Board game with dynamic characteristic tracking
Claim Score by NHIP
Abstract
A board game comprises one or more game objects such as a game board and game pieces, at least one memory device and at least one controller. Each of the game objects comprise a globally unique identifier and dynamic characteristic values associated with the unique identifier, stored in the memory device, that define the characteristics/attributes of the corresponding game object when used in the game. A user is able to play the game by utilizing the game objects according to their characteristic values. During the course of game play, the events of the game are able to dynamically change the characteristic values of each game object affected by the event. Similarly, outside of game play, external events are also able to dynamically change the characteristic values of a game object. These characteristic values are able to be kept and updated during and in between games.

Term
2.7 yearsto projected expiry
Projected expiry 2 June 2029, counted from filing; an application has no term until it is granted.
- Priority
- Filed
- Published
- Today
- Projected expiry
52 claims: 4 independent, 48 dependent
- 1A game system for playing a board game, the game system comprising:a. one or more game objects for playing the board game, wherein each of the one or more objects has a unique identifier and one or more characteristic values;and b. one or more memory devices each having at least one database, wherein a first memory device of the memory devices has a first database that stores the unique identifier and one or more of the characteristic values associated with one of the game objects;wherein the characteristic values affect the way the board game is played with the game objects.
- 15Broadest claimClaim Score 77, broad(NHIP)A game object for playing a board game, the game object comprising an interface for communicating with a controller and a first memory device, wherein the first memory device stores a unique identifier and one or more of a set of characteristic values associated with the game object, and further wherein the interface enables the controller to adjust at least one of the set of characteristic values based on game events that occur while playing the board game with the game object, wherein the characteristic values affect the way the board game is played with the game object.
- 26A server for use with a board game including one or more game objects, the server comprising:a. a first memory device including a first database for storing a unique identifier and one or more of a set of characteristic values associated with each of the one or more game objects;and b. an interface for establishing a connection to a controller such that the controller can adjust at least one of the set of characteristic values based on game events that occur while playing the board game with the game objects;wherein the characteristic values affect the way the board game is played with the game objects.
- 38A method of playing a board game including one or more game objects, the method comprising:a. storing a unique identifier and one or more of a set of characteristic values associated with a game object in a first memory device;b. adjusting at least one of the set of characteristic values with a controller based on game events that occur while playing the board game with the game objects;and c. adjusting the characteristic values with the controller based on external events that occur separate from the playing of the board game with the game objects;wherein the characteristic values affect the way the board game is played with the game objects.
Independent claims4
173 paragraphs in 6 sections, as filed
CROSS-REFERENCE TO RELATED APPLICATIONS
0001This application is a continuation in part of U.S. patent application Ser. No. 12/878,876, filed Sep. 9, 2010 and entitled “AN INTELLIGENT GAME SYSTEM INCLUDING INTELLIGENT FOLDABLE THREE-DIMENSIONAL TERRAIN,” which is a continuation in part of U.S. patent application Ser. No. 12/476,888, filed Jun. 2, 2009 and entitled “AN INTELLIGENT GAME SYSTEM FOR PUTTING INTELLIGENCE INTO BOARD AND TABLETOP GAMES INCLUDING MINIATURES,” which claims the benefit of U.S. Provisional Patent Application Ser. No. 61/130,878, filed Jun. 3, 2008 and entitled “PUTTING INTELLIGENCE INTO MINIATURES GAMES,” now expired, all of which are hereby incorporated by reference in their entirety for all purposes.
0002This application claims the benefit of U.S. Provisional Patent Application Ser. No. 61/381,530, filed Sep. 10, 2010 and entitled “A MULTI-DIMENSIONAL GAME COMPRISING INTERACTIVE PHYSICAL AND VIRTUAL COMPONENTS,” which is also hereby incorporated by reference in its entirety for all purposes.
FIELD OF THE INVENTION
0003The present invention relates to the field of board and tabletop games including dynamic characteristic tracking More specifically, the present invention relates to a board or tabletop game wherein game objects have globally unique identifiers and associated dynamic characteristic values.
