The Singapore AUV Challenge 2027
Rulebook

Last updated on
26 October 2026

1 What's new in 2027

Changes since the 2025 rulebook:

2 Scoring at a glance

Points for a single attempt. The Examples show how they add up.

What the AUV does Points Rule
Passes through the gate 15 Navigation
Drops the ball in the blue drum 30 Target Acquisition
Drops the ball in the red drum with the pinger 50 Target Acquisition
Drops the ball in any other red drum 10 Target Acquisition
Picks up its ball again and holds it until the end of the attempt 60 Target Reacquisition
Makes the ball drop from a flare 20 per flare Communication & Localization
Makes the balls drop from all 3 flares in the specified order 60 extra Communication & Localization
Surfaces 5 Surfacing
Surfaces inside the Surfacing Square without touching it, after completing Navigation 20 extra Surfacing Square Bonus
Completes Navigation and at least one other task (900 − run time in seconds) × 0.03 Timing Bonus
Touches the gate −2 Penalties
Touches the bottom or a wall of the pool −5 Penalties

The AUV can also earn a 10 point size bonus and a 10 point weight bonus at the size and weight check. They are added to the score of every attempt, but count only if the team passes the qualifying round. See Size.

3 Key terms

Term Meaning
Attempt One run of the AUV, from the starting zone until the end of the attempt. A game can have several attempts. Only the attempt with the highest score counts.
End of the attempt The AUV surfaces, the team asks the Game Master to abort, or the attempt is automatically aborted. Points are counted at this moment.
Game The 15 minutes a team has to complete the tasks, including all retries.
Retry A new attempt in the same game. The AUV starts again from the starting zone with 0 points.
Run time The time from when the AUV starts thrusting from the starting zone until the end of the attempt. Used for the Timing Bonus.
Game Master The official the team tells when it wants to abort an attempt.
Judges The officials who check AUVs, approve retries and decide anything this rulebook does not cover.
Communication equipment Underwater equipment is carried on the AUV and counts as part of it. Top-side equipment stays in the starting zone. See Communications.

The rulebook highlights terms like this:

4 Objectives

The goal is for each team to develop an Autonomous Underwater Vehicle (AUV) which can negotiate the tasks put forth under a prescribed time and at the same time, to learn about underwater robotics and have fun in the process.

Participants of SAUVC 2017 posing beside the competition pool

Figure 1: The SAUVC 2017 Participants.

5 Structure of the Team

A team may consist of up to 11 participants including faculty supervisors. There are two team categories, student and open. A team is in the student category if at least half of its participants are full-time students at the time of registration.

A team with its faculty co-supervisors and AUV at the poolside in 2017

Figure 2: One of the teams with faculty co-supervisors from the 2017 Competition.

6 Video Submission

All teams have to submit a video of their AUV prior to the competition. The video HAS TO

Note: The video will not be played beyond 45 seconds, so whatever you want to showcase, must be done strictly within the 45 seconds.

For your video:

Videos will be reviewed by the organizing committee and around 35 teams with the best vehicles will be short-listed to attend the competition. The above criteria are the basic necessary criteria, failing which the teams wont be short-listed. The committee will set the exact number based on logistics.

The organizing committee reserves the right to publish the video submissions after the competition.

7 Qualification

An AUV swimming underwater towards the qualification gate while a team member watches from the pool edge

Figure 3: A team attempting qualification in the 2017 Competition.

Top view of the pool in 2022 with qualification gates set up in separate lanes

Figure 4: Top view of the qualification arenas from the 2022 Competition.

8 The Arena

The challenge will be held in an olympic sized swimming pool (50m × 25m). Divers will be in the pool during the games.

Diagram of the 50m × 25m pool. Three qualification arenas, each with a starting point and a qualification gate, run along a 10m strip at one end. In the 28m main arena: the 8m × 2m target zone with one blue and three red drums, a band where the red, yellow and blue flares are placed, the navigation gate line about 12m from the starting zone side, a 4m to 8m zone for the orange flare, the 140cm starting zone, and the 200cm Surfacing Square next to the qualification gates. The side view shows the pool floor sloping from 1.28m deep at the qualification gate to 2m deep in the main arena.

Figure 5: Top & side views of the Arena (not to scale).

