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Match Score Model

What your robot is actually worth in a match, from your own cycle times and your own game manual. Ranks every action by points per second and spends the match on the best ones first.

Inputs

One row per thing you can do. Take the point values from your game manual and the cycle times from a stopwatch, not from a guess. A cycle is everything: drive there, acquire, drive back, score, and be ready to go again.

1
2
3
sec

A V5RC match gives 105 seconds of driver control. Lower it if you plan to spend the end of the match on something this list does not cover.

%

Nobody scores uninterrupted for the whole match. Time lost to defense, traffic, dropped objects and mistakes comes off here. Time a scouting sheet against a real match rather than guessing.

Added straight to the total. The autonomous value calculator works out what a routine is really worth once its success rate is accounted for.

Results

Scoring values

Everything here depends on these being your game's.

Projected match score

From driver control

pts

Best value per second

The action worth defending your access to.

Scoring time used

sec

What runs out first

Time means build a faster cycle. Supply means find something else to do.

Points left on the field

pts

Where the points come from

Ordered the way a driver should spend the match: best rate first, until either the clock or the supply runs out.

ActionPoints/secYou completePointsShare

How this is calculated

Every scoring action is a rate. Points divided by the seconds it takes is the only figure that lets you compare two completely different jobs, and it is usually the number that settles an argument about what to build.

rate = points ÷ seconds per cycle scoring time = driver time × share you are free completed = min(how many exist, scoring time ÷ seconds)

The match is then spent best-rate-first: take as many of the highest rate action as exist or as there is time for, then move down the list. That is what a driver does when the field is open, and it sets a ceiling nothing else beats.

A high points-per-second beats a high point value

An eight point action on a twenty second cycle is worth 0.4 points a second. A two point action on a four second cycle is worth 0.5. The small one wins, and it keeps winning for the whole match. Chasing the big number is the most common way a fast robot ends up losing to a boring one.

What the limit tells you

If the clock runs out with objects still on the field, a faster cycle turns directly into points and rebuilding for speed pays. If you run out of things to score with time to spare, speed is worth nothing to you and the next point has to come from somewhere else: defense, a second scoring route, or the endgame.

Where this is optimistic

It assumes you always get to do the best available thing, which is what the free-to-score share is for. Set that honestly. It also assumes cycles are independent, so it will not model a mechanism that gets slower as a hopper empties, or a route that gets shorter as the field clears.

Sources & assumptions

Match timing is published:15 seconds of autonomous and 105seconds of driver control.

Point values and cycle times are yours. This page ships no scoring data for any game, because a scoring table copied from a website goes stale the moment the manual is updated and there is no way for the page to know.

Save this run, and compare

Keeps what is on screen so you can change something and see both sides of the change. Saved in this browser only, never uploaded.

Save this as evidence

Collects what you entered, what came out, how it was worked out, and anything the tool flagged, with a timestamp and a version so someone else can reproduce it.

This is evidence, not a notebook entry. It deliberately does not write your problem statement, your reasoning, or your conclusion, because under RECF rules an Engineering Notebook has to be the students' own work and no tool may generate or organise its content. Take the numbers, decide what matters, and write it yourself.