BACKGROUND OF THE INVENTION
0004Miniatures games are typically played on a board or tabletop on which players control dozens to hundreds of individual miniature figures (usually ranging from ½″ to 10″+ in base diameter) in some form of tactical combat simulation. The detail of the tabletop environment, the intricacy of the miniatures and the complexity of the tactical game vary widely between the different games currently available.
0005All of these games have historically used dice to determine combat outcomes and pen and paper to record the progress, such as how wounded a particular figure is. The emergence of large online worlds like World of Warcraft and Everquest, with complex simulation-level physics and realism, has generated a steady pressure to make these games more sophisticated. However, this has been largely limited by players' reluctance to have to do lots of math on paper. In other words, there is no good way to reproduce the complexity of the combat of online worlds without ruining the feel of tabletop games. Manufacturers have developed, for example, miniatures that have a “decoder-ring”-like base which is moved as the figure becomes wounded. Thus, each miniature keeps track of its own damage, movement, and other game piece information with a simple mechanical system. A window on the base shows the figure's current status and rotating the wheel changes the status as the game progresses. Although the base tracks many items of information, the information is only available as a physical state of the rotational base. Further, updating of the status of the figure is manual, as is scoring. The greater the number of players or game pieces, the more difficult it is to update player status information and scoring. But, game play, particularly for historical re-enactment games is more robust and realistic with a higher number of game pieces. Thus, the very aspect that makes miniatures games exciting to play—diverse and numerous pieces—limits the enjoyment of the game by requiring detailed updates of individual game piece information and scoring.
0006Enjoyment of traditional table top board games, such as Monopoly® and Sorry®, is similarly affected by extensive record keeping and scoring due to lack of computer awareness of game pieces. For example, in Monopoly®, the value of rent charged to a player who lands on a property depends upon the number of house or hotels on the property and the initial value of the property. The count of cash in the community chest similarly may need to be counted. For a player to make game play decisions, the player often must know the value of their total assets including mortgage value of their properties and available rents, and the value of their cash.
0007The recent decline in prices of projectors, such as digital light processors (DLP® Texas Instruments), LCD projectors, and flat panel displays, coupled with the need to simplify and facilitate the logistic portion of game play has sparked interest in increasing the interactivity of game play through computer-enhanced graphics and sound. However, the existing miniatures cannot interact with computer graphics for the same reason that a computer game cannot capture the player's information to facilitate scoring and game play. There is no computer-awareness of the miniatures or terrain and their dynamic characteristics.
SUMMARY OF THE INVENTION
0008A board game, system and method with dynamic characteristic tracking is described herein. The game comprises one or more game objects such as a game board and game pieces, at least one memory device and at least one controller. Each of the game objects comprise a globally unique identifier and dynamic characteristic values associated with the unique identifier, stored in the memory device, that define the characteristics/attributes of the corresponding game object when used in the game. A user is able to play the game by utilizing the game objects according to their characteristic values. During the course of game play, the events of the game are able to dynamically change the characteristic values of each game object affected by the event. Similarly, outside of game play, external events are also able to dynamically change the characteristic values of a game object. These characteristic values are able to be kept and updated during and in between games. As a result, each user's game objects gain characteristic values unique to their experiences and become one-of-a-kind game objects that the user can develop, trade and compare to other unique game objects owned by other users.
