores are saved as you enter them.

M
atch scores are saved every time you WRITE them.


This is to allow you to recover previous states.

See

sectio
n

7.15.2 Score Recovery
Mechanisms
.



6
.4.3.
1.
2
Changing Pathname(s) or Filename(s)


If you choose to change the folder paths

on the Settings Tab
, do so as the first step
before any other activities are performed. On the Settings Tab, you may click on the

folder icon to browse to a folder or type the path into the available window.

After a
change to the folder path or filename has been made on the Settings Tab, the change
will take affect on the next save of the respective file.


For example, if the path
and filename of the scores file were changed from the default to
C:
\
My

Documents
\
seeding_scores.sco,
this file would be created and scores written to it
the next time the user Edits and Writes a match score on the Scorekeeper/Timekeeper
tab, whether or not

the data actually changes. From then on, the new scores file will be
in use. If the application is closed and restarted for any reason, it will default to a newly
created score file with
a new

time stamp.






6
.4
.3.
1.
3

Match Increment

Setting


The “
Mat
ch Increment
” selection allows you to set the number of matches that will
advance every time the timer is reset. This is used to support playing games on multiple
fields simultaneously. Set this value to the number of fields that you are running. When
the

timer runs down to 0:00 indicating the end of a match, clicking the “
Stop/Reset

button on the Scorekeeper/Timekeeper tab will clear all of the Field Control data, reset
the timer to 3:00 and increment the match count by the “match increment” number.


6.4
.3.
1.
4 Match Sounds


There are
two

opportunities for the Tournament Software to play a sound during the
match,


1. At the beginning of the match (upon pressing the timer Start button),

2
. At the end of the match (when the timer reaches 0:00)


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Different s
ounds can be played at these time. Each sound can be enabled or disabled
here on the Settings tab. Three default sound files (.wav) are provided with the
software. You may use your own user
-
defined sound files so long as they are in wav
format.


6.4.3.2

W
eb

Settings


This
Tournament S
oftware supports
interfacing to the BRI Web Scoreboard application
and mobile apps for both iPhone and Android devices.
You must have internet access
on the computer running the Tournament Software in order to support this fea
ture.


From the
Web Settings page,

select your

hub name in the
pulldown

provided.
If the list
of hubs does not show, click
the
Refresh Hub List

button
.


To activate the web update, there are two options:



A TEST mode for evaluating the operation of the
software without making scores
public, and



A LIVE mode when you are ready to start the actual competition and display live
scores.


The TEST mode sends information to a special Test Site for evaluation. The site URL
to use for viewing the TEST data
is


http://www.bestinc.org/BRI_Apps/index.php?viewer=test


The LIVE mode transmits data to the BRI server and is then available for viewing by the
public at
http://www.bestinc.org/BRI_Apps/

and directly through the iPHONE and
Android mobile apps, available through the Apple store and Android marketplace
respectively. For more information on the BRI Scoreboard apps, visit
http://www.bestinc.org/BRI_Apps/promo.php


Once
web update is
active
, the software will update the schedule and scores on the
mobile ScoreBoard anytime
either

of them changes.


The web update feature is
not on

by default,
as it will "pause" the program for 30
seconds if a network connection to the URL cannot be found
-

then it will display an
error message.


You must go to the Web Settings page and enable it by selecting “Live
Web Update” from the Web Update Mode pulldown m
enu.


The Data Entry URL is the location where the scoring software will post the score
information on every match entered.
This
URL should not be modified
.



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7.

Using the Tournament Software


7.1

Game

Day Step
-
by
-
Step Checklist


The CHECKLIST
page

provi
des simple step
-
by
-
step operation of the software to ensure
that actions are performed in the order intended. Some buttons only become active
after certain prior steps are complete.


