【BattleBots规则翻译】裁判评分指南2021.0版【双语对照】

阅读前提示:
新一季BattleBots将在1月6日开播,而本届相比之前又多了不少新面孔。为了提升各位的观赛体验或者便于复盘赛事,以及增进(可能存在的)入坑新人对格斗机器人赛事的了解,我将尝试以专栏形式翻译搬运BattleBots现行的规则条目(时效性以标题和正文所示版本号为准)
BattleBots全部赛事规则可在此地址查看下载:https://battlebots.com/rules/
(如果有人想写同人也能拿来参考)
鉴于本人英语水平极差,在翻译中可能出现错漏或者误判,因此本文采用双语对照形式发布。如果译文出现错误,请在评论区指出。
警告:本文所展示的规则条目仅适用于目前由Discovery制作的格斗机器人电视赛事BattleBots,不可强行套用于其他国家或地区举办的格斗机器人电视赛事或线下竞赛。
以下为正文

BATTLEBOTS
Judges' Guide
裁判评分指南
Rev. 2021.0
2021.0修订版
Changes from Rev. 2020.2 shown in Blue
在2020.2修订版基础上发生更改的部分将以蓝色进行显示

THE JUDGES' OATH
裁判宣誓词
I promise that I shall officiate in each BattleBots Tournament with complete impartiality and fairness, respecting and abiding by the rules that govern them, in the true spirit of the sport.
我宣誓,我将本着这项运动(格斗机器人)的真正精神,以完全公平公正的方式在每一场BattleBots的锦标赛中履行自己的职责,尊重并遵守着管理这项赛事的规则。

Introduction
介绍
At the end of a Match, if more than one Bot has not been counted out, the winner is determined by a vote of the Judges.
当一场比赛结束时,如果有超过一台的机器人没有被判定出局,则将由裁判投票决定这一局的获胜者。
Judging a BattleBots competition is challenging in that it requires a thorough knowledge of the rules, keen concentration and, above all, impartiality. Since matches involve a wide variety of BattleBot designs, a Judge must maintain an open and flexible perspective on each BattleBot’s operation.
为一场Battlebots的赛事结果做出裁决是一件具有挑战性的事情,需要你对规则有着足够透彻的了解,还需要保持敏锐的注意力,以及最重要的——公正。由于每场比赛都涉及到多样化的格斗机器人设计,因此裁判需要对每一台格斗机器人的行动都保持着开放和灵活的观点。
In the end though, judging always involves certain amount of subjectivity. In an effort to add an element of consistency among all the Judges, this document describes the judging criteria and some common questions and issues that come up about judging.
但最终,裁决总是会涉及到一定的主观因素。为了保证所有裁判的一致性,本文件描述了这项赛事的评判标准,以及出现在评判阶段中的一些常见问题。

Judging Criteria
评判标准
Per section 7.6.1 of the BattleBots Tournament Rules, a BattleBot's performance is based on the evaluation of three criteria. Each of the criteria has a point value, as follows:
Damage 5points
Aggression 3points
Control 3points
根据BattleBots锦标赛规则的7.6.1章节,格斗机器人在对局中的表现将基于三个标准进行评估,每一个标准都有一个固定的分值上限,如下所示:
损坏度 5分
侵略性 3分
控制力 3分
Judges should try to think of the three criteria as being as mutually exclusive as possible.
裁判应该尽量将以上三个标准视为互相排斥的。
Based on their observations of a Match, each Judge assigns points to one or the other of the competitors. The competitor with the most points is that Judge’s choice for the winner. The winner is then determined by the decision of a majority of the Judges.
根据对比赛进程的观察,每一名裁判需要将分数分配给其中一名或者另外一名选手,获得更多分数的选手被视为这名裁判所选择的获胜者。对局的获胜者基于少数服从多数的原则选出。
Each of the criteria is described further below. Read through the questions and answers for suggestions on how to judge specific situations.
下面给出了每一个评价标准的进一步解释。可以通过阅读常见问题和答案来获取在特定情况下的判决建议。