0009One aspect of the present application is directed to a game system for playing a board game. The game system comprises one or more game objects for playing the board game, wherein each of the one or more objects has a unique identifier and one or more characteristic values and one or more memory devices each having at least one database, wherein a first memory device of the memory devices has a first database that stores the unique identifier and one or more of the characteristic values associated with one of the game objects, wherein the characteristic values affect the way the board game is played with the game objects. In some embodiments, the game objects are selected from a group consisting of a game piece, a terrain piece and a game board. In some embodiments, the characteristic values comprise a set of trait data and a set of history data, wherein the trait data defines current traits or abilities of the associated game object and the history data describes past game events that occurred during game play with the associated game object. In some embodiments, the first memory device is a part of the associated game object and the trait data is stored in the first database and further wherein the history data is stored on one or more second memory devices separate from the associated game object. In some embodiments, the system further comprises a controller that adjusts the history data of the characteristic values based on game events that occur while playing the board game with the game objects. In some embodiments, the controller adjusts the trait data of the characteristic values based on external events that occur separate from the playing of the board game with the game objects. In some embodiments, the adjustment of the characteristic values comprises deletion of the trait data associated with one or more of the current traits or deletion of history data associated with one or more of the past game events. In some embodiments, the controller is integrated within one or more of the game objects. In some embodiments, the memory devices are integrated with one or more of the game objects and/or one or more servers. In some embodiments, the one or more of the game objects each comprise an interface for coupling to the servers and/or other game objects such that the controller can adjust the characteristic values stored on the servers and/or the other game objects, and further due to the adjustment the characteristic values on the game objects are synchronized with the characteristic values on the servers, and/or the other game objects if the associated unique identifiers match. In some embodiments, the interface enables the servers and/or the game objects to download one or more of the unique identifiers and the associated characteristic values to a new game object. In some embodiments, the interface enables the servers and/or the game objects to reset one or more of the unique identifiers and the associated characteristic values of a game object to a previously saved state of the one or more of the unique identifiers and the associated characteristic values of the game object. In some embodiments, the adjustments by the controller are altered based on the unique identifier of each game object such that different game objects are adjusted differently by the controller based on the same external events or game events. In some embodiments, the characteristic values are encrypted.
0010A second aspect of the present application is directed to a game object for playing a board game, the game object comprising an interface for communicating with a controller and a first memory device, wherein the first memory device stores a unique identifier and one or more of a set of characteristic values associated with the game object, and further wherein the interface enables the controller to adjust at least one of the set of characteristic values based on game events that occur while playing the board game with the game object, wherein the characteristic values affect the way the board game is played with the game object. In some embodiments, the game object is selected from a group consisting of a game piece, a terrain piece and a game board. In some embodiments, the set of characteristic values comprise a set of trait data and a set of history data, wherein the trait data defines current traits or abilities of the game object and the history data describes past game events that occurred during game play with the game object. In some embodiments, the first memory device is a part of the game object and the trait data is stored on the first memory device and further wherein the history data is stored on one or more second memory devices separate from the game object. In some embodiments, the controller adjusts the history data of the characteristic values based on the game events that occur while playing the board game with the game object. In some embodiments, the controller adjusts the trait data of the characteristic values based on external events that occur separate from the playing of the board game with the game object. In some embodiments, the adjustment of the characteristic values comprises deletion of the trait data associated with one or more of the current traits or deletion of history data associated with one or more of the past game events. In some embodiments, the controller is integrated within the game object. In some embodiments, the interface couples to one or more servers and/or other game objects such that the controller can adjust the characteristic values stored on the servers and/or other game objects, and further due to the adjustment the characteristic values on the game object are synchronized with the characteristic values on the servers and/or the other game objects if the associated unique identifiers match. In some embodiments, the characteristic values are encrypted. In some embodiments, the adjustments by the controller are altered based on the unique identifier of the game object such that different game objects are adjusted differently by the controller based on the same external events or game events.
0011A third aspect of the present application is directed to a server for use with a board game including one or more game objects. The server comprises a first memory device including a first database for storing a unique identifier and one or more of a set of characteristic values associated with each of the one or more game objects and an interface for establishing a connection to a controller such that the controller can adjust at least one of the set of characteristic values based on game events that occur while playing the board game with the game objects, wherein the characteristic values affect the way the board game is played with the game objects. In some embodiments, the characteristic values comprise a set of trait data and a set of history data, wherein the trait data defines current traits or abilities of the associated game object and the history data describes past game events that occurred during game play with the associated game object. In some embodiments, at least the history data is stored on the first memory device and at least the trait data is stored on a second memory device that is a part of the associated game object. In some embodiments, the controller adjusts the history data of the characteristic values based on the game events that occur while playing the board game with the game objects. In some embodiments, the controller adjusts the trait data of the characteristic values based on external events that occur separate from the playing of the board game with the game objects. In some embodiments, the adjustment of the characteristic values comprises deletion of the trait data associated with one or more of the current traits or deletion of history data associated with one or more of the past game events. In some embodiments, the controller is integrated with one or more of the game objects. In some embodiments, the interface enables the controller to synchronize the characteristic values stored in the first memory device with the characteristic values stored in the second memory device if the associated unique identifiers match. In some embodiments, the interface enables the server to upload one or more of the unique identifiers and the associated characteristic values from the server to the game objects. In some embodiments, the interface enables the server to reset one or more of the unique identifiers and the associated characteristic values of a game object to a previously saved state of the one or more of the unique identifiers and the associated characteristic values of the game object. In some embodiments, the adjustments by the controller are altered based on the unique identifier of each game object such that different game objects are adjusted differently by the controller based on the same external events or game events. In some embodiments, the characteristic values are encrypted.