7.2

Selecting a Seeding Schedule


Click on the “
Load Schedule
” button on

the CHECKLIST
page

to browse and locate the
appropriate seeding schedule that you will be
loading
.
Use the provided Seeding
Schedule generator XLS to create the CSV file for input. While you can create your
own from scratch so long as it is in the prope
r format, this is not recommended. See the
CSV file format output by the Seeding Schedule generator if you are interested.


7.3

Entering Team Names and Team Numbers


After loading a seeding schedule, you may edit the team names at any time by clicking
on
the “
Edit Team Names
” button on the CHECKLIST
page
. You may not edit team
numbers after the schedule has been loaded into the software. So, if you want to
change the team numbers, you should first edit the CSV file (column 1) that you will
load.


7.4

Com
petition Phases


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There are four competition phases:

-

Seeding phase

(round robin tournament with same # matches per team)

-

Wildcard phase

(a single match playoff)

-

Semi
-
Final phase

(round robin tournament with a fixed # matches & rotation)

-

Finals phase

(final

four teams compete in 3 total matches with a fixed rotation)


7.4.1 Viewing the Phase Schedule


You can view the current phase schedule from the Schedule page. You can print the
schedule from this page as well by clicking on the “Print Phase Queue Schedu
le”
button. This page always reflects the schedule for the current phase.





7.4.2

Advancing the Competition Phase


The user advances from one phase to the next using buttons on the CHECKLIST
page

at the appropriate times
.


To transition from the
Seedin
g phase to the Wildcard phase
, complete the “
Notebook
Entry
” step and the “
Assign

Known Semi
-
Final Teams

step on the CHECKLIST
page
. These operations prepare the system for transition to the Wildcard Phase. You
may do these operations at any time. The

Move to Wildcard Phase
” button will not
become active until these steps have been performed. The software will not actually
transition to the Wildcard Phase until the “
Move to Wildcard Phase
” button is
pressed
.
Once you have moved to the Wildcard Phase t
here is no going back except through
reloading previously save
d

score files

(
See 7.15.2 Score Recover
y Mechanisms
)
.


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To transition from the Wildcard Phase to the SemiFinal Phase, complete the “
Assign
Remaining

Semifinal

Team
s
” step, then the “
Move

to Semi
Final Phase
” button will
become active. Pressing this bu
tton will actually transition

the software to the SemiFinal
Phase.


To transition from the SemiFinal Phase to the Finals Phase, complete the “
Assign
Finals Teams
” step and the “
Move to Finals Phase
” b
utton will become active
. This is
the button to select to transition to the Finals phase of the competition.



7.4.3

Ending Seeding Phase Early


In some cases, it may be desired to end the Seeding Phase early due to time
constraints

or other factors
.
The
re is a Seeding Phase Schedule Analys
is section on
the Schedule

page

that provides useful information regarding selecting the match to end
on so that every team has played a minimum number of matches.

When ending early,
the software will use the most comm
on number of matches for all teams.


So, for example, if you are scheduled to play 8 matches per team and you choose to
“end early” at some number of matches less than what is shown in the schedule, then
the score used to determine advancement will be bas
ed on the number of matches
played that is common to all teams. This might be 5 or 6 or 7 matches in this case. If the
lowest number of matches played by any one team were 5, for example, then all teams


scores would be calculated based upon 5 matches even

though some teams may have
played in more than 5 matches. This evens the scores
.


Only the first “n” matches will be used to determine advancement, where “n” is the
fewest number of matches played by any one team at the time you select to “end early”
.
Te
ams should be made aware of this fact as early as possible if you have decided to
end the seeding phase early.


You may
elect to
end the Seeding phase at any time you wish by
completing the

Notebook Entry
” step and the “Assign
Known Semi
-
Final Teams
” step

on the
CHECKLIST tab

and
then
pressing the “
Move to Wildcard Phase


button
. The
software does not
actually
transition to the Wildcard Phase

until this button has been
pressed
.

The software will know based on your originally loaded schedule whether or
n
ot you are ending early and will ask for confirmation.