Damage
损坏度
"Damage" means that a BattleBot has sustained a reduction in effectiveness or a loss of functionality. It is considered to be Damage to a BattleBot even if the Bot inadvertently harms itself.
“损坏度”的含义是指格斗机器人出现的性能损失或者功能丧失。即便格斗机器人无意间对自身造成了损伤,也会被计入这台格斗机器人所受到的损坏中。
Damage Factors
损坏度要素
Use the following factors together to get an overall impression of a BattleBot's Damage:
结合以下要素来形成你对格斗机器人所受伤害的综合评价:
·Functionality: Refers to the inability of a Bot’s systems or structure to serve their intended purpose. Examples are a Bot’s weapon no longer functioning, a Bot being forced to crab walk to provide mobility, an unusable self-righting mechanism, or the armor being damaged to the point where it no longer provides protection.
·功能性损坏:指机器人的系统和结构已经无法满足其预期的设计目的。例如:机器人的武器失效;以“螃蟹步”的行驶方式来保持其机动性不变;机体复位装置失效;装甲损坏到已经无法为机器人提供保护的程度。
·Effectiveness: Refers to how well a Bot with damaged systems and/or defensibility is still able to function. A six-wheeled bot with a single broken wheel may still be able to maneuver effectively, whereas a four-wheeled bot with a broken wheel may have very limited mobility. A drum-bot with a missing drum-tooth may only have a minimal loss of effectiveness, whereas a hammer-bot with a missing hammerhead is far less effective. Armor that’s badly dented is more effective than armor that has been breached or torn away.
·性能损失:指出现系统损坏或丧失防御手段的机器人仍能保证运行的程度。一台失去一个车轮的六轮机器人可能依旧保持着正常行驶,但同样失去一个车轮的四轮机器人也有可能失去很多机动性;一台武器打击面发生断裂的转鼓式机器人可能只会损失极小的武器效率,而失去锤头的凿击式机器人的武器效率会更低。严重凹陷的护甲在性能上比被破坏或撕裂的护甲更有效。
Damage Matrix
损坏度评价表:
Use the chart below to allocate the 5 Damage points between Bots.
使用下面的这张表格将5点损坏分数分配给对战的两名选手