0012A fourth aspect of the present application is directed to a method of playing a board game including one or more game objects. The method comprises storing a unique identifier and one or more of a set of characteristic values associated with a game object in a first memory device, adjusting at least one of the set of characteristic values with a controller based on game events that occur while playing the board game with the game objects and adjusting the characteristic values with the controller based on external events that occur separate from the playing of the board game with the game objects, wherein the characteristic values affect the way the board game is played with the game objects. In some embodiments, the game objects are selected from a group consisting of a game piece, a terrain piece and a game board. In some embodiments, the set of characteristic values comprise a set of trait data and a set of history data, wherein the trait data defines current traits or abilities of the associated game object and the history data describes past game events that occurred during game play with the associated game object. In some embodiments, the first memory device is a part of the associated game object and at least the trait data is stored on the first memory device and further wherein at least the history data is stored on one or more second memory devices separate from the associated game object. In some embodiments, the controller adjusts the history data of the set of characteristic values based on the game events that occur while playing the board game with the game objects. In some embodiments, the controller adjusts the trait data of the characteristic values based on the external events that occur separate from the playing of the board game with the game objects. In some embodiments, the adjustment of the set of characteristic values comprises deletion of the trait data associated with one or more of the current traits or deletion of history data associated with one or more of the past game events. In some embodiments, the controller is integrated with one or more of the game objects. In some embodiments, the second memory devices are integrated with one or more servers and the one or more of the game objects each comprise an interface for coupling to the servers. In some embodiments, the method further comprises synchronizing the characteristic values stored on the servers with the characteristic values stored on the game objects if the associated unique identifiers match. In some embodiments, the method further comprises synchronizing the characteristic values stored on the game objects with the characteristic values stored on other game objects if the associated unique identifiers match. In some embodiments, the method further comprises downloading one or more of the unique identifiers and the associated characteristic values from one or more of the game objects and/or the servers to a new game object. In some embodiments, the method further comprises resetting or restoring one or more of the unique identifiers and the associated characteristic values of a game object to a previously saved state of the one or more of the unique identifiers and the associated characteristic values of the game object. In some embodiments, the characteristic values are encrypted. In some embodiments, the adjustments are altered based on the unique identifier such that different game objects are adjusted differently based on the same external events or game events.
BRIEF DESCRIPTION OF THE DRAWINGS
0013<figref idref="DRAWINGS">FIG. 1A</figref> illustrates a diagram of an intelligent game system for putting intelligence into board and tabletop games including miniatures according to some embodiments.
0014<figref idref="DRAWINGS">FIG. 1B</figref> illustrates a diagram of an intelligent game system for putting intelligence into board and tabletop games including miniatures according to some embodiments.
0015<figref idref="DRAWINGS">FIG. 1C</figref> illustrates a diagram of an intelligent game system for putting intelligence into board and tabletop games including miniatures according to some embodiments.
0016<figref idref="DRAWINGS">FIG. 1D</figref> illustrates a diagram of an intelligent game system for putting intelligence into board and tabletop games including miniatures according to some embodiments.
0017<figref idref="DRAWINGS">FIG. 1E</figref> illustrates a diagram of an intelligent game system for putting intelligence into board and tabletop games including miniatures according to some embodiments.
0018<figref idref="DRAWINGS">FIG. 1F</figref> illustrates a diagram of an intelligent game system for putting intelligence into board and tabletop games including miniatures according to some embodiments.
0019<figref idref="DRAWINGS">FIG. 1G</figref> illustrates a diagram of an intelligent game system for putting intelligence into board and tabletop games including miniatures according to some embodiments, configured for use in amusement or arcade environments.