On the “
Assign Know
n

SemiFinal Teams
” page, there is an option for “
Number of
Matches to Evaluate
”. This will automatically be set to the maximum number of
matches common to all teams thus far. You m
ay elect to change this value and
evaluate scores for some other number of matches up to this. Change the “
Number of
Matches to Evaluate
” and press the “
Recalculate Rankings
” button. The teams will
then be sorted/ranked based on the number of matches you
selected.


On this page, in the left
-
hand window

(seeding phase rankings)
, you can use drag
-
and
-
drop and change the order of the teams in the list. This is primarily intended for breaking
ties. When the “
Move Over Top X Teams
” button is pressed, the softw
are will move
the top X teams (
exactly
as listed in the left
-
hand window) into the right
-
hand window,
regardless of their scores/rankings.


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Alternatively, you may drag
-
and
-
drop teams individually from the left
-
hand window to
the right
-
hand window to make y
our assignments.


Pressing the “
Recalculate Rankings
” or “
Reset Selections
” buttons will restore the
screen to its original state.


After assigning the appropriate
teams from the
seeding phase

to the
semifinal phase
,
be sure to double check the scores (the
y are carried over with the teams) to ensure that
no mistakes have been made. Press the “
Done
” button when you are complete.


Note that the a
ssignment of teams to the
s
emifinal in this case
DOES NOT actually
TRANSITION

the scoring software into the next p
hase. So, you can go back and redo
or change the assignments as many times as you’d like until the “
Move T
o WildCard

Phase
” button is pressed on the checklist.


Once the “
Move To
WildCard
Phase
” button is pressed, the scoring software advances
to the next
phase.
There is no confirmation upon
pressing
this button.


Similar scenarios exist for transitioning from Wildcard to Semi
-
Finals and Semi
-
Finals to
Finals.


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7.5

Scorekeeper/Timekeeper (Game P
lay)




Use the Scorekeeper

page

to control game play and spec
tator displays.
There are two
main sections to this screen: The timer and the scores. To start a match, click on

START
” button in the timer section.

This will start the timer counting down.
When the
timer is active and counting down, the border will b
e highlighted green (indicating that a
match is in progress). When the timer has expired, the border will be highlighted red
indicating the “stopped” condition.
The Field Status (tie
-
breaker information) is read and
remains persistent until the “
STOP/RES
ET
” button is pressed or the field status is reset
(manually) through the Field Control Software application.


The “
Current Match
” indicates which match is currently being displayed by the
Spectator Display application. It should reflect the current match
being played. When
the timer stops, the “current match” will remain in affect until the “
STOP/RESET
” button
is pressed. You can modify the

Current Match
” at any time but it will auto
-
increment
from its
current

value whenever the

STOP/RESET


button is pr
essed.


BEWARE:

When you press “
STOP/RESE
T” button and the Tournament Software is
configured to control the Field Control Software application directly, then the Field
Control Software will be commanded to clear all match
tie
-
breaker
data to prepare for
th
e next match.

Tie
-
breaker information for the match is stored in
a tie
-
breaker log

file
so it is available for retrieval and review later (see the “Advanced”
settings page
).


The timer block is completely independent from the scores entry section. You can
enter/modify scores for matches at your leisure. If you modify a previous score, all
score information is recalculated and the Spectator Display will update with the new
data automatically.


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Note that it IS possible to enter “future” scores (ie., there is

nothing preventing it).

Doing
so WILL update the scores on the Spectator Display, but the matches at the bottom (Up
Now and Up Next) will continue to reflect the teams for “
Current Match To Display

from the Tournament software.
Also, it will mark the t
eams in this future match as
having completed another match and so the # matches played will updated and appear
incorrect on the Spectator Display.
So, don’t enter future match data!




A separate pop
-
up window is used for score entry. When the “Edit Shee
t” button is
pressed, this data entry screen will open allowing all four teams’ score information to be
entered for the match. Click CANCEL to abort score entry or OK to accept the scores.
Never fear, you can always go back and edit the scores for a matc
h at a later time.