**If both Bots appear to have similar damage, determine which Bot did more damage and award it the 3 Damage points.
**如果两台机器人受到了几乎一样的损坏,请进一步确定哪一台机器人对敌方造成的伤害更大,并分配给它3分。
If neither Bot has any detectable internal or external damage, award 3 points to the Bot showing less Cosmetic Damage.
如果两台机器人没有任何可目视的内部损坏或者外部损坏,将3分给予外观损伤较少的一台机器人。
Damage Definitions
损坏度定义
Minimal: Doesn’t reduce the functionality or effectiveness of the Bot.
轻微的:不会影响机器人的功能或其性能。
Moderate: Reduces the effectiveness of the drive, defensibility, or weapon system of the Bot.
中等的:影响到机器人行驶系统、护甲或者武器系统的性能。
Significant: Eliminates the functionality of the drive, defensibility, or weapon system, or reduces the effectiveness of two or more systems of the Bot.
显著的:导致行驶、护甲、武器系统其中之一的功能丧失,或者降低两个以上系统的性能。
Massive: Eliminates the functionality of at least two systems of the Bot.
严重的:导致机器人两个以上系统的功能丧失。
Functionality Examples
功能损坏示例
Drive: Non-functional drive on one side that forces crab-walking.
行驶系统:一侧的行驶系统失效导致机器人只能以“螃蟹步”来行进。
Defensibility: Large portions of the defensive structure torn off, with exposed internals.
防护:大部分用于防护的结构被撕裂,导致机体的内装暴露。
Weapon: Spinning weapon no longer rotates, or only rotates slowly.
武器系统:旋转武器停转,或者只能保持在低转速。
Effectiveness Examples
性能降低示例
Drive: Bent axle, chunks or entire wheel missing but still able to travel in a relatively straight line.
行驶系统:车轴弯曲,车轮失去大部分结构或者丢失,但仍然能保持相对直线的行驶。
Defensibility: Torn off wedgelets, significant bends, removal of small supplemental armor pieces. Self-righting mechanism is bent, but still functions.
防护:楔形铲被撕裂或者显著弯曲,有小块的装甲破碎,复位机构发生弯曲但仍然可以工作。
Weapon: Missing teeth/head, spinning part imbalance, bent parts, how well it’s able to operate.
武器系统:失去攻击牙或者锤头,旋转武器的动平衡丧失,武器部件发生弯曲,但仍然在可控的范围内。
Damage Point Assignments
损坏分数的分配
If one Bot appears to have less Functional Damage than the other, a Judge should allocate the points depending upon the relative amounts of damage. Damage causing seriously reduced mobility should count more than damage to a weapon system. The possible point assignments are:
如果一台机器人上的功能性损坏似乎比另一方少,裁判应比较相对的损坏状况来对分数进行分配。造成机器人机动性严重下降的损坏应当比武器系统上的损坏更重要。可能的分配方式是:
5-to-0 score
5-0 比分
One Bot does a substantial amount of damage that affects the function of two or more critical systems (mobility, weapon(s), etc…) of the opposing Bot, without itself taking anything beyond cosmetic damage.
一台机器人对另一方造成了巨大的伤害,影响到了另一方机器人上两个以上的关键系统(例如行驶系统、武器系统等)的功能,但其本身没有受到来自对方的任何伤害。
4-to-1 score
4-1 比分
One Bot does a substantial amount of damage to the function of critical systems of the opposing Bot, but also takes some damage that reduces the effectiveness of its own critical systems.
一台机器人对另一方机体的关键系统功能造成了严重的损坏,但自身也受到一些损伤而降低了关键系统的性能。
Alternatively, one Bot does damage that only reduces the effectiveness of its opponents’ critical systems without taking anything beyond cosmetic damage.
或者,一台机器人造成的伤害影响了对手关键系统的性能,但没有造成附带的装饰性损坏。
3-to-2 score
3-2 比分
If the apparent level of damage done to each Bot is similar, the Judges have to determine which Bot’s actions created damage with the greatest negative impact on the performance of its opponent.
如果每一台机器人都对另一方造成了程度相近的伤害,则裁判必须确定哪一台机器人的行动给对手造成的负面影响更大。
Near the end of a Match, or just after, watch for Teams that “show off” by operating their weapons and/or moving around the Arena to demonstrate that those systems have not been functionally damaged.
在比赛结束后,请注意那些通过操纵武器或者在战斗舱中行驶来证明机器人的关键系统没有发生功能损坏的战队。
Damage Considerations
损坏度评分的注意事项
Judging Damage requires some understanding of BattleBot materials and functionality:
当判断一台格斗机器人的损坏度时,需要对这台机器人的组成材料和功能具备一定的了解:
·Some materials such as Titanium will send off bright sparks when hit or cut by saws, but may be largely undamaged. Other materials such as Aluminum might be dented or gouged by the same actions, but with no sparks. Judges should try to not be influenced by things like sparks, but rather how deep or incapacitating a “wound” is.
·诸如钛合金之类的材料在被锯片切割时会发出明亮的火花,但本身可能完好无损。但另一些比如铝合金之类的材料可能会出现损伤但并不会有火花冒出。裁判应当尝试无视火花等现象的影响,而去注意攻击造成损伤的深度或者对功能的破坏。
·Try not to be unduly influenced by highly visual damage that doesn’t affect a Bots functionality, effectiveness or defensibility. A visible gash in a Bot’s armor may only minimally reduce the armor's functionality. Loss of a large, non-moving spike may only have a minor effect on the Bot’s offensive capabilities.
·尽量不要受到视觉效果显著但不影响机器人任何功能或者性能的损伤的影响。机器人护甲上的可见伤口可能只会最低限度地降低护甲的防护能力,失去一个体积较大的固定尖刺可能只会略微影响机器人的进攻性能。
·Look for damage that may not be visually striking but affects the functionality of a Bot. Some examples:
·寻找在视觉上并不引人注目但是会影响到机器人功能的损伤。例如:
> A small bend in a lifting arm or spinner weapon may dramatically affect its functionality by preventing it from having its full range of motion.
>举升臂或者旋转武器上的微小弯曲可能会影响到武器行程,从而对武器功能产生极大的影响。
> A wobbly wheel indicates that it is bent and will not get as much traction.
>摇摆不定的车轮表明其被扭曲,无法获得足够的抓地力。
> Cuts or holes through the armor means there is possibly more Damage inside
>装甲上的切口或者开洞可能意味着发生了较多的内部损伤。
Damage FAQ
损坏度评分项中的常见问题
Q:What is Ablative Armor?
Q:什么是易损装甲?
A:Ablative armor is an outer non-structural layer designed to absorb the impact of an attack by breaking apart when hit by an opponent. Examples of this are large pieces of wood or plastic. The Judges will assume that, by default, any armor not declared Ablative, is protective. If a Team claims their Bot is using Ablative Armor, the Team must make their case to the Judges prior to the Match and specifically describe which parts of the armor are Ablative and which are protective.
A:易损装甲是一种位于机器人外部的非结构层,当被击中时会发生破裂以吸收这次攻击的冲击力。典型的例子是大块的木头或者塑料。默认状况下,裁判将认为任何未被认定为易损装甲的护甲都是防护性的。如果战队表示他们的机体使用了易损装甲,则必须在对局开始前告知裁判,并指出护甲的哪些部分是具有防护性的,哪些是易损装甲。
Q: How is damage to Ablative Armor judged?
Q:如何判定易损装甲受到的损伤?
A: Damage to Ablative Armor should count as more Damage than dents or scratches but less than damage to protective armor. Ablative armor that has been damaged (or torn off) such that it’s no longer protecting the Bot should be classified as effectiveness damage to the Bot’s defensibility.
A:易损装甲受到的损伤应当被计为多于凹痕或者划痕,但小于防护性装甲受到的伤害。已经失效(被撕裂)而失去保护作用的易损装甲应该被视为对机器人整体防御力的有效伤害。
Q: What is Cosmetic Damage?
Q:什么是装饰型损坏?
A: Cosmetic damage is visible changes to the Bot’s appearance that do not reduce the functionality or effectiveness of the Bot, such as scratched paint, or minor dents and scratches.
A:装饰性损坏是机器人外观上可见的变化,但不会影响机器人的功能或者性能。外观损坏的典型例子是漆面划伤或者轻微的凹痕与划痕。
Q: How do I know what Cosmetic Damage was done during the Match?
Q:我该如何了解在比赛期间造成的那些装饰性损坏?
A: Just prior to a Bot entering the Arena, a Team may request that the Judges examine the Team’s Bot to note Cosmetic Damage from previous matches. Otherwise, once the Bots have entered the Arena, the Judges should look for any apparent Cosmetic Damage. If there are questions about Cosmetic Damage after the match, a Judge can query other Judges and/or the combatants in accordance with the guidelines in the Tournament Rules document.
A:在机器人进入战斗舱之前,战队可以提请裁判检查战队的机器人,以记录发生在比赛之前的任何装饰性损坏。否则,一旦机器人进入战斗舱,裁判就应当寻找任何明显的装饰性损坏。如果在赛后就机器人的装饰性损坏存在疑问,裁判可以根据比赛规则文件中的指南对其他裁判或者选手进行问询。
Q: How should self-inflicted damage be judged?
Q:该如何判断机器人对自身造成的伤害。
A: Self-inflicted damage (such as driving over the Kill-Saws) should be considered to be no different than damage caused by an opposing Bot. Self-inflicted damage could also indicate poor Control.
A:机器人对自己造成的伤害(例如从启动的圆锯上开过)在裁定上和对手机器人造成的伤害没有区别。对自己造成的伤害也可能表明机器人的控制力不佳。
Q: How is damage handled when a Bot has multiple weapons?
Q:当机器人具备多种武器时,应该如何判定伤害?
A: It’s considered to be functional damage only if all weapon systems are disabled. Flame emitting devices are not considered to be weapons.
A:只有当所有的武器系统都失效时才能被认定为功能损坏。火焰喷射器不被视为武器。
Q: What if a weapon is disabled for part of the Match?
Q:如果一种武器在比赛中的一部分时刻不能使用了,该如何判定损坏。
A: If a weapon appears to be disabled for a significant portion of a fight but is able to operate at the end this should be considered effectiveness damage.
A:如果武器在战斗的大部分时间中都不能使用,但在战斗结束后仍然可以被操作,则应将其视为武器性能的损失。
Q: What kind of smoke is “normal”?
Q:什么样的烟雾是“正常的”?
A: Pneumatic weapons may release short puffs of white “smoke” as part of normal operation. Limited amounts of dark smoke coming from skidding tires or slipping drive belts may mean nothing. However, if the smoke is generally continuous, it may mean that something is rubbing against a wheel, or that a rotating weapon has been damaged.
A:作为正常行动的一环,气动武器可能会短暂地释放出白色“烟雾”。轮胎或者传动带打滑时产生的暗色烟雾则毫无参考意义。但是,如果烟雾是连续产生的,则可能意味着有什么东西在摩擦车轮,或者旋转中的武器被损伤了。
Q: What kind of smoke indicates Damage?
Q:什么样的烟雾代表发生了损伤?
A: Obvious amounts of white smoke (possibly accompanied by flames) coming from a Bot is likely due to batteries or a motor-controller overheating. Even if the smoking and flame stops, the batteries or controller will have lost functionality, and thus such smoke should be considered “Damage”, even if the weapon and/or movement do not appear to be affected.
A:机器人产生的明显的白烟(可能伴随着火焰)可能来自于发生过热的电池或者电调。即便烟雾或者火焰消失,电池或者电调也会失效,因此这种冒烟现象应被视为“损坏”,即便武器和/或行驶系统的运转没有受到影响。
Q: What do flames indicate?
Q:火焰代表着什么?
A: If the flames are accompanied by considerable smoke, the Bot has been damaged. If a Bot with a flame system shows continuous flames coming from the interior of the Bot (but little smoke), it probably just indicates that the propane storage tank has been damaged. However, the burning gas may also cause other internal damage, so watch for any reduced functionality.
A:如果火焰在产生时伴随着大量烟雾,则表明机器人已经受到了伤害。如果带有喷火系统的机器人出现了在内部持续燃烧的火焰(但烟雾很少),则可能表明只是燃料罐发生了损伤。但是,燃烧中的可燃气体也会伤害到内装,因此请注意发生在任何方面的性能下降现象。
Q: What about damage due to an opponent’s flame system?
Q:对手搭载的喷火系统造成的伤害该如何判定?
A: Typically, flame systems don’t cause more than Cosmetic Damage to the exterior of a Bot. However, a flame weapon can burn rubber wheels, ignite wood ablative armor or melt plastic armor. In some cases, the flame may penetrate the exterior of the competing Bot and damage internal components. If a Bot that has been “attacked” by a flame system immediately starts showing reduced capability, there may be internal Damage from the flame.
A:通常状况下,火焰系统不会对机器人的外部造成较多的装饰性损坏。然而,火焰系统可以让橡胶轮胎燃烧,点燃木质易损装甲或者让塑料护甲熔化。在某些情况下,火焰可以穿透对手机器人的外甲并伤害内装。如果被火焰攻击的机器人立刻出现了性能下降的状况,则火焰已经对它造成了内部伤害。

