The Fascinating Evolution Of Micromouse

You would think there are only so many ways for a robotic mouse to run a maze, but in its almost 50 year history, competitors in Micromouse events have repeatedly proven this assumption false. In the video after the break, [Veritasium] takes us on a fascinating journey through the development of Micromouse competition robots.

The goal of Micromouse is simple: Get to the destination square (center) of a maze in the shortest time. Competitors are not allowed to update the programming of their vehicles once the layout is revealed at the start of an event. Over the years, there have been several innovations that might seem obvious now but were groundbreaking at the time.

The most obvious first challenge is finding the maze’s center. Simple wall following in the first event in 1977 has developed into variations of the “flood fill” algorithm. Initially, all robots stopped before turning a corner until someone realized that you could cut corners at 45° and move diagonally if the robot is narrow enough. The shortest path is not always the fastest since cornering loses a lot of speed, so it’s sometimes possible to improve time by picking a slightly longer router with fewer corners.

More speed is only good if you can keep control, so many robots now incorporate fans to suck them down, increasing traction. This has led to speeds as high as 7 meters/second and cornering forces of up to 6 G. Even specks of dust can cause loss of control, so all competitors use tape to clean their wheels before a run. Many winning runs are now under 10 seconds, which require many design iterations to increase controllable speed and reduce weight.

All these innovations started as experiments, and the beauty of Microhouse lies in its accessibility. It doesn’t require much of a budget to get started, and the technical barrier to entry is lower than ever. We’ve looked at another Micromouse design before. Even if they aren’t micromice, we can’t get enough of tiny robots.

Continue reading “The Fascinating Evolution Of Micromouse”

Electronic Connect 4 Console Doesn’t Use LCD

You might think that making your own electronic games would require some kind of LCD, but lately, [Mirko Pavleski] has been making his using inexpensive 8X8 WS2812B LED panels. This lets even a modest microcontroller easily control a 64-pixel “screen.” In this case, [Mirko] uses an Arduino Nano, 3 switches, and a buzzer along with some 3D printed components to make a good-looking game. You can see it in action in the video below.

The WS2812B panels are easy to use since the devices have a simple protocol where you only talk to the first LED. You send pulses to determine each LED’s color. The first LED changes color and then starts repeating what you send to the next LED, which, of course, does the same thing. When you pause a bit, the array decides you are done, and the next train of pulses will start back at the first LED.

It looks like the project is based on a German project from [Bernd Albrecht], but our German isn’t up to snuff, and machine translation always leaves something to be desired. Another developer added a play against the computer mode. This is a simple program and would be easy to port to the microcontroller of your choice. [Mirko]’s execution of it looks like it could be a commercial product. If you made one as a gift, we bet no one would guess you built it yourself.

Of course, you could play a real robot. You could probably repurpose this hardware for many different games, too.

Continue reading “Electronic Connect 4 Console Doesn’t Use LCD”

Hackaday Links Column Banner

Hackaday Links: May 28, 2023

The Great Automotive AM Radio War of 2023 rages on, with the news this week that Ford has capitulated, at least for now. You’ll recall that the opening salvo came when the US automaker declared that AM radio was unusable in their EV offerings thanks to interference generated by the motor controller. Rather than fixing the root problem, Ford decided to delete the AM option from their EV infotainment systems, while letting their rolling EMI generators just keep blasting out interference for everyone to enjoy. Lawmakers began rattling their sabers in response, threatening legislation to include AM radio in every vehicle as a matter of public safety. Ford saw the writing on the wall and reversed course, saying that AM is back for at least the 2024 model year, and that vehicles already delivered without it will get a fix via software update.

Continue reading “Hackaday Links: May 28, 2023”

BBC Master 128 Revealed

[Adrian] comments that the BBC Master 128 is a rare 8-bit computer, and we agree — we couldn’t remember hearing about that particular machine, although the BBC series is quite familiar. The machine has a whopping 128 K of RAM, quite a bit for those days. It also had a 6502 variant known as the 65C12, which has an extra pin compared to a 6502 and doesn’t use the same clock arrangement. A viewer sent him one of these machines, which apparently was used in the BBC studios. You can see this rare beauty in the video below.

The computer has a very nice-looking keyboard that includes a number pad. There are also expansion ports for printers and floppy disk drives. It has some similarities to a standard BBC computer but has a number of differences externally and internally.

Of course, we were waiting for the teardown about 15 minutes in. There were some corroded batteries but luckily, they didn’t do much damage. The power supply had a burned smell. Cracking it open for inspection was a good time to convert the power supply to run on 120 V, too.

After some power supply repair, it was time to power the machine up. The results were not half bad. It started up with a cryptic error message: “This is not a language.” Better than a dead screen. The keyboard wasn’t totally working, though. A bit of internet searching found that the error happens when the battery dies and the machine loses its configuration.

More walkthroughs will take a bit more work on the keyboard. But we were impressed it came up as far as it did, and we look forward to a future installment where the machine fully starts up.