7.5.1
Tie
-
Breaker Information


Each competition phase uses “average scoring” with the lowest match score dropped
from the average. When the two lowest scores are identical, the tie
-
breaker information
is used to determine the lowest
match score and which match score will be dropped.


At the end of each competition phase the teams will be ranked by their cumulative
score.


Identical cumulative scores (AKA "ties") will be additionally ranked by the team's
cumulative tie breaker order ac
cumulated throughout the phase.


Just like the
cumulative scores, cumulative tiebreaker order is reset at the beginning of each
competition phase.


Teams will advance
to the next competition phase
based on the
result of both ranking procedures.

Keep in mi
nd that in the Seeding Phase, the lowest
score from each team is dropped.



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Tie
-
breaker information is automatically collected from the Field Control Software and
populated into the Score Entry window whenever a match is run. It will only be
populated after

a match has been played. The “Current Match”
on the
ScoreKeeper/Timekeeper tab
has been completed once the “START” button is pressed
and timer counts to zero.


When the timer expires, the Tournament S
oftware creates a tiebreaker log entry
containing the
value of the "Current Match" and the tiebreak
er information.

When you
click

"
Edit Sheet
"
,

the "
Match to Edit
" value is used to look up the tiebreaker match
information for that match number in the tiebreaker logs.

If you click, "
Edit Sheet
"
for
the “
Cur
rent Match
” (or any future match number) prior to the timer expiring, the tie
-
breaker values will not auto
-
populate once the match ends (timer expires), you will have
to press CANCEL on the sheet and reopen the sheet (“
Edit Sheet
”).

When you SAVE
a score
entry sheet, be aware that the tie
-
breaker information is saved with the sheet
information (even if it's bad/incorrect information), and is NOT ever reloaded from the
tiebreaker logs
-

this is so that if you decide to change the tiebreaker info, you keep y
our
changes. You can always go back and modify the tie
-
breaker values stored with the
scores for that match (via “
Edit Sheet
”) but once a match is played, there is no auto
-
population of tie
-
breaker information.


7.5.2
No
-
Shows, 3
-
team matches, DQs


W
hen
a team is
a no
-
show or is
disqualified (DQ)
by referees for rules violations, check
the
DQ checkbox

in the lower right corner of the colored score entry area for that team.
B
y checking
this box

their score becomes zero and their tie breaker value is "igno
red"
and is evaluated as if they did not
trip the tie
-
breaker switch
.


In the scenario where there is no team present in a scheduled slot

(e.g., 2
-
team or 3
-
team matches)
, you do not have to enter any score for the “unpopulated” team. Any
values entered
are put into a "hidden" team entry that is ignored for all practical
purposes.

You may choose to “DQ” these unpopulated positions during score entry with
no adverse effects.


7.6

Viewing Current Team Rankings


The Rankings
page

provides a view of the curre
nt rankings of all teams within a
particular phase of the competition. The information provided on this screen is the same
as what is sent to the Spectator Display software.

Be aware that match score averaging
is reflected in the ranking after the 3
rd

mat
ch a team plays. After the first match, the
team will have that 1
st

match score reflected. After the second match, the lowest score
is dropped and only the higher score of the 2 matches will be reflected. After the third
match, the lowest score will be dro
pped and the remaining scores are averaged to yield
Average Score.



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7.7
Assigning Known Semi
-
Final Teams


Per the BEST tournament guidelines in the Game Specific Rules, the top 7 teams (or 14
in the case of Regional Championships) will automatically adv
anced to the Semi
-
Finals
phase
. These teams are selected using the “
Assign Known Semi
Final
” button on the
CHECKLIST
page
.


This screen allows you to automatically choose the top 7
teams (
or 14
teams
for
Regional Championships)

to be advanced to the Semi
-
F
inal Phase of the competition.
It allows one button selection or drag and drop operation in case there is a need to
break any ties or override the software for any reason.