Aggression
侵略性
The "Aggression" of a BattleBot is judged based on the frequency, severity and boldness of attacks deliberately initiated by the BattleBot against its opponent.
格斗机器人的“侵略性”是根据这台机体向其对手主动进攻的频率,以及严厉度和发起攻击的胆量来判定的。
Aggression Factors
侵略性要素
Use all of the following factors together to get an overall impression of a BattleBot’s Aggression:
结合以下要素来形成你对格斗机器人的侵略性的综合评价:
·Frequency: The number of attempted attacks during the Match. If the opponent Bot moves to avoid an attack, that should still count as an attempt.
·攻击频率:在比赛期间尝试进攻的次数。如果对手的机器人移动以避开攻击,也应当被算作一种己方的进攻尝试。
·Severity: The intensity or forcefulness of each attack. Is the Bot being used with full effectiveness against its opponent, or just making love-taps?
·严厉度:判断每次攻击的强度和力度。确定机器人是在尽全力攻击对手,或者只是在爱抚对方?
·Boldness: What is the apparent intent of the Bot? Is it intentionally attacking in such a way that it risks damage to itself (such as using a weapon that could be damaged) or is it simply hitting the other Bot with an armored wedge that’s far less likely to be damaged?
·胆量:机器人进攻的意图是什么?它是在以一种可能伤及自身的方式进攻(比如使用可能遭受损坏的武器),还是用不太可能受损的楔形护甲撞击另一个机器人?
Aggression Matrix
侵略性评价表
Use the chart below to decide how to allocate the 3 Aggression points between two Bots, depending upon the relative aggression.
使用下面的这张表格,根据相对的侵略性,将3点侵略性分数分配给对战的两名选手。

