Humanoid Kung-Fu Fall 2009

Contest Date: 
Sat, 10/24/2009

Humanoid Kung-Fu

Contest Rules

Audience: Journeyman Level

 These rules have been adapted from RoboGames 2007 Humanoid Kung-Fu rules.


The purpose of this contest is to spread "the enjoyment of modern robot combat" to the general public as the sport of the 21st century. The goal of this event is to entertain both, the audience, and to challenge the builders of the robots to build and field the ultimate fighting machines.

In this contest two robots must defeat each other by using any combination of pushing, wrestling, boxing, and martial arts techniques. The last robot to remaining standing is the champion of the tournament.

Course Construction

A painted flat level surface will be provided. No exact coefficent of friction is guaranteed.

Robot Construction


  • The robot must be a two legged walking bi-ped.
    • (a) A two legged walking robot that must shift its center of gravity to maintain its balance when walking.
    • (b) When walking, one foot must lift off the floor, while the other foot is balancing the robot.
  • The feet can be of any shape and form as long as all of the following are maintained:
    • (a) The robot's foot is defined as the part of the robot that is contacting the surface of the arena (ground).
    • (b) The maximum length (size) of the foot must be less than 70% of the length of the robot's leg. The leg length is defined as the distance between the ground to the axis that connects the leg to the body of the robot.
    • (c) The maximum length of the foot must be less than 20cm.
    • (d) When robot is standing, a rectangular outline around the left and right feet can not overlap.


  • The maximum height of the robot must be less than 80cm.
  • Currently there is no weight limit for the robot.

  Control Methods

  • The robot can be autonomous.
  • The robot can be remotely controlled by a computer
  • The robot can be remotely controlled by a human operator
  • Remote control of the robot is only permitted through wireless control with the following conditions:
    • Wireless control system must be immune to radio interference.
    • Must have a minimum of 4 different operating frequencies that can be changed when the judges requests it.
    • It is highly recommended that PCM based radio control is used.
    • The robot's power source must be on the robot.

  Prohibited Items

  • The robot can not be equipped with any weapons or items that can injure people, animals, or the competition arena.
  • No sharp (flesh cutting capable) knifes or swords are allowed.
  • No high speed rotating devices are permitted
  • Do not equip the robot with any device that improves the traction, balance, or standing capabilities of the feet.
    • Examples include: vacuum and magnetic systems, and adhesives on the feet.
  • The robot can not have any device that can interfere with the control of your opponent's robot, such as lasers, electronic flashes, spot lights, strobe lights, and radio and optical interference devices.
  • Items and accessories that can pollute, deface, mark, or damage the arena are prohibited.
  • No liquids, powders, and gases, that can be blown or expelled at your opponent or opponent's operator is allowed.
  • Do not equip the robot with any firing device.
  • Ignition devices are strictly prohibited.
  • No spring, pneumatic, compressed gas, or pressurized fluid powered weapon systems are allowed.


Contest Procedure

  • A match consists of 3 rounds.
  • The time limit for each round is 2 minutes.
  • The robots will be given 2 minutes between each round to make any battery changes, adjustments, or repairs.
  • All the robots must walk more than 2 steps before attacking.
  • When the robot does not walk or does not attack for more than three seconds, the referee can order the robot to walk.
    • In this case, the robot must walk more than 2 steps before attacking.
    • If the robot fails to move on the referee's command, it will be considered knocked down and a 10 count will begin.
  • When the robot stands back on its feet from the knocked down position, the robot must walk more than 2 steps before attacking.
  • A robot is considered knocked down if it is leaning against the ring wall, leaning over the wall, or any part of the robot's body, other than its feet, has touched the arena floor.
  • If any part of the robot touches the ground outside the arena, the robot is considered knocked down.
  • When the robot is knocked down. It will be given a 10 count (1 count equals 1 second). If the robot can not get back on its own feet, inside the arena, within the 10 count, and without external assistance, the robot receives a technical knockout. A robot that is knocked out of the arena is allowed to get back in the arena, but it must do so on its own, and within the 10 count.
  • If the robot is knocked down three times in the same round, the robot receives a technical knockout.
    • If the robot falls over on its own, and not as a result of an attack (offensive and defensive), that down is not counted as part of the three downs in the same round rule.
  • If the robot fails to move during the 10 count, the robot is knocked out. Movement is defined as arms, legs, or head moving.
  • When a robot is not ready to start a round when required, that robot will receive a technical knockout for that round.
  • A participant can forfeit the match at any time.
  • If the robots are not aggressively moving towards each other, the referee can stop the round. If one robot is the apparent aggressor, and the other robot does not appear to be aggressive, the referee can judge a technical knockout. If both robots appear to be equal in their level of aggressiveness, the referee can reposition the robots and continue the round.
  • The round is over when a knockout or technical knockout occurs.
  • If the time expires before a 10 count is completed, the round is over, and the technical knockout is avoided. However, if the robot does not move during the 10 count, regardless if the time of the round has expired, the robot is still considered knocked out.
  • If both robots are still standing after the time has expired, then each judge will determine the winner of the round based on aggressiveness, strategy, and damage.



  •  Technical Knockout
    • When a robot receives a technical knockout, the round is immediately ended, and the technical knockout robot will receive 0 points and its opponent will receive 9 points.
  • Knockout
    • When a robot is knocked out, the match is immediately ended, the knocked out robot will receive a total of 0 points for the entire match, and its opponent will receive a total of 27 points for the entire match.
  • By Decision
    • If both robots are still standing after the time has expired, then each judge will determine the winner of the round based on aggressiveness, strategy, and damage.


  • Each judge will award a total of 3 points (0-3) for the round. The robot that shows the most aggression, best strategy, and inflicted the greatest damage will be awarded the most points (3 points maximum). The other robot will receive the remaining points. The combined point total for both robots from a single judge will be 3 points. For example, one judge can award 2 points to one robot and a 1 point to the other robot for a total of 3 point, or the judge can award all 3 points to one robot and none to the other.
  • All the points will be totaled for each robot for each round.
  • Determining the Winner
    • At the end of the match all the points will be totaled for both robots for all 3 rounds. The robot with the greatest number of points will be determined the winner of the match.
    • In the event of a tie in the final score, the referee will determine the winner based on their opinion as to which robot is the superior robot.




This page is a rule set for this general contest: