Enigma: Finding The Way Game description

Aavishkar 17

Aavishkar is a platform for young makers, students and hackers to showcase their talent in the field of robotics. It is the yearly event of Kathmandu University Robotics Club (KURC) with different themes and competitions. It is all about motivating the enthusiastic youngster of Nepal for the upliftment of their interest and skills in the field of robotics.

This year as a main event we have Enigma: Finding the Way. It is an inter college Robotics Competition.

Enigma: Finding the Way


Enigma: Finding the way is an Automatic Robotics competition under the event Aavishkar 17. Robots participating in this competition needs to carry the Gem from the Gem Zone and reach the destination decoding the patterns drawn in the path and getting out of the cave with one door open.


Game Description

The robots participating in the competition must carry the gem from a place and reach the destination by decoding the bits drawn in the path. Gem of weight less than 50 gm will be placed in the start zone and the robot must carry the gem and start to decode the path. Robots will be allowed to pass from a dark box with one door open. Robot should get out of the box with door open. Robot reaching to end zone with maximum points will be considered as a winner.


Figure: Sample of Game Platform

Two robots are allowed to operate in two identical platforms. The robot should complete the objectives listed below.


STAGE I: Robot should find the gem kept in a platform and start to decode the path. The gem should be carried along the whole track and dropped at final destination.

STAGE II: Bit patterns are drawn in the track to indicate the direction. A bit is represented by a white or a black box drawn in the path. Robot should decode bit pattern and move accordingly. Also, Robot need to indicate the bit pattern by the LED. (For example, when it detects black the LED should glow.)

STAGE III: The robot is allowed to enter the cave. There are two doors in the cave. Robots are allowed to pass from a door which will be closed after the robot enters the cave. Robot should come out of the cave from a door which is open. (following the light passing from the door is recommended)

STAGE IV: The robot should enter in the end zone and drop the gem in the end zone.


Judging Criteria

Robot must carry the gem and reach to the end zone decoding the bit patterns and passing through the cave.

  1. The robot is allowed to start over from the nearest check point if the robot goes out of the track.
  2. The robot should indicate the bit patterns.
  3. Game is based on the pointing system as follows:
  • Picking up the Gem adds 25 points to the team.
  • If the robot completes the task faster than the opponent, 50 points will be added.
  • Dropping the Gem to the destination adds 25 points whereas deduce 25 points if failed to drop the Gem in destination.
  • The operator can skip the gem and continue without carrying the gem if the attempt of carrying the gem fails within 30 seconds.
  • Correct Bit pattern indication adds 15 points to the team whereas deduce 20 points if failed to do so.
  • Skipping the Checkpoint deduces 25
  • Getting out from the cave adds 25
  • Robot can skip the cave, but skipping the cave deduces 25

 Note: Any changes in the points will be informed to the Participant in the game day or before that day by email or contact number.



A. Robot

  1. One robot per team of 4 members.
  2. On board power supply must be used.
  3. The minimum length and width of bot is 10 cm×10 cm×10 cm and maximum should be determined according to the dimensions of platform.
  4. The robot should have 4 Led at the top to indicate the 4-bit pattern.

B. Platform

  1. Gem Zone
    • The diameter of Gem Zone is 100 cm
    • It has white background with black border of 2.5 cm width.
    • It has a movable arc which is black in color which connects Gem Zone to path.
    • When obstacle is picked by robot, the arc opens and connects Gem Zone to path with continuous white background.


Figure 1: Gem Zone

Figure 2: Gem Zone with arc removed


  1. Path
  • The width of path is 30 cm including black border of 2.5 cm each in both sides
  • It contains 4 patterns indicating 4 bits.
  • The first two bits are variable and next two bits indicate the direction of path.
  • All bits are at different distance from the wall of height 40 cm and width 35 cm present opposite to the path where direction is needed.
  • When 3rd bit is 1 and 4th is 0, The bot should turn Left and when 3rd is 0 and 4th is 1 it should turn Right. i.e.

When B3=1 and B4=0: Turn Left

When B3=0 and B4=1: Turn Right

                    Figure 3: Path with bit pattern

  1. End Zone
  • The end zone is indicated by a rectangle in a path with black in color and at a distance of 30 cm from the wall opposite to the end zone. The end zone is equivalent to last two black bits.

        Figure 4: End zone

C. Gem

  1. Gem is cylindrical in shape with diameter 10 cm with two plates in its top and bottom side of diameter 15
  2. The total height of Gem is 15 cm.
  3. The weight of Gem is not more than 50g.
  4. The color of Gem is White in color.

Figure 5: Dimension of Gem in cm

D. Checkpoints

  1. Each stage has at least a checkpoint and will be notified before the game.

E. Cave

  1. The minimum dimension of Cave is 100 cm×100 cm×60 cm (l×b×h).
  2. The cave has two doors one is entrance and another is exit door.
  3. Entrance door will be closed as the robot goes inside the cave.
  4. The light is allowed to pass into the cave from the exit game so that the robot can track the light and get out of the cave (Tracking the light is not compulsory).

Figure 6: Dimension of Cave in cm

Figure 7: 2D Model of Platform (All dimensions are in cm)


F. 3D view

Figure 8: 3D view of the game zone

G. 2D View

Figure 9: 2D view of game zone


  1. Robot should complete all the objectives specified.
  2. Robot should cross a checkpoint within 3 attempts. Unable to do so, Robot must skip the checkpoint. However, Robot can skip upon the decision of team leader.
  3. Robot should not destroy any part of the platform.
  4. Judge’s decision is considered final decision.
  5. Only one member from a team can operate the robot.
  6. Robot verification must be done before every game.


  1. The platform may be drawn either in Flex (As in Figure 9 except Cave, Gem and Wall) or may be made by Plywood (As in Figure 8) and will be notified before 3 weeks of Game.
  2. The organizers reserve the right to change any of the rules if necessary and will inform to the participants if any rules are changed via Contact number or email.
  3. Number of turnings and number of cave may increase depending on the round and opponent



  1. Disobeying the instructions and/or warnings issued by the referees.
  2. Performing any act that is not in the spirit of fair play.
  3. Any robot not conforming to the specifications provided.


Further Information

Each team may have maximum of 4 members including Supervisor or Team Leader

Registration link: http://bit.ly/enigma_finding_the_way

Entry Fee: Rs. 1999 only.

For payment.
You can deposit the amount at the bank account of Kathmandu University Robotics Club at Nepal Investment Bank (NIBL).
The details are as follows.
Bank name: Nepal Investment Bank (NIBL)
Account Name: Kathmandu University Robotics Club
Account Number: 00501030253871
After depositing the amount, send the photo of the voucher at kurc@ku.edu.np