**If the aggression level of both Bots is similar, evaluate which Bot showed more Aggression and award it 2 Aggression points.
**如果两台机器人的侵略性相近,则进一步评估哪台机器人的侵略性更强,并分配给它2分。
Aggression Definitions
侵略性定义
Minimal: A Bot waits for its opponent to come to it, or else actively avoids contact with the opponent (except when resetting or spinning up its active weapon).
轻微的:机器人会等待对手靠近,否则会主动避免和对手的接触(复位或者加速旋转其主动武器时除外)
Moderate: Bot occasionally demonstrates boldness and/or intent by utilizing its active weapon or ramming to attack the opponent.
较温和的:机器人偶尔会用其主动武器进攻对手,以展示其胆量或意图。
Significant: Bot shows frequent demonstrations of boldness and/or intent by utilizing its active weapon and/or ramming to attack its opponent.
主动的:机器人频繁使用其主动武器进攻对手,以展示其胆量或意图。
Aggression Point Assignments
侵略性分数的分配
There are two possible Aggression point assignments:
有两种可能的侵略性分数的分配方式:
3-to-0 score
3-0 比分
One Bot uses (or attempts to use) its primary weapon to make the majority of contacts during the Match, while the other Bot spends most or all of the Match attempting to avoid contact.
一台机器人在比赛的大多数时候使用(或者尝试使用)武器与对手交战,而另一台机器人花费大部分时间甚至整场比赛来试图躲避攻击。
2-to-1 score
2-1 比分
This is the case where both bots appear to exhibit similar levels of aggression. Some basic situations are:
在这种状态下,两个机器人似乎都表现出了相似的侵略性,其中一些基本状况是:
1) Both Bots attack each other using their weapons. Award the 2 points to the Bot that appeared to use its weapon more as the primary means of contact.
1)两台机器人都在使用它们的武器互相进攻,将2分奖励给更多的使用武器作为主要进攻方式的机器人。
2) One Bot attacks more often using its weapon than the other Bot attacks without using its weapon (whether or not the weapon is functional). Award 2 points to the Bot using its weapon.
2) 一台机器人使用武器进行攻击的频率高于另一个机器人不使用其武器的攻击频率(无论武器是否有效)。给使用武器进攻的机器人2分。
3) If both Bots have non-functional weapons. Award the 2 points to the Bot that appeared to instigate more of the contacts.
3) 如果两个机器人都有着丧失功能的武器,将2分奖励给看起来进攻更加积极的机器人。
4) If the weapons on both Bots are disabled and the Bots are ramming each other, then the frequency and boldness of the attacks should be considered when deciding which Bot should receive the 2 points.
4) 如果两个机器人的武器都不能使用并且双方在互相撞击,那么应该在决定哪台机器人应该获得2分时考虑攻击的频率和大胆程度。
5) If a Bot has a functional weapon but never uses the weapon, or uses it only with little effect, that Bot should not receive more than 2 points, regardless of how much aggression it showed.
5) 如果机器人拥有一个功能正常的武器但是从来不使用,或者这个武器的使用仅会产生轻微的效果。无论它表现出多强大的侵略性,这个机器人获得的分数不能超过2分。
Losing weapon power does not count against Aggression.
武器失去动力的状况不会被计入侵略性评价中。
Aggression FAQ
侵略性评分项中的常见问题
Q: Should avoiding contact with an opponent always count against its Aggression?
Q:避免与对手接触的行为应该总是被计入侵略性评分中吗?
A: Not necessarily. If a BattleBot is moving away from its opponent in order to get its weapon ready for attack, moving away should not count against Aggression. Examples are when a spinner-bot is spinning-up, or when a pincer-bot is repositioning its weapon. However, if the Bot continues to avoid its opponent when the weapon appears to be ready, that should count against its Aggression.
A:没有必要。如果格斗机器人正在远离对手以使得自己的武器做好进攻准备,这样的现象不会被计入侵略性评分。例如旋转系机器人正在加速自己的武器,或者夹持系机器人正在复位武器。然而,如果机器人似乎在武器已经准备就绪的时候继续避开对手,这样的行为应当被计入侵略性评分中。
Q: Do pushing and ramming count as Aggression?
Q:推挤和撞击行为会被计入侵略性评分中吗?
A: Pushing or ramming an opponent Bot should count somewhat toward Aggression. However, pushing or ramming should count for much less than attacking using an active weapon.
A:推挤和撞击对手机体的行为应当被计入侵略性评分。然而,这两种行为的重要度应当低于使用主动武器的进攻行为。
Q: Does using a flame count as Aggression?
Q:使用火焰的行为应当被计入侵略性评分吗?
A: Flame systems are not considered to be a weapon and using a flame does not count as Aggression. However, use of a flame system could contribute to Damage.
A:火焰系统不被视为武器,因此使用火焰进攻不会被计入侵略性评分。然而,使用火焰可能会导致机体的损伤。