0020<figref idref="DRAWINGS">FIG. 2A</figref> illustrates a diagram of a RFID reader as a sensor in the one or more sensors according to some embodiments.
0021<figref idref="DRAWINGS">FIG. 2B</figref> illustrates a diagram of an object containing an active RFID tag according to some embodiments.
0022<figref idref="DRAWINGS">FIG. 2C</figref> illustrates a diagram of an existing game piece mounted on an object containing an RFID tag according to some embodiments.
0023<figref idref="DRAWINGS">FIG. 2D</figref> illustrates an active RFID reader and electrical contacts according to some embodiments.
0024<figref idref="DRAWINGS">FIG. 2E</figref> illustrates an object with an RFID tag and electrical contacts according to some embodiments.
0025<figref idref="DRAWINGS">FIG. 2F</figref> illustrates an existing game piece mounted on an object containing an RFID tag with electrical supply contacts to the object according to some embodiments.
0026<figref idref="DRAWINGS">FIG. 2G</figref> illustrates an object containing an active RFID reader and Hall-effect sensors with electrical supply contacts according to some embodiments.
0027<figref idref="DRAWINGS">FIG. 2H</figref> illustrates a sensor with an optical detector, electrical supply contacts and communication contacts according to some embodiments.
0028<figref idref="DRAWINGS">FIG. 2I</figref> illustrates an object with electrical contacts and communication contacts according to some embodiments.
0029<figref idref="DRAWINGS">FIG. 3</figref> illustrates a flexible version of the one or more sensors according to some embodiments.
0030<figref idref="DRAWINGS">FIG. 4</figref> illustrates a process to update a changing image in response to changes in an object's location based on object information obtained from the sensors.
0031<figref idref="DRAWINGS">FIG. 5</figref> illustrates a process to associate object information with a portion of an image using one or more sensors.
0032<figref idref="DRAWINGS">FIG. 6A</figref> illustrates a game piece character.
0033<figref idref="DRAWINGS">FIG. 6B</figref> illustrates an intelligent game piece object according to some embodiments.
0034<figref idref="DRAWINGS">FIG. 6C</figref> illustrates a rotating base for a powered intelligent game piece object according to some embodiments.
0035<figref idref="DRAWINGS">FIG. 7A</figref> illustrates a memory map of nonvolatile memory within an intelligence game piece object for a combat game.
0036<figref idref="DRAWINGS">FIGS. 7B and 7C</figref> illustrate a memory map of nonvolatile memory within an intelligent game piece object for a chess game.
0037<figref idref="DRAWINGS">FIGS. 7D and 7E</figref> illustrate a memory map of nonvolatile memory within an intelligent game piece object for a Monopoly® game.
0038<figref idref="DRAWINGS">FIG. 8A</figref> illustrates a method of initializing an intelligent game system when starting a new game.
0039<figref idref="DRAWINGS">FIG. 8B</figref> illustrates a method of initializing an intelligent game system when resuming a game in progress using a computer readable media.
0040<figref idref="DRAWINGS">FIG. 8C</figref> illustrates a method of initializing an intelligent game system utilizing intelligent game piece object information stored within the intelligent game piece objects.
0041<figref idref="DRAWINGS">FIG. 8D</figref> illustrates an overview method of gameplay of a generic game according to some embodiments.
0042<figref idref="DRAWINGS">FIG. 9A</figref> illustrates a top view of a foldable three-dimensional terrain piece in accordance with some embodiments.
0043<figref idref="DRAWINGS">FIG. 9B</figref> illustrates a perspective view of a partially folded foldable three-dimensional terrain piece in accordance with some embodiments.
0044<figref idref="DRAWINGS">FIG. 9C</figref> illustrates a perspective view of a fully folded foldable three-dimensional terrain piece in accordance with some embodiments.
0045<figref idref="DRAWINGS">FIG. 9D</figref> illustrates a perspective view of a pre-formed three-dimensional terrain piece in accordance with some embodiments.
0046<figref idref="DRAWINGS">FIG. 10</figref> illustrates a perspective view of an intelligent foldable three-dimensional terrain piece in accordance with some embodiments.