Underwater view of the arena in 2017 with an AUV swimming near a gate

Figure 6: Picture of the Arena from 2017 Competition.

Overhead photo of the arena in 2022 showing the lanes and props

Figure 7: Picture of the Arena from 2022 Competition.

8.1 Qualification Arena(s)

The qualification rounds would be held on the side of the main arena.

The qualification starting line is a marked 1m wide section of the pool wall from where the AUV should be deployed from. The AUV has to touch the wall at the beginning of the run.

At approximately 10m from the starting line the qualification gate is hanging from the surface of the water. The AUV has to go through the gate completely to get 1 qualifying point. If the AUV touches ANY of the 3 sides of the qualification gate, the attempt is considered a failure.

§ Specification of props

Prop Description
Qualification Gate 150cm wide and ~100cm deep gate hanging from the water surface with orange markings on both port and starboard sides.

Front view diagram of the qualification gate: 150cm wide, hanging about 100cm deep from the water surface, with orange side posts 4cm wide

Figure 8: Front view of the qualification gate (not to scale).

8.2 Starting Zone

The starting zone is a 140×140cm area marked on the surface of water. The teams must start their AUVs from this area. The team may only place the AUV at the water surface, it must autonomously submerge before leaving the starting zone. Teams may also place their communication equipment in the starting zone.

A team member placing an AUV in the floating starting zone frame in 2022

Figure 9: Picture of the Starting Zone from 2022 Competition.

9 Tasks

There are 4 tasks in the challenge:

  1. Navigation
  2. Target Acquisition
  3. Target Reacquisition
  4. Communication & Localization

The first task, Navigation, is mandatory and must be completed before attempting any other task. The other tasks can be attempted in any order. Surfacing at any point signifies end of the attempt.

The aim of this task is to swim through a gate placed at the bottom of the pool. The gate may be located anywhere on a horizontal line, parallel to the side of the swimming pool, approximately 12m away from the starting zone. See the arena diagram. The AUV has to swim through the 150cm tall gate. Touching the gate does not fail the task, but it costs a penalty.

An orange flare may be located anywhere in a rectangular zone 4m-8m from side of the arena, before the gate. The AUV has to avoid touching the orange flare. Any part of the AUV touching the orange flare causes an immediate abort of the attempt.

Underwater photo of the navigation gate standing on the pool floor in 2022

Figure 10: Picture of the gate from 2022 Competition.

§ Points

If the AUV successfully passes through the gate,15 Points will be awarded.

§ Specification of props

Prop Description
Gate 150cm wide and 150cm tall gate with striped red and green markings on port and starboard sides respectively.
Orange Flare 150cm tall and ~15cm diameter flare, and orange in colour.

Front view diagram of the navigation gate: 150cm wide and 150cm tall on the pool floor, with red and black striped left post and green and black striped right post, in water about 200cm deep

Figure 11: Front view of the gate (not to scale).

Diagram of the orange flare: about 150cm tall and 15cm wide, standing on the pool floor in water about 200cm deep

Figure 12: Front view of the orange flare (not to scale).

Underwater photo of the orange flare in 2022

Figure 13: Orange flare from 2022 Competition.

Underwater photo of the navigation gate with the orange flare in front of it in 2022

Figure 14: Gate and orange flare from 2022 Competition.

9.2 Target Acquisition

The aim of the task is to detect and acquire a target among a series of drums at the bottom of the pool, in the target zone.

A target zone is defined by a green coloured mat laid out on the floor of the pool. The mat is 8m × 2m in size. The arena diagram shows where the mat is in the arena.

There are 4 coloured drums in the arena. All of them are on the mat. One of the drums, chosen at random, will be blue in colour, while the rest are red in colour. One of the red drums, chosen at random, will contain an acoustic pinger. The AUV needs to drop a ball in one of the drums to successfully complete this task. Points will be awarded based on which drum the ball is dropped into. In the event of multiple balls being dropped, only the first ball is taken to consideration.

The location of the red drum which contains the acoustic pinger may be randomized between attempts, as may be the order of the drums. The order of the drums and location of the pinger will be decided by the organizing committee.

§ Points

Points will be awarded as follows.

§ Specification of props

Prop Description
Drum 60cm in diameter and 30cm in depth.
Ball 3.5-4.5cm in diameter and weighs no more than 200g in air. Provided by teams.
Drum Pinger RJE International Pinger Model No. ULB-362B/45 kHz.