Control
控制力
The Control of a BattleBot is about the ability of the Bot's Operators to attack an opponent at its weakest points, use their Bot’s weapons in the most effective way, and avoid being damaged by the opponent or the Arena hazards. Control may also be a factor when two Bots are in a "shoving match" if one Bot is able to have more influence on the combined movement of the Bots.
格斗机器人的控制力指的是机器人的操作手有效地使用武器攻击对手弱点,并保证自己的机器人不会受到来自于对手或者场地机关的伤害。如果一台机器人在双机角力时可以施加更大的影响,对机体的控制能力也许会是这场“推挤比赛”的重要因素。
Control Factors
控制力要素
Use the following factors to get an overall impression of a BattleBot’s Control:
结合以下要素来形成你对格斗机器人的控制力的综合评价:
·How well is a Bot able to dictate when and how it attacks its opponent?
·机器人如何能够决定何时以何种形式攻击对手?
·How well does the Bot avoid putting itself in the path of another Bot's weapon?
·机器人如何避免将自己暴露在对手武器的轨迹上?
·How well does the Bot avoid the changing Arena Hazards (e.g., the Kill Saws)?
·机器人如何躲避可变式的场地机关?(例如圆锯)
·How well does an Operator compensate for Damage (e.g., a broken wheel) that the Bot may have sustained?
·操作手采取了何种行动来弥补机器人可能遭受的伤害?(例如车轮受损)
Control is about maneuvering and placement. Don’t be overly impressed by a Bot moving quickly in a straight line across the Arena. Observe how well it moves to advantageous locations and how well it avoids opposing weapons and Arena hazards.
控制力和操作方式与机器人所处的位置有关。不要对机器人在战斗舱内快速的直线移动留下深刻的印象。应当观察它如何移动到优势位置或者如何躲避对手的武器以及场地机关。
Control Matrix
控制力评价表
Use the chart below to decide how to allocate the 3 Control points between Bots.
使用下面的这张表格,根据相对的控制力,将3点侵控制力分数分配给对战的两名选手。