0047<figref idref="DRAWINGS">FIG. 11</figref> illustrates a perspective view of a foldable three-dimensional terrain piece in use with a game board and a game piece in accordance with some embodiments.
0048<figref idref="DRAWINGS">FIG. 12</figref> illustrates a perspective view of two foldable three-dimensional terrain pieces in use with a game board and a game piece in accordance with some embodiments.
0049<figref idref="DRAWINGS">FIG. 13</figref> illustrates a flow chart of detecting a game piece on a foldable three-dimensional terrain piece in accordance with some embodiments.
0050<figref idref="DRAWINGS">FIG. 14</figref> illustrates a multi-dimensional game system in accordance with some embodiments.
0051<figref idref="DRAWINGS">FIG. 15A</figref> illustrates a top perspective view of a block element in accordance with some embodiments.
0052<figref idref="DRAWINGS">FIG. 15B</figref> illustrates a bottom perspective view of a block element in accordance with some embodiments.
0053<figref idref="DRAWINGS">FIG. 16</figref> illustrates a perspective view of a plurality of block elements coupled together in use with a game board and game piece in accordance with some embodiments.
0054<figref idref="DRAWINGS">FIG. 17</figref> illustrates a representation of a virtual component in accordance with some embodiments.
0055<figref idref="DRAWINGS">FIG. 18</figref> illustrates a representation of a global virtual component in accordance with some embodiments.
0056<figref idref="DRAWINGS">FIG. 19</figref> illustrates a flow chart of playing the multi-dimensional game in accordance with some embodiments.
0057<figref idref="DRAWINGS">FIG. 20</figref> illustrates a flow chart of playing the multi-dimensional game in accordance with some embodiments.
0058<figref idref="DRAWINGS">FIG. 21</figref> illustrates a board game with dynamic characteristic tracking system in accordance with some embodiments.
0059<figref idref="DRAWINGS">FIG. 22</figref> illustrates a flow chart of playing a board game with dynamic characteristic tracking in accordance with some embodiments.
0060<figref idref="DRAWINGS">FIG. 23</figref> illustrates a board game system with game object identification and location tracking in accordance with some embodiments.
0061<figref idref="DRAWINGS">FIG. 24A</figref> illustrates an up close view of a visual marker in accordance with some embodiments.
0062<figref idref="DRAWINGS">FIG. 24B</figref> illustrates an up close view of an outline of the rings and segments of a visual marker in accordance with some embodiments.
0063<figref idref="DRAWINGS">FIG. 25</figref> illustrates a flow chart of playing a board game system with game object identification and location tracking in accordance with some embodiments.
DETAILED DESCRIPTION OF THE DRAWINGS
0064An intelligent board game system and a multi-dimensional game system that are able to utilize RFID game object tracking, visual marker game object tracking and/or dynamic characteristic tracking is described herein. The game system is able to comprise one or more game objects, at least one memory and at least one controller. As used herein, the game objects are able to comprises one or more of a game board, dice, game pieces, or other types of objects used in association with playing a game as are well known in the art. Each of the game objects comprise a globally unique identifier and dynamic characteristic values associated with the unique identifier, stored in the memory, that define the characteristics/attributes of the corresponding game object when used in the game. For example, the characteristic values are able to include a game object's strength value, a speed value, and/or an injury value, wherein each of these values affect what the game object is able to do in the game. A user is able to play the game by utilizing the game objects according to their characteristic values. During the course of game play, the events of the game are able to dynamically change the characteristic values of each game object affected by the event. For example, a game event such as a fire is able to change the injury value of a game object such that the game object is hindered within the game as if it was burned by the fire. Similarly, outside of game play, external events are also able to dynamically change the characteristic values of a game object. For example, an external event such as the passage of time is able to change the injury value of a game object such that the game object is stronger as if it has healed from an injury. These characteristic values are able to be kept and updated during and in between games. As a result, the dynamic characteristic tracking board game, system and method provides the benefit of enabling each user's game objects gain characteristic values unique to their experiences and become one-of-a-kind game objects that the user can develop, trade and compare to other unique game objects owned by other users.
