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gridlock

The Game

The 2023 FRC game, called Charged Up, was a pick-and-place game with cones and cubes. Essentially, robots grab game pieces from one part of the field, and place them on the other side of the field. For context, the field is about the size of a basketball court, and the robots are generally about 3x3x4ft. and 150lbs.

Specifically:

The Project

Our team, FRC Team 862 took on this challenge with the 2023 robot named Gridlock.

Design strategy

We opted for a 3-degree-of-freedom manipulator: an elevator (vertical carriage), an arm (pivoting or rotating link), and a wrist (orientation of the end-effector) plus a collector for the game piece. The goal was to reliably pick up cones and cubes (from one of three positions) and place them at three levels of the grid. The elevator gave height and distance, the arm gave more reach and clearance, and the wrist orientated the collector for placement.

This architecture gives significant flexibility: you can change height (via elevator), then rotate or extend to the desired node (via arm), and finally orient the collector to match the geometry of cone vs. cube (via wrist). The collector mechanism picks and holds the piece, then releases when placed.

Programming and system integration

Since the manipulator required coordination of multiple axes (elevator + arm + wrist), it demanded significant software work: motion profiling or position control of each axis, state machines for positions/presets (e.g., “stow”, “low grid”, “mid grid”, “high grid”), safety interlocks to avoid collisions (elevator carriage vs. arm or wrist), and handling of different game-piece shapes (cone vs. cube) which might have different orientations or release behaviours.

Integration with driver controls meant the drive team needed intuitive input to choose a scoring node, with the software moving the manipulator through a predefined motion rather than manual fiddling (to reduce cycle time and driver cognitive load). Given the game’s emphasis on quick cycles, this programming work is critical.

Execution

During the season, Gridlock successfully competed as part of our regional campaign. (Team 862’s event list shows participation, and they earned the Innovation in Control Award at the FIRST in Michigan State Championship. ([FRC Events][4])) The manipulator design allowed consistent node scoring across levels, helping our alliance strategy of rapid scoring + reliable endgame.

We also needed to tune the system: elevator carriage dynamics (mass, center-of-gravity), arm inertia, wrist responsiveness, backlash, and coordinate motion so that the combined manipulator didn’t overshoot or drift. In programming terms, that meant tuning PID or feed-forward gains, likely establishing motion profiles (jerk, acceleration limits) to avoid oscillation or overshoot, and ensuring end-effector orientation and release were reliable under competitive conditions (bumps, variance in game-piece geometry, robot motion).

My Contribution

My primary contribution on Gridlock was programming and tuning the arm subsystem (arm + wrist + elevator coordination). Specifically:

Together, these efforts helped make our manipulator subsystem more reliable, faster, and more repeatable — which helped facilitate consistent autons, and high-scoring driver matches.