Using Artificial Intelligence to Schedule Athletics Meets

Artificial Intelligence (AI) sometimes gets a bad press, but we’ve found it extremely useful for a variety of tasks at our athletics club. Here’s a brief overview of how we’re using it at Vale of York Athletic Community to help plan our FMC (Funetics Multi Challenge) competition on 27 June at the University of York.

Scheduling an event timetable for an athletics meeting is a complex task, but It’s even more challenging if you’ve never done it before, as we hadn’t.

Thankfully, England Athletics provides a helpful club guide including an example timetable for anyone wanting to put on an FMC meet, which covers suggested event sequencing, group sizes and timings. But our specific challenge was adapting EA’s morning timetable to an afternoon slot, with our own particular athlete numbers, group structures and facilities available.

We fed the EA guidance document and our requirements into Claude, and it produced the Master Event Timetable for our meet you can see below. A handful of revisions later — mainly adjusting buffer times and the long jump duration whilst compensating for some inconsistencies in the original document — we had a print-ready schedule in a total of fifteen minutes.


Master Event Timetable

Funetics Multi Challenge — Event Timetable

Start: 13:00  |  Finish: 15:51  |  27 June 2026
⚠ Revised: All U10 & U12 groups compete in Long Jump · 3 pits shared across both age groups · LJ = 36 min per station (60 sec × 3 attempts × 12 athletes) · 5-min athlete buffers maintained throughout · Finish: 15:51
✦ Pit key: Pit 1 = U12 N&O → U12 R&S → U10 E&F  |  Pit 2 = U12 P&Q → U12 T&U → U10 G&H  |  Pit 3 = U10 A&B → U10 C&D · Maximum 3 pits in use at any time
Track sprint — U10s 50m
TimeEventAthletesGroups
13:00–13:0550m Sprint6A
13:05–13:1050m Sprint6B
13:10–13:1550m Sprint6C
13:15–13:2050m Sprint6D
13:20–13:2550m Sprint6E
13:25–13:3050m Sprint6F
13:30–13:3550m Sprint6G
13:35–13:4050m Sprint6H
Track sprint — U12s 75m
TimeEventAthletesGroups
13:41–13:4675m Sprint6N
13:46–13:5175m Sprint6O
13:51–13:5675m Sprint6P
13:56–14:0175m Sprint6Q
⏸ Groups R–U complete field LJ before sprinting
14:21–14:2675m Sprint6R
14:26–14:3175m Sprint6S
14:31–14:3675m Sprint6T
14:36–14:4175m Sprint6U
Track endurance — U12s 600m
TimeEventAthletesGroups
14:31–14:41600m12N & O
14:41–14:51600m12P & Q
14:51–15:01600m12R & S
15:01–15:11600m12T & U
Track endurance — U10s 400m
TimeEventAthletesGroups
15:11–15:21400m12A & B
15:21–15:31400m12C & D
15:31–15:41400m12E & F
15:41–15:51400m12G & H
Field events — U10s Long Jump & Howler
TimeEvent (station)AthletesGroups
13:20–13:56Long Jump (Pit 3)12A & B
13:40–14:10Howler 112E & F
13:50–14:20Howler 212G & H
13:56–14:32Long Jump (Pit 3)12C & D
↺  Rolling rotation — groups move on completion of each station
14:10–14:40Howler 112A & B
14:17–14:53Long Jump (Pit 1)12E & F
14:25–15:01Long Jump (Pit 2)12G & H
14:37–15:07Howler 212C & D
Field events — U12s Long Jump & Howler
TimeEvent (station)AthletesGroups
13:00–13:36Long Jump (Pit 1)12N & O
13:00–13:36Long Jump (Pit 2)12P & Q
13:00–13:30Howler 112R & S
13:00–13:30Howler 212T & U
↺  Rotate — N,O,P,Q sprint 13:41–14:01 before Howler
13:40–14:16Long Jump (Pit 1)12R & S
13:40–14:16Long Jump (Pit 2)12T & U
13:56–14:26Howler 112N & O
14:06–14:36Howler 212P & Q

Once we had the Master Event Timetable sorted, our next idea was to create individual Athlete Cards for each athlete as a quick reference showing where they need to be and when. Without AI, this would have been a time-consuming manual task, prone to error and not the best use of volunteer time. With AI, generating a card for every athlete grouping took less than five minutes.