0065When utilizing visual marker based tracking, the board game system is able to comprise one or more game objects, one or more cameras, at least one memory device and at least one processing device. Each of the one or more game objects has a visual marker that includes data that uniquely identifies the game object (e.g. globally unique identifier) and enables the processor to locate and identify the game object by analyzing images captured by the cameras. As a result, during the course of game play, the location and identification of the game objects is able to be continuously updated and used to enhance the game play of the board game system. Accordingly, the system is able to provide a low cost interactive board game requiring minimal hardware. Further, due to the minimal hardware, the game is able to be updated with software updates to expand the life span of the system. Moreover, the simple design of the game system enables pinpoint location resolution of the game objects and with reduced processing demands for faster performance.
0066The description below discusses an intelligent board game system and a multi-dimensional game system that are able to utilize RFID game object tracking, visual marker game object tracking and/or dynamic characteristic tracking.
Intelligent Game System
0067A system for putting intelligence into board and tabletop games including miniatures comprises one or more sensors to read object information from a game object. The object information comprises a unique identifier specific to the game object and one or more characteristic values associated with the unique identifier. In some embodiments, each sensor has an address. In some embodiments, the sensors are identified by names, or time slots, or are mapped to input ports of a controller. Interface electronics receive the object information from each sensor, a controller receives the object information and the sensor address for each sensor, and associates the object information with the sensor address. In some embodiments, the controller associates the object information with a portion of an image. A computer readable media is programmed with instructions for implementing a game, and is read by the controller. The system further comprises a projector which receives image information from the controller, and projects the image information. The controller processes the object information to update a changing image, and to transmit image information to the projector. In some embodiments, the system further comprises a game object having object information. In some embodiments, the system further comprises speakers, and a removable computer readable media. The removable computer readable media is able to be any appropriate memory device, such as a flash memory stick, SIMM memory card, a compact disk, a magnetic disk, digital video disk, or a game cartridge.
0068<figref idref="DRAWINGS">FIG. 1A</figref> illustrates a system for putting intelligence into board and tabletop games including miniatures <b>100</b> comprising a game board <b>120</b>, one or more sensors <b>125</b>, a display device <b>99</b>, an input/output (I/O) device <b>98</b>, interface electronics <b>115</b>, a controller <b>110</b>, a computer readable media <b>111</b>, a removable computer readable media <b>117</b>, a projector <b>130</b>, speakers <b>112</b>, <b>113</b>, and <b>114</b>, interconnection cables <b>160</b> and <b>170</b>, intelligent game piece objects <b>140</b> and <b>142</b>, and a virtual game piece object <b>144</b> according to some embodiments. As the embodiment is explained, below, it will be clear to one skilled in the art that any number and type of intelligent game piece objects are able to be used, depending upon such variables as the actual game being played and the number of game players.
0069The game board <b>120</b> comprises one or more sensors such as sensor <b>125</b>. In some embodiments, each sensor <b>125</b> comprises a single type of sensor. In some embodiments, each sensor <b>125</b> comprises a plurality of different sensor types. Although all of the illustrations, <figref idref="DRAWINGS">FIG. 1A through 1F</figref>, show the sensors <b>125</b> of the game board <b>120</b> organized as a rectangular array of sensors <b>125</b>, the sensors <b>125</b> are able to be arranged in any physical arrangement. The identifier of each sensor <b>125</b> is decoded within the interface electronics <b>115</b>. Each sensor corresponds to a portion of an image to be projected by the projector <b>130</b>. The interface electronics <b>115</b> are coupled to the controller <b>110</b> via the sensor interface cable <b>160</b>. The interface electronics <b>115</b> create a high level interface between the sensors <b>125</b> and the controller <b>110</b>. The interface electronics <b>115</b> manage the sensors <b>125</b> such that any object information related to the intelligent game piece objects, <b>140</b> and <b>142</b>, sensed by a sensor <b>125</b>, is transmitted to the controller <b>110</b> via the sensor interface cable <b>160</b>. In some embodiments, the sensor interconnect cable <b>160</b> is an industry-standard USB cable utilizing communications messages which conform to any of the applicable standards such as USB 1.1, 2.0 or the emerging USB 3.0.