It also allows you to evaluate th
e standings after a particular number

of matches
in the
case of ending Seeding early. The number of matches to analyze will default to the total
number of matches played so far but it can be changed and rankings recalculated. It
has no impact on the displayed rankings and makes no changes to scores, it i
s simply
an analysis tool.



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7
.8 Entering Notebook Scores


The last team (or last 2 teams in the case of Regional Championships)
to advance to
the Semi
-
Finals
will be determined through a WildCard match. The teams that
participate in the WildCard match

are selected based upon those teams with the highest
notebook scores that have not already advanced to the Semi
-
Finals (see
section
7.7
Assign Known Semifinal Teams
).


The Notebook Entry tab is used to enter these team notebook scores (provided by the
jud
ges). Once entered, the scores are sorted and the resulting team order is provided
through the “
Assign WildCard Teams
”.


Notebook scores can be entered/modified anytime during the day prior to Assigning
Wildcard Teams, even prior to beginning any matches.

The entered scores are
automatically saved into a time

stamped notebook data file in the Data File Folder.



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7.9
Assigning WildCard Teams


This dialogue works similar to the Assign Semi
-
Final Teams
step
except that it sorts
teams based on the entered
notebook scores instead of their game scores. It is used to
assign the 4 teams that will participate in the WildCard match. Teams should be aware
and
not disassemble their robot early

even if they are doing poorly in the Seeding
Phase because they could
get selected for the WildCard match. In the case that a team
IS selected for WildCard but has already disassembled (or left), this screen allows the
user to override and drag and drop the selected teams to make the WildCard match
assignments.


Once this a
ssignment has been made, the “
Move to WildCard Phase
” button on the
CHECKLIST tab will become active. Only pressing this button actually advances the
competition phase.



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7.10
Advancing the WildCard Match Winner


At the conclusion of the WildCard match(
es), press the “
Assign Rest of Semifinals

button on the CHECKLIST
page
. This opens a dialogue similar to the Assign SemiFinal
Teams dialogue allowing selection of the final team(s) to advance into the SemiFinal
phase of competition.


Once this assignment

is made,
the “
Move to SemiFinal Phase
” button on the
CHECKLIST
page

will become active. Only pressing this button actually advances the
competition phase.


7.11
Assigning Finals Teams


The Assign Finals Teams works similar to the Assign Semi
-
Final Teams d
ialogue. It
allows automatic or drag and drop selection of the 4 teams to transition into the Finals.


T
he
cumulative
scores/rankings
for the advancing teams are reset to zero
.






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7.12

Generating
Report
s


Most of the reports you will need are provided fo
r you automaticall
y via
links

on the
Reports menu
.

You can view team rankings and results by score (for high score
determination).


Or you can jump to the Print Reports page.
From this page, you may directly print
Phase schedules,
Score cards, Referee sh
eets, score e
ntries,
and t
eam rankings. For
Score Entries and Team Rankings, y
ou will be prompted for the Phase (seeding,
wildcard, semifinal, final) to be printed.


The Tournament Software also

provides support for generating scorecards and referee
score
sheets

from this page
.
These reports are generated automatically by the software;
no need for any external manipulation via EXCEL as in past years.


See
section
7.15
.1

Recommended Scoring Procedure

for additional information on
how to use these reports.



7.12.1 Scorecards


Automatic scorecard generation is provided as part of this scoring software package.
Print scorecards from the Reports page.



7.12.2 Referee Sheets


Referee sheets are used for capturing scores for all teams on a particular quadrant (i.
e.,
color) of the field.
It is simply another representation of the Team Schedule for that
phase.
Referees can use these sheets to capture the scores for all teams that
participate in that quadran
t during that phase.


Automatic generation
of these referee
sheets
is provided as part of this scoring software
package.
Print these sheets,Team Schedule (Referee Field Report)
, from the R
eports
page.