[Adrian] mentioned the co-processor slot accepting a Raspberry Pi, something we’ve talked about before. Or, add an FPGA and make the plucky computer think it is a PDP/11.

Continue reading “BBC Master 128 Revealed”

Mangle Videos With RecurBOY And A Raspberry Pi Zero

You used to need a lot of equipment to be a video DJ. Now you can do it all with a Raspberry Pi Zero and [cyberboy666]’s recurBOY. And if you missed out on the 1970’s video-editing psychedelia, now’s your chance to catch up – recurBOY is a modern video synth with all of the bells and whistles, and it’ll fit in your pocket. Check out [cyberboy666]’s demo video if you don’t yet know what you’re getting into. (Embedded below.)

RecurBOY has four modes: video, shader, effects, and external input, and each of these is significantly cooler than the previous. Video mode plays videos straight off of the SD card through the recurBOY’s composite video out. Shader mode lets you program your own shaders using the GLES shader dialect for resource-constrained devices. And this is where the various knobs and buttons come in. You can program the various shader routines to read any of the pots as input, allowing you to tweak the graphics demos on the fly.

Effects mode overlays your shaders on the video that’s playing, and external mode allows you to plug in a USB video capture card or a webcam so you can do all that same mangling with a live camera feed. And these two modes are where it gets awesome. The shader effects in the demo video cover all of the analog classics – including bloom and RGB separation – but also some distinctly digital effects. And again, you can tweak them all live with the knobs. Or plug in a MIDI controller and control it all externally. What hasn’t he thought of?

Old school analog video effects are really fun, and recurBOY brings them to you with the flexibility of modern shader coding. What’s not to love? If you want to see the pinnacle of the pre-digital era, that would be the Scanimate. For a video synth that integrates with your audio synth, check out Hypno. And if glitching the video is more your style, you can hijack the RAM of a VGA/composite converter.

Trippy, man!

Continue reading “Mangle Videos With RecurBOY And A Raspberry Pi Zero”

AI Creates Killer Drug

Researchers in Canada and the United States have used deep learning to derive an antibiotic that can attack a resistant microbe, acinetobacter baumannii, which can infect wounds and cause pneumonia. According to the BBC, a paper in Nature Chemical Biology describes how the researchers used training data that measured known drugs’ action on the tough bacteria. The learning algorithm then projected the effect of 6,680 compounds with no data on their effectiveness against the germ.

In an hour and a half, the program reduced the list to 240 promising candidates. Testing in the lab found that nine of these were effective and that one, now called abaucin, was extremely potent. While doing lab tests on 240 compounds sounds like a lot of work, it is better than testing nearly 6,700.

Interestingly, the new antibiotic seems only to be effective against the target microbe, which is a plus. It isn’t available for people yet and may not be for some time — drug testing being what it is. However, this is still a great example of how machine learning can augment human brainpower, letting scientists and others focus on what’s really important.

WHO identified acinetobacter baumannii as one of the major superbugs threatening the world, so a weapon against it would be very welcome. You can hope that this technique will drastically cut the time involved in developing new drugs. It also makes you wonder if there are other fields where AI techniques could cull out alternatives quickly, allowing humans to focus on the more promising candidates.

Want to catch up on machine learning algorithms? Google can help. Or dive into an even longer course.

Math Reveals How Many Shuffles Randomizes A Deck

Math — and some clever simulations — have revealed how many shuffles are required to randomize a deck of 52 cards, but there’s a bit more to it than that. There are different shuffling methods, and dealing methods can matter, too. [Jason Fulman] and [Persi Diaconis] are behind the research that will be detailed in an upcoming book, The Mathematics of Shuffling Cards, but the main points are easy to cover.

A riffle shuffle (pictured above) requires seven shuffles to randomize a 52-card deck. Laying cards face-down on a table and mixing them by pushing them around (a technique researchers dubbed “smooshing”) requires 30 to 60 seconds to randomize the cards. An overhand shuffle — taking sections from a deck and moving them to new positions — is a staggeringly poor method of randomizing, requiring some 10,000-11,000 iterations.

The method of dealing cards can matter as well. Back-and-forth dealing (alternating directions while dealing, such as pattern A, B, C, C, B, A) yields improved randomness compared to the more common cyclic dealing (dealing to positions in a circular repeating pattern A, B, C, A, B, C). It’s interesting to see different dealing methods shown to have an effect on randomness.

This brings up a good point: there is not really any such a thing as “more” random. A deck of cards is either randomized, or it isn’t. If even two cards have remained in the same relative positions (next to one another, for example) after shuffling, then a deck has not yet been randomized. Similarly, if seven proper riffle shuffles are sufficient to randomize a 52-card deck, there is not really any point in doing eight or nine (or more) because there isn’t any such thing as “more” random.

You can watch these different methods demonstrated in the video embedded just under the page break. Now we know there’s no need for a complicated Rube Goldberg-style shuffling solution just to randomize a deck of cards (well, no mathematical reason for one, anyway.)

Continue reading “Math Reveals How Many Shuffles Randomizes A Deck”