Who it's for
The beginner level for both high school and college. It's any student's ideal first competition, and a low-stakes way for an educator to run the full Venture Bot format before moving the same class up to Tanks, Racing or Soccer.
Two robots start on opposite sides of a circular ring. Push the opponent out, or hold more of the ring when the clock ends. No projectiles, nothing damaged. It's a real, popular student robotics event, and the easiest place to run the whole Venture Bot process with a first-time class.
A first working robot is "face the opponent, drive at them." Everything after that is the lesson. Because the game is so simple to start, a class can spend its time on strategy, teamwork and the pitch instead of fighting to get something running.
The beginner level for both high school and college. It's any student's ideal first competition, and a low-stakes way for an educator to run the full Venture Bot format before moving the same class up to Tanks, Racing or Soccer.
Best of several rounds. A round ends when one robot's center leaves the ring, or when the round clock runs out and the robot holding more ring time takes it. Teams write the instructions their robot follows; nobody steers.
Robot-Sumo is a long-running student robotics event with physical robots, so a class can move from the simulation to hardware later.
Sumo keeps the code short, so the four beats move quickly. Here's how each one looks in the ring.
The budget here is small and the choice is stark: mass, speed or grip. The team decides what kind of robot it's building and who owns which part of the work. For a young team, this is often the first time they've had to write a plan down.
Because the game is simple, the pitch carries more weight. A team that can say "we chose mass because our plan is to take the center and never leave it" has done the venture work, and the judges will hear it.
Every team meets every team over a series of short best-of matches. Rounds are quick, so a whole class can compete and watch in a single session, with the best matches on the big screen.
Replays make the physics obvious: the moment a side-on push worked, the moment a missed charge left a robot on the edge. Students can point at the screen and say what they'd change.
Sumo strips the budget decision down to its essence. Mass wins the shove but costs energy on every move; speed wins the position but loses the head-on. A team has to decide which robot it's building, and then explain why that robot beats the field.
Because the code is short, the questions the judges ask about roles, budget and strategy get the team's full attention.
Sumo is the arena we recommend starting with, because it's the shortest path from nothing to a working competition. For students, it's the first robot that works in an afternoon. For educators, it's the whole Venture Bot process, team, budget, pitch, tournament, in its simplest form.
For a first-time class, Sumo is where we'd start. We'll help you run it in a single session.