7.13
High Score Determination

(Scores tab)


Many

hubs give a high s
core award which is typically awarded to the
team with the
highest score in a given match (in a particular phase…usually the Seeding phase). To
support this, the Tournament Software
has a dedicated page

which displays a sorting of
all scores (highest to lowest) and includes the phase, team, match nu
mber and match
score recorded. Use this page to quickly determine the highest score for all matches
played.

This page is viewable from the Reports menu, Match Result (by score) option.


7.14

Resetting/Restarting


To restart from scratch, close the applic
ation and re
-
launch it.

This will clear any current
data in the application. After re
-
launch, you may reload a seeding schedule/team names

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and even a previously saved score files (*.sco, *.not) that match the team names. Do
not attempt to load a score file

that was generated using a different schedule or set of
team names.


The software execution and “phase” is independent of the “scores file” so if you are
restarting or recovering, the Tournament Software must be “walked through” the
checklist steps in ord
er to get back to the place in which you are trying to recover to
even though all of the scores are already
entered. See
7.15.2 S
core Recovery
Mechanisms

for further information.


7.15

Game Day Scoring Operation

1.

Close all previously opened files in the “D
ata Files Folder” such as

CSV files,
XLS files,
output files with filenames
EXCEL_* , etc.

2.

Use the Seeding Schedule Generator XLS application to create
the

seeding
schedule for your
situation.

3.

Open the Tournament Software.
Load a Seeding Schedule (CSV file
)

4.

Edit/Verify/Modify the team names
(these
can
be
change
d

on
-
the
-
fly at any time)

5.

Make any desired setting changes (tournament settings, web broadcasting, etc.).

6.

Jump to Scorekeeping and start match by clicking on “Start” in the Timer block.

a.


The Timer b
lo
ck
border
will change to Green to let you know timer is
running.

b.

If
Field C
ontrol is sync
hronized

to
the
Tournament software, the
tie
-
breaker values will be updated on the Tournament Software Scorekeeping
screen in sync with the Field Control Software (as
they occur)
.

7.

At conclusion of the match, timer block will return to RED (stopped).

a.

IMPORTANT: You MAY prepare for next match by clicking the
“STOP/RESET” button

b.

IMPORTANT: Clicking STOP/RESET will reset the timer to 3:00,
increment the “Current Match to
Display” AND CLEAR ALL
TIEBREAKER
INFORMATION.

8.

Enter Scores into the score

sheet

a.

You may enter scores for ANY match at ANY time. Use “Edit Match
Number” to select the match to edit, click “Edit Sheet” to allow editing,
then “Write Sheet” to save the data
entered.

b.

You can use “Edit Match Number” to selectively review/change any
matches even while the current match is playing without any issue. The
DISPLAY App will update appropriately after any change in scores for a
previous match (e.g., a correction).

D
on’t edit “future” matches; that is,
match numbers greater than the “Current Match”. While this IS
possible and it won’t cause any system crash, the tie
-
breaker
information will not be captured correctly.





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7.15
.1 Recommended Scoring Procedure


In order
to make scoring and collection/data entry of scores as efficient at possible, we
recommend the following procedures be implemented on Game Day.


There should be 1 Head Referee, 4 Field Referees

(per field)
, and 1 Score Runner
(per
field)
.


The intent is t
o have one referee a
ssigned to each team (color qua
drant) on the field.
The Referee Sheet will provide a scoresheet for capturing the scores for every team
that plays in that quadrant. These referees never have to leave the field
; t
hey simply
score the te
am in their color quadrant

on one Referee Sheet
. If teams are being asked
to verify/sign the scoresheet after a match, they
should
simply sign or initial on this
same Referee sheet.


At conclusion of the match, the Score Runner captures the scores from the

referees on
a single Scorecard and runs it to the scorekeeper for data entry.

It is better to have a
dedicated Score Runner than to utilize existing referees or head referee so that there is
no delay in getting ready and beginning the next match.