** If the control level of both Bots is similar, evaluate which Bot showed more control and award it the 2 Control points.
**如果两台机器人的控制力相近,则进一步评估哪台机器人的控制力更强,并分配给它2分。
Control Definitions
控制力定义
Minimal: Bot is rarely able (or unable) to initiate physical or weapon contact with, and also avoid attacks from, its opponent. It also may inadvertently hit the guardrails or an Arena hazard.
最弱的:机器人很少(甚至不能)与对手发生机身或者武器上的接触,也很少能够避开对手的攻击。它也可能在无意间撞上护栏或者场地机关。
Moderate: Bot can occasionally use its weapon or armor to attack its opponent and sometimes avoids opponent attacks. Generally avoids the Arena hazards.
较好的:机器人偶尔会使用武器或者护甲进攻对手,有时也会避开对手的攻击。一般可以避开场地机关。
Significant: Bot moves decisively and effectively and is consistently able to attack its opponent and avoid hits by the opponent’s weapon or armor.
优秀的:机器人的行动果断且有效,始终在进攻对手并且避免撞上对手的武器或者护甲。
Control Point Assignments
控制力分数的分配
Since Control counts for 3 points, there are two possibilities:
由于有3点控制力分数,因此有两种可能的分配方式。
3-to-0 score
3-0 比分
A Bot that is consistently able to manage its interactions with the other bot either by landing attacks with its own weapon, preventing attacks from its opponents weapon, or moving their opponent into advantageous positions it should receive all 3 Control points.
如果一台机器人能够限制住其他机器人的行动,比如始终使用自己的武器进攻对手,同时避免被对手的进攻击中,或者将对手控制在对自己有利的位置。它应该获得全部3分。
2-to-1 score
2-1 比分
Neither Bot is consistently able to manage its interactions with the other Bot. The Bot that appears to have more influence for a large portion of the fight should receive the 2 Control points.
两台机器人都无法相互限制住对方的行动。在战斗的大部分时间中似乎表现出更大的影响力的机器人应该获得2分。
If a Bot has a functional weapon but never uses the weapon (or uses it only with little effect), that Bot should not receive more than 2 Control points.
如果机器人拥有一个功能正常的武器但是从来不使用(或者这个武器的使用几乎没有效果)这个机器人获得的分数不能超过2分。
Control FAQ
控制力评分项中的常见问题
Q: How does a Bot getting stuck to the Arena reflect on Control?
Q:在战斗舱内被困住的机器人该如何展现控制力?
A: Bots can become stuck to hazards or other parts of the Arena in many ways. If a Bot gets stuck due to its own action, it was probably due to poor Control. If the Bot got stuck due to the actions of its opponent, that may demonstrate superior Control by the opponent. If the Bot subsequently frees itself, the Control factor would depend upon what actions it used to get unstuck.
A:机器人可能会因为多种原因而被场地机关或者战斗舱内的其他部分卡住。如果机器人因为自己的行动而受到影响,则可能源于其控制力不佳。如果机器人因为其对手的行动而受困,这表明对手可能具有更优越的控制力。如果机器人随后自行解困,则控制力要素取决于它脱困时的操作。
Q: Could freeing a stuck opponent reflect on Control?
Q:将一名被困的对手释放的行为是否是控制力的反映?
A: Yes, if freeing the opponent was apparently due to poor driving control. However, if a Bot appears to have deliberately freed an opponent, it should not count against the Bot doing the freeing.
A:是的,让对手被释放的行为显然源于驾驶控制力的不足。然而,如果机器人是故意让对手脱困,则不应该被计为释放对手的行为。

Multi-Bots
多体式机器人
A “Multi-Bot” is a group of two or more Bots from the same Team that operate together as a single “Bot”. All of the Bots must have a weapon capable of doing damage to an opponent. The only exception is that a “MiniBot” is not required to have a weapon. A MiniBot cannot weigh over 20 pounds and may simply be a box on wheels with a wedge or flame system.
一台“多体式机器人”由来自于同一支战队的两台以上的机器人组成,在比赛中作为一台单体“机器人”运行。所有的子机应当都拥有能够伤害到对手的武器。唯一的例外是“迷你机器人”。一台“迷你机器人”的重量不能超过20磅(约9.07kg),可能只是一个带着轮子的铁盒子,拥有楔形铲或者喷火系统。
A point to keep in mind is that each Bot that is part of a Team’s Multi-Bot will usually have its own Operator.
需要记住的一点是。作为战队使用的多体式机器人的一部分,每一台机器人通常都有着独立的操作手。
Configurations
多体式机器人的配置
Many configurations of Multi-Bots are possible, but most fall into one of three categories:
多体式机器人有着任何可能的配置,但绝大多数属于以下三种:
·A single large Bot with a weapon, and a single MiniBot.
·一台带有武器的单体大型机器人,以及一台单体迷你机器人
·Two medium-sized Bots with weapons, possibly with an additional MiniBot.
·两台带有武器的中型机器人,可能还带有额外的迷你机器人
·Multiple smaller Bots with weapons
·多种带有武器的小型机器人
Multi-Bot Judging
多体式机器人的裁决
Judging Multi-Bots can be more difficult since there will be more than two Bots in the Arena and there can be a considerable size disparity between the robots. As a result, the judging criteria have to be modified somewhat:
对多体式机器人的裁决可能会更加困难。因为战斗舱内存在着两台以上并可能存在较大尺寸差异的机器人。因此,必须对评判标准进行修改。
·Damage: Concentrate on the Damage to the larger Bots (those with weapons. Damage to MiniBots without weapons should usually be considered to be more like Cosmetic Damage.
·损坏度:专注于大型机器人(或者装有武器的机器人)造成的伤害。没有武器的迷你机器人造成的伤害通常应该被认定为装饰性损坏。
·Aggression: Attacks by a non-weapon MiniBot should count for very little compared to attacks by larger Bots with effective weapons.
·侵略性:和拥有性能优良的武器的大型机器人相比,没有武器的迷你机器人发动的攻击应该算不了什么。
·Control: Judging Control is complicated by the fact that there are multiple operators. If there are just two large Bots, try to gauge the control of each and average the two. Actions of the MiniBots generally should not count.
·控制力:在事实上拥有多个操作手的情况下,对控制力的判决会变得复杂。如果场上只有两台大型机器人,请尝试衡量每台机器人的控制力并取平均值。迷你机器人的行动通常不应该被计算在控制力评价内。
As a general rule, those Bots with effective weapons should be most heavily factored into the scores; ignore the actions of a MiniBot without a real weapon. However, when assigning Aggression and Control points, effective use of a non-weapon MiniBot could affect how the points for each criteria are split.
一般来说,那些拥有有效的武器的机器人应该处在计分范围内;而忽略没有真正的武器的迷你机器人的行动。但是,在分配侵略性和控制力的分数时,对无武器的迷你机器人的有效运用可能会影响这些标准的分数分配。