We plan to print these and hand them out at registration as athletes check in on event day. We haven’t decided yet whether to give them to athletes, parents, or both. There’s is also the option of printing the information directly on bibs alongside athlete numbers.


Athlete Cards


Inspired by the Athlete Cards, we decided to see whether Claude could also produce Officials Guidance Cards for each event, drawing on the EA FMC Club Guide. We will have a lot of new officials on the day. The morning of 27 June is a training session for new officials led by Marc Ritchie from England Athletics. So we wanted a quick, event-specific reminder of each role and its responsibilities to hand out to volunteers, possibly attached to a lanyard.

The cards below are a fourth draft, produced by Claude in half an hour after a number of modifications. They need some further changes before they’re ready to use on the day, but they are nearly there. See if you can spot the errors and potential issues we may need to fix.


Officials Guidance Cards

Jumping Zone Event Long Jump U10s & U12s  |  3 pits  |  Run-up from cones
Running the Event
  • Place athletes in jumping order. Each athlete starts their run-up from one of three cones — they choose which cone suits their run-up length.
  • Each athlete is allowed one practice jump only before the competition begins.
  • Athletes take off from within the take-off zone. The take-off judge watches the foot position and marks the exact point of take-off.
  • Measurement is taken from the athlete’s foot in the take-off zone to the back of the closest heel on landing.
  • Call out the name of the next athlete to jump and the athlete after them.
  • Each athlete has 3 competition attempts.
  • Children must not enter the jumping area unless called by the official.
Take-off Zone — Age Group Dimensions
  • U10s: 60cm zone, positioned 20cm either side of the board
  • U12s: 40cm zone, positioned 10cm either side of the board
Volunteer Roles
1
Jumping Order Controller — calls up the next athlete for their turn.
2
Take-off Judge — watches the athlete’s foot in the take-off zone and holds the tape at the exact point of take-off.
3
Distance Measurer — measures from take-off point to landing and records the distance. Must stand at the side of the pit. Use a second person to help record if possible.
4
Safety & Sandpit Monitor — ensures the area is clear before each jump and rakes the pit between attempts.
You Will Require
  • 3 long jump pits
  • 3 cones per pit to mark run-up start positions
  • Tape measure per pit
  • Brush and rake per pit
  • Recording chart or electronic device
Throwing Zone Event Howler Throw U10s & U12s  |  Coloured marker system
Running the Event
  • Each competitor in the group is assigned a different colour marker. Place a marker where each throw lands immediately after it lands.
  • Each child throws 3 times. Only the furthest marker of each colour needs to be measured — do this at the end once all athletes have completed all their attempts.
  • This means no measuring between individual throws, which keeps the event moving quickly.
  • Children throw a howler as far as possible from a standing position.
  • Children must stand with one foot in front of the other. If throwing with the right hand, the left foot should be forward (and vice versa for left-handed children).
  • Children must not enter the throwing area unless requested by the official.
  • Measure each athlete’s best throw to the nearest completed centimetre once all attempts are complete.
  • Children not throwing must be positioned behind the safety line.
Deduction Rules

Any athlete who steps over the throwing line still has the throw measured. Instead of a No Throw:

  • U12s over the line: deduct 3m from the measured distance
  • U10s over the line: deduct 1m from the measured distance
  • All legal throws: no deduction applied
Volunteer Roles
1
Throwing Order Controller — calls up the next athlete according to Roster.
2
Throwing Judge — holds the measuring tape at the throwing line and monitors foot position.
3
Distance Measurer — at the end of all attempts, measures from the throwing line to the furthest marker of each colour and records the result in Roster.
4
Cone Placer — places coloured cone where howler first touches the ground. Must stand in the throwing area and be quick footed and hyper vigilant at all times.
You Will Require
  • 9–12 howlers per station
  • Coloured markers — one distinct colour per athlete in each group
  • Measuring tape
  • Recording chart or electronic device
  • Safe area to throw into
Track Event Sprints 50m (U10s)  |  75m (U12s)
Running the Event
  • Start and finish lines are already marked on the track — no cone setup required.
  • Athletes are seeded randomly into heats of 6.
  • Assign each athlete a lane. Make sure all athletes start behind the line.
  • The starter uses Sprint Timer on the MacBook to play the start sound, which simultaneously begins timing.
  • Finish line officials use the Sprint Timer app on iPad or iPhone to record each athlete’s finish time.
  • Times are entered directly into Roster after each heat.
False Starts

If an athlete jumps ahead clearly by eye, the starter recalls all athletes for a false start. There are no penalties for false starting.

Technology Setup
  • Starter (MacBook): Sprint Timer software — plays start sound and triggers timing
  • Finish line (iPad / iPhone): Sprint Timer app — records finish times for each athlete
  • Results: Input finish times directly into Roster after each heat
Volunteer Roles
1
Starter — operates Sprint Timer on MacBook to play the start sound. Recalls athletes if a clear false start occurs.
2
Starter’s Assistant — checks all athletes are behind the line before the start.
3–4
Finish Line Officials — operate Sprint Timer app on iPad or iPhone to record finish times and athlete order.
5
Results Recorder — inputs finish times from Sprint Timer into Roster after each heat.
Track Event Endurance Race 400m (U10s)  |  600m (U12s)
Running the Event
  • Start and finish lines are already marked on the track — no cone setup required.
  • U10s run 400m; U12s run 600m. Heats are groups of 12 athletes (two competition groups together).
  • Assign each athlete a lane to start in. Make sure all athletes start behind the line.
  • The starter uses Sprint Timer on the MacBook to play the start sound, which simultaneously begins timing.
  • Finish line officials use the Sprint Timer app on iPad or iPhone to record each athlete’s finish time.
  • Times are entered directly into Roster after each heat.
False Starts

If an athlete jumps ahead clearly by eye, the starter recalls all athletes for a false start. There are no penalties for false starting.

Technology Setup
  • Starter (MacBook): Sprint Timer software — plays start sound and triggers timing
  • Finish line (iPad / iPhone): Sprint Timer app — records finish times for each athlete
  • Results: Input finish times directly into Roster after each heat
Volunteer Roles
1
Starter — operates Sprint Timer on MacBook to play the start sound. Recalls athletes if a clear false start occurs.
2
Starter’s Assistant — checks all athletes are behind the line before the start.
3–4
Finish Line Officials — operate Sprint Timer app on iPad or iPhone to record finish times and athlete order.
5
Results Recorder — inputs finish times from Sprint Timer into Roster after each heat.

AI isn’t perfect, but if you’re willing to work with it and review the output carefully, it’s a tremendous asset to any athletics club. Claude is like having an army of robot volunteers that frees up your human volunteers to focus on what they do best at en event: supporting nervous children and parents on the day, and bringing the kind of warmth, kindness and fairness to a competition that no algorithm can replace.

If you’re organising a similar event, the process is straightforward: gather your constraints (start time, athlete numbers, age groups, available facilities), give Claude the EA guide or any other timetable as context, and describe what’s different about your setup. It handles the timetabling surprisingly well but just needs a careful check afterwards to make sure the results are error free and meet your specific requirements. You can even ask Claude to do the checking for you.

We are using the Claude Pro plan at approximately £18 a month, but there is a free tier if you want to give it a go before you buy.