The Sc
orecard contains all 4 teams within the current match and is intended for
capturing the scores from all 4 referees

(quadrants)

on the field (basically copying from
their Referee Sheet).
The layout mimics the data entry in the Tournament Software
making th
is entry more efficient.

It is HIGHLY recommended that you use the provided
scorecards. Using an alternate scorecard design may slow down or create confusion
during data entry of the scores.

If desired, the scorecard is arranged so that it can be
easily c
ut into 4 parts and distributed among the 4 referees.


7.16

Saving
&

Recovery Mechanisms


7.16
.1 Saving Score Information


You may open and close the Tournament Software as many times as desired. It stores
scorekeeping files in the “Data file” folder with
a timestamp so that you can recover a
previous session. New scorekeeping files are created every

time you invoke the
application.


Filenames of
data

files used by the software include a timestamp in the filename based
upon the time the software was invoke
d.


*_YYMMDDHHMMSS.*


This is to allow you to recover previous states.


The paths and filenames of files used by the Tournament Software are found on the
Tournament
Settings
page
. Although you can browse for files here, you would only do

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so to find a fold
er path, then type in a filename. The file pathnames shown on the
Settings tab are only the references used when writing out the data files (e.g., scores);
No data is actually loaded if you were to navigate to a different score file, for example.
See
sec
tion
7.17

Advanced

Settings

for
loading
previously saved
scores
files
.


Notebook scores are saved as you enter them.


M
atch scores are saved every time you WRITE them.


7.16
.2 Score Recovery Mechanisms


The saved scores database file(s) are actually indepe
ndent from the software execution
state.
When recovering, you must reload the score(s) database and “walk” the
Tournament Software through the appropriate steps to return to where you left off.


For example, w
hat this means is that if you are recovering fr
om say
a power outage
during the
Semifinal
phase
, you should perform the following steps:


1)

Restart the Tournament Software

2)

Reload the Seeding Schedule and Team Names CSV

3)

Advanced Tab
-
> Load the last saved scores and notebook scores files (they are
time

st
amped)


Sync’ing up the Tournament Software:

Now, at this point ALL of the previously
entered scores for Seeding, Wildcard and

some # of Semifinal matches have

been
loaded. However, the Tournament Software must be advanced to the proper Phase (in
this case

Semifinal Phase) in order to get back to where you left off. This is very simply
accomplished by going through each of the checklist steps one at a time again until you
get back to the proper phase.


You do not need to perform any of the “
Jump to Scorek
eeping
” or “
Jump to
Notebook Entry
” steps because all of these scores have been loaded in step #2 above.
You can jump to these pages and see that the scores have been loaded just for your
own verification if you’d like; but there is no need to do so.


Y
OU

WILL
HAVE TO

go through the “
Assign Known Semifinal Teams
”, “
Assign
Wildcard Teams
”, “
Move to Wildcard Phase
”, “
Assign Rest of Semifinals
”, and

Move to Semifinal Phase
” steps on the CHECKLIST
page
.
And you will have to
select the correct teams during thi
s process.
Then the Tournament Software will be
back in sync with the actual scores in the database and you can continue as though
nothing happened.


7.17

Advanced
Setting Page


Previously save
d

match scores and notebook scores can be loaded from here.

Yo
u
normally would not need to load any scores files. This
mainly

exists in the case of a
catastrophic event
(power outage, etc.)
and you need to recover a particular session.

See
7.16
.2 Score Recovery Mechanisms
.



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You CAN use it in conjunction with the fi
le pathnames on the
Tournament
Settings tab
to save a score file to a particular
file
name (e.g.,
seeding_scores.sco) prior to advancing
the competition phase

and then have the ability to recover the seeding session should
anything go wrong after the advanc
ement. This should not
ever be needed but does
exist

for these special cases or for those who are paranoid
.

Keep in mind that changing
the filename on the
Tournament
Settings tab changes the file that the software writes
data to. If you are attempting a
“save file before advancing” function, you must:



change the filename to your choice on Settings tab,



edit a match score sheet (to cause a file save)



edit a notebook score (to cause a file save)



change the “score” filename to your choice on the
Tournament
Settings tab



edit a match score sheet (to cause a file save)



edit a notebook score (to cause a file save)



continue with advancing to the next phase.