Rumbles
混战
Judging for Rumbles is slightly different than for the one-on-one matches since, if two or more Bots are functioning at the end, there are no “Knock-Outs”.
对混战的裁决与一对一竞赛略有不同,因为如果有多于两台的机器人运行到了比赛结束,则不会出现“KO”。
During a Rumble, a Bot may appear to be temporarily unresponsive, then become functional again. This may be a mechanical malfunction, or it may be a “fake” by the Operator to lure other Bots. In either case, this should negatively affect the Bot’s Aggression score.
在混战中,一台机器人可能会暂时停止运动,随后又展示出了正常的行动力。这可能是机械故障,也可能是操作手通过“造假”来引诱其他机器人。任何一种情况都会对机器人的侵略性分数造成负面影响。

Judges’ Responsibilities
裁判的职责
In certain cases, the Judges may need to confer with each other, or with other BattleBots personnel.
在某些情况下,裁判之间需要进行互相协商,或者与其他BattleBots的工作人员进行交流。
·Judges may discuss among themselves technical or other information about the identity, starting square color, or features of one or more of the competing BattleBots. They may also discuss robot actions or other Arena events that occurred during the Match. However, Judges must not discuss their final scoring values with one another until after their decisions have been publicly displayed.
·裁判之间可以就一台或者多台格斗机器人展开讨论。一般是技术性问题,或者其他信息比如设计特点、起始格颜色等。他们还可以讨论机器人在对局期间的行动或者这段时间内在战斗舱内发生的事件。但是在他们的决议被公之于众之前,裁判不得相互讨论他们决定的最终得分。
·If a Judge has a question for a contestant, they should try first to relay their question through a Referee. If that is not satisfactory, the Judge(s) may discuss the matter directly with the Contestant(s). Any time a Contestant is being questioned, at least one member of the opposing Team must be present as an observer.
·如果裁判对选手抱有疑问,他们首先应当尝试通过边裁来传达问题信息。如果结果并不令人满意,则裁判可以和选手直接讨论此事。但无论在什么时候询问选手,必须要有一名对方战队的成员作为观察员在场监督。
·At the end of a Match, but prior to the Arena doors being opened, the judges may request one or both Teams demonstrate the current functionality (or lack thereof) of their Bot’s mobility system and weapon system(s).
·在比赛结束但是战斗舱防护门尚未开启前,裁判可以要求一支或者两支战队展示其机器人的行驶系统或者武器系统当前的(或缺少的)运行功能。
·If a Judge believes that one Team’s BattleBot is violating a Tournament Rule, he or she should inform a BattleBots official of the violation as soon as practical, or else immediately after the Match has completed. Once the official has been notified, the Judge has no further responsibility in the matter.
·如果裁判认为一支格斗机器人战队违反了比赛规则,他或她应当在比赛结束后尽快将违规情况上报给BattleBots官方。一旦完成了对官方通知,裁判就无需继续对此事负责。

Keeping Track of Bots
时刻保持对机器人的关注
A competition Match can be fast-moving and chaotic, with potentially several Bots moving around. Some BattleBots are very similar looking. You do not want, at the end of a Match between two flipper-Bots, to be uncertain which Bot is which.
一场比赛可能进行得非常迅速而且充斥着混乱,可能会有数台机器人在场上横冲直撞。而一些格斗机器人有着相似的外观。你不希望在两台举升型机器人之间的战斗结束时,你依旧分不清谁是谁。
It’s a really good idea to use written notes during each Match. Some suggestions:
在每场比赛中使用书面笔记是一个好方法,以下是一些建议:
·When the Bots are entering the Arena, draw simple pictures of them along with their names. Note distinguishing marks, features, colors and any existing Cosmetic Damage. For Multi-Bots, note which smaller Multi-Bots are associated with which larger Multi-Bot(s).
·当机器人进入战斗舱时,画出它们的简要外形并标注名字。注意区分机身上的标志、外形特征、颜色以及任何已有的装饰性损坏。对于多体式机器人,注意标记那些更小的多体机器人和那些更大的多体机器人之间的关联。
·Keep written track of Aggression, Control and Damage from the beginning of the Match until the very end. Don’t be unduly influenced by what happens at the end of the Match. These records can be as simple as hash marks made as the fight progresses.
·从比赛开始直到结束的过程中,都要以书面形式实时记录机器人的侵略性、控制力和损坏度。不要让比赛中发生的事件对你造成过度的影响。这些在战斗过程中留下的记录可以简单到像鬼画符那样。