Underwater photo of the drums in the target zone in 2017

Figure 15: Picture of the target zone and drums from the 2017 Competition.

An RJE 45kHz underwater acoustic beacon (pinger)

Figure 16: Picture of a 45kHz pinger.

9.3 Target Reacquisition

The aim of this task is to reacquire a previously detected target.

This task is only attempt-able if the Target Acquisition has been successfully completed. Furthermore, the AUV has to leave the target zone, before it can attempt the Target Reacquisition task. Every part of the AUV needs to clear the target zone, before it can be considered outside the target zone.

After the AUV is outside the target zone, it needs to reacquire the target and pick up the ball that it dropped in the Target Acquisition task. The AUV has to hold on to the ball till the end of attempt to successfully complete this task.

This task does not have to be attempted immediately after Target Acquisition task, other tasks may be attempted in between.

§ Points

If the AUV successfully picks up the ball and holds on to it till the end of the attempt, 60 Points will be awarded.

§ Specification of props

Prop Description
Target zone Green mat 8m × 2m in size.
Ball Same ball used in target acquisition task. Provided by the teams.

9.4 Communication & Localization

The aim of this task is to localize on coloured flares and bump them causing a golf ball to drop out. There are 3 coloured flares in the arena, one red coloured flare, one yellow coloured flare and one blue coloured flare. These flares could be located anywhere within the main arena. The AUV may locate and bump the flares in a specified order, which may be communicated to the AUV, to receive bonus points.

On every attempt, after the AUV successfully completes the Navigation task, the team will be informed of the order in which the flares have to be bumped. The specified order may be different between different attempts. The order will be specified using the following notation, joined by a hyphen (-).

So, for example, specifying the order as R-B-Y would mean that the AUV has to bump the red flare first, followed by the blue flare and finally the yellow flare.

The team is then allowed to communicate the order with their AUVs using their communication equipment.

§ Points

Points would be awarded as follows.

§ Specification of props

Prop Description
Red Flare 80cm tall, ~1.6cm in diameter, and red in colour.
Yellow Flare 80cm tall, ~1.6cm in diameter, and yellow in colour.
Blue Flare 80cm tall, ~1.6cm in diameter, and blue in colour.
Golf Ball A standard golf ball resting on top of each flare.

Side view diagram of the red, yellow and blue flares, each about 80cm tall with a golf ball on top

Figure 17: Side view of the flares (not to scale).

9.5 Surfacing

Breaching the surface at any point during the attempt causes end of the current attempt, the total points for that attempt will be computed based on the tasks accomplished in that attempt and the timing bonus (if applicable) and a 5 Points surfacing bonus for ending. The team may wish to retry if they still have time left.

§ Surfacing Square Bonus

The Surfacing Square floats on the water surface next to the qualification gates. If the AUV has completed the Navigation task and surfaces inside the Surfacing Square without touching ANY side of the square, the team gets a 20 Points Surfacing Square bonus on top of the surfacing bonus.

If the AUV touches any side of the square while surfacing, or surfaces outside it, this counts as a normal surface and the team gets only the surfacing bonus.

§ Specification of the Surfacing Square

Prop Description
Surfacing Square 200×200cm PVC pipe frame floating on the water surface, held in place by a line. Blue markers hang about 30cm below the frame to make it visible from underwater.

Diagram of the Surfacing Square: a 200cm × 200cm frame floating on the water surface, with blue markers hanging about 30cm below it

Figure 18: Top & side views of the Surfacing Square (not to scale).

9.6 Aborting

At any time during the attempt, the current attempt can be aborted, by indicating to the Game Master. The divers would then retrieve the AUV back to the starting zone. The timing for the current attempt is stopped at the time of indication. The team may wish to retry if they still have time left.

In the case of an aborted attempt, the team would be awarded the points for all previously successfully completed tasks during the current attempt. Penalties incurred during the attempt still count towards that attempt's score.

9.7 Automatic Abort

If the AUV touches the bottom or the side walls of the pool for a cumulative time of more than 10 seconds or 5 discrete touches, the current attempt would be automatically aborted. The divers would then retrieve the AUV back to the starting zone. The team may wish to retry if they still have time left.