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8
Spectator
Display Application

There is no real
-
time scoring display in the 2012

game.
The Spectator
Display software
provides all of the information related to current team rankings and information about
the current match and upcoming matches.


The information to be displayed on the Spectator Display (ie., the
Display Output
) is
controlled by a menu on t
he Scorekeeper/Timekeeper tab in the Tournament Software;
this menu is found in the clock control area of this page.




The
Display Output
options you have are:


1)

Standings

2)

Green Screen

3)

Last Match


8.1 Standings Display


The Standings options shows all tea
ms in their current rank order based on their current
cumulative score.


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The banner at the top of the screen can be customized with your own logo and display
title. See System Setup section for details on setup and configuring the Spectator
Display soft
ware application.
Under the title banner,
the current competition phase and
current match
(Now Playing)
number

is also displayed
. The
“Now Playing” m
atch
number uses a prefix
as well
to identify the competition phase
:


Prefix

Scoring Software Phase

S
EED

Seeding Phase

W
ILD

WildCard Phase

S
EMI

SemiFinal Phase

FIN

Finals Phase


The upper portion of the screen shows all relevant scores accumulated by teams

up to
the current match.

All teams are ra
nked in order based upon their
current
score
.

Note
that

s
ome teams may have played in more matches than others since this is displaying
all current scores.


Information about how many matches the team has played and when they play next is
also provided.


The team ranking screen scrolls through the entire list of

teams and updates about
every 10 seconds.


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The lower portion of the screen
shows two teams. For a single field setup, this is the
teams in the current match (Left) and those coming up in the next match (Right)
.

For a
two
-
field setup, this shows the teams
in the two current matches being played.


There is
no information on those coming up in the next match; there is a separate Pit Display
application with a greater amount of team staging information.


8.2

Green Screen

Display


The Green Screen option allows

you to overlay video with the title banner through a
video mixer and switch back and forth between the live video and scores at your
discretion through the Tournament Software.

This is useful for webcasts or onsite live
action video options. Camera perso
nnel should keep in mind that the top 1/5 of their
field of view will be omitted due to the Spectator Display banner.




8.3

Last Match

Display


The Last Match option will show the results of the last two matches played.



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9
Pit Display Application

T
here is a separate Pit display application that
is similar to the Spectator Display
but intended for use in the Pits or by Pit/Staging personnel.

The Pit Display s
hows only 4 rows of rankings (that rotates through all

teams
), 2
rows f
or UP NOW

and approx
10 rows for UP NEXT (the next 10 matches coming
up).

The UP NOW section is intended to
represent the current teams on the field
and those
at staging

(i.e., on deck)
.


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10
Multiple Field Support


10
.1
Field Control and Match I
ncrement


The
Tournament S
o
ftware supports
1
-
field or
2
-
field scenarios. In
the 2
-
field scenario
, 2
matches
are
played in parallel

(simultaneously) on both fields
.


For the
2
-
field scenario
, you must have an instance of the Field Control application per
field, running on separate fi
eld computers. The fie
lds are then identified to the Spectator
Display A
pplication by their unique IP address.


The tournament software matches are numbered the sa
me regardless of 1 or

2 field
scenarios
. There are never more than 2 matches playing at a tim
e and you just play odd
numbered matches on one field and even numbered matches on another.


With two fields, there will be two sets of tie
-
breaker information and two unique Field
Control software applications (one for each field). Select to enable one
or two field
operation using the pull
-
down on the Scorekeeper page under Field Config.

Selecting 2
-
fields will automatically set the match increment to 2 (on the Tournament Settings
page).




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10
.2 Field Groups


Note: For the 2012

software, only Field Group
A is functional. Field Group
selection will default to Group A and should not be changed.