In the case of an automatic aborted attempt, the team would be awarded the points for all previously successfully completed tasks during the attempt. Penalties incurred during the attempt, including the touches that caused the automatic abort, count towards that attempt's score.

9.8 Timing Bonus

At the end of an attempt, as long as the AUV has successfully completed at least 2 tasks, the Navigation task and any other task, bonus points proportional to the remaining time will be awarded in accordance with the following formula.

Bonus points = (900 − RUN_TIME) × 0.03

RUN_TIME is the time in seconds from when the AUV starts thrusting from the starting zone until the end of the attempt.

For example, for a run time of 420s, Bonus = (900 − 420) × 0.03 = 14.4 Points.

9.9 Penalties

There are penalty points for touching the floor or a wall of the pool at any time, and for touching the gate. The penalty points are:

Description Penalty Points
Touching the gate 2
Touching the bottom of the pool or wall 5

Penalties count towards the attempt in which they happen, however the attempt ends, including when it is aborted or automatically aborted.

There is no penalty for your actuator touching the inner part of the drum during the act of deploying or retrieving during Target Acquisition and Target Reacquisition. However, touching the outer part of the drum or with the vehicle body can incur the same penalty as touching the pool floor.

9.10 Examples

Here are some example scenarios and how they would be scored. They assume the AUV does not earn the size or weight bonus.

§ Example 1

Task Points
Navigation Task 15
Touching the gate −2
Surfacing Bonus 5
Surfacing Square Bonus 0
Attempt Total 18

§ Example 2

Task Points
Navigation Task 15
Surfacing Bonus 0
Surfacing Square Bonus 0
Attempt Total 15

§ Example 3

Task Points
Navigation Task 15
Target Acquisition Task (blue drum) 30
Touching the wall −5
Surfacing Bonus 0
Surfacing Square Bonus 0
Attempt Total 40

§ Example 4

Task Points
Navigation Task 15
Target Acquisition Task (blue drum) 30
Communication & Localization Task 20
Surfacing Bonus 5
Surfacing Square Bonus 0
Timing Bonus 15
Attempt Total 85

§ Example 5

Task Points
Navigation Task 15
Target Acquisition Task (blue drum) 30
Communication & Localization Task 40
Touching the bottom of the pool −5
Surfacing Bonus 0
Surfacing Square Bonus 0
Attempt Total 80

§ Example 6

Task Points
Navigation Task 15
Target Acquisition Task (blue drum) 30
Communication & Localization Task 60
Touching the bottom of the pool −5
Surfacing Bonus 0
Surfacing Square Bonus 0
Attempt Total 100

§ Example 7

Task Points
Navigation Task 15
Target Acquisition Task (blue drum) 30
Communication & Localization Task 120
Surfacing Bonus 5
Surfacing Square Bonus 0
Timing Bonus 15
Attempt Total 185

§ Example 8

Task Points
Navigation Task 15
Target Acquisition Task (blue drum) 30
Communication & Localization Task 20
Surfacing Bonus 5
Surfacing Square Bonus 20
Timing Bonus 11.4
Attempt Total 101.4

§ Example 9

Task Points
Navigation Task 15
Target Acquisition Task (blue drum) 30
Communication & Localization Task 20
Surfacing Bonus 5
Surfacing Square Bonus 0
Timing Bonus 11.4
Attempt Total 81.4

§ Example 10

Task Points
Surfacing Bonus 5
Surfacing Square Bonus 0
Attempt Total 5

10 Specification of AUV

10.1 Size

The Judges measure size and weight at, or right before, deployment. These measurements count towards the limits and bonuses below. Cables and antennas that hang over the AUV count towards its size and weight. Parts that extend and retract during a run do not count towards its size, but still count towards its weight.

The size and weight bonuses are added to the score of every attempt.

10.2 Power

10.3 Safety

A bright red kill switch mounted on the top of an AUV, from the 2015 competition

Figure 19: Example of a kill switch on an AUV from 2015 Competition.

10.4 Communications

11 Game Procedure

11.1 Sequence of events during the competition

11.2 Practice Rounds

11.3 Length of a game

11.4 Retries

12 Certificate of Participation

13 General Restrictions

14 Disqualification

Teams may be disqualified if :

15 Others

16 Feedback

If you spot any errors in the rulebook or have queries about the rules, please email rules@sauvc.org or contact us through our website.

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