0070In some embodiments, the controller <b>110</b> is any commercially available personal computer. In some embodiments, the controller <b>110</b> is able to be any combination of a single board computer, a personal computer, a networked computer, a server, a cell phone, a personal digital assistant, a gaming console, a portable electronic entertainment device or a portable electronic gaming device. The controller <b>110</b> contains a computer readable media <b>111</b> programmed with instructions to respond to changes in the object information of an object <b>140</b>, sensed by a sensor <b>125</b>. In some embodiments, game state and/or game event information is able to be transferred to intelligent game piece objects <b>600</b> such that the controller <b>110</b> is able to adjust the object information based on the game state and/or game event information. One skilled in the art will recognize that programmed instructions comprise a software application which contains the logic, game rules, scoring, sound, graphics, and other attributes of game play for playing an interactive game with intelligence as disclosed herein. The application software processes the object information received from the interface electronics <b>115</b> and transmits image information of a changing image to the projector <b>130</b>. In some embodiments, the intelligent game piece objects <b>600</b> transmit their object information to the controller <b>110</b> via a wireless router <b>150</b> or directly to the controller <b>110</b> equipped with a wireless interface <b>116</b>.
0071In some embodiments, the projector <b>130</b> projects an image onto the entire surface area of the game board <b>120</b>. In some embodiments, the projector <b>130</b> projects an image representing an object <b>140</b>, along with other game images, onto any surface. In some embodiments, the projector further projects an image of one or more virtual game piece objects <b>144</b>. In some embodiments, the projector <b>130</b> projects the image onto a portion of the surface area of the game board <b>120</b>. In some embodiments, the projector <b>130</b> is a DLP® (Texas Instruments) projector. In other embodiments, the projector <b>130</b> is any projection device capable of receiving image information and projecting an image onto the surface area of the game board <b>120</b>, such as any of the commercially available LCD projectors. The application software further provides sound via the speakers <b>112</b>, <b>113</b>, and <b>114</b> which are coupled to the controller <b>110</b>. As described further below, in some embodiments the controller <b>110</b> is able to communicate directly, or indirectly, with the intelligent game piece objects <b>600</b> via an interface to implement the functionality within the intelligent game piece objects <b>600</b>. In some embodiments, game state and/or game event information is able to be stored on the removable computer readable media <b>117</b> or on the computer readable media <b>111</b> within the controller <b>110</b>, thereby enabling resumption of a game in progress at a later date on the same intelligent game system or on a different intelligent game system. In some embodiments, as described below with reference to <figref idref="DRAWINGS">FIG. 21</figref>, the storage of the game state and/or game event information also enables the adjusting of object information on the game objects <b>140</b> base on the information. One skilled in the art would recognize that such game state and/or game event information is able to be conveyed to other intelligent game systems <b>100</b> by, for example, transfer via the internet, through email, or by uncoupling and transporting the controller <b>110</b> to another location for coupling to another intelligent game system <b>100</b>. In the case of powered intelligent game piece objects <b>600</b>, game state information may further be stored within and transferred from the powered intelligent game piece objects <b>600</b>.
0072<figref idref="DRAWINGS">FIG. 1B</figref> illustrates a diagram of a system for putting intelligence into board and tabletop games including miniatures supporting remote play of an intelligent game system according to some embodiments. A network access device <b>128</b>, such as a cable modem or DSL modem, is operably coupled to the controller <b>110</b> and to a network <b>129</b>. Remote player game pieces are able to appear as virtual game piece objects <b>144</b>, projected onto the surface area of the game board <b>120</b>.
0073<figref idref="DRAWINGS">FIG. 1C</figref> illustrates a diagram of a system for putting intelligence into board and tabletop games including miniatures supporting wireless interconnection of system elements according to some embodiments. The game board <b>120</b> with interface electronics <b>115</b> further comprises a wireless adapter <b>127</b>. The speakers <b>112</b>, <b>113</b>, and <b>114</b> further comprise wireless adapters <b>107</b>, <b>108</b> and <b>109</b> respectively. The controller <b>110</b> further comprises a wireless adapter <b>116</b> for receiving object information from the sensors <b>125</b>. Alternatively, the game object <b>140</b> further comprise a wireless adapter (not shown) such that the game objects <b>140</b> area able to directly transmit their object information to the controller <b>110</b> and the controller <b>110</b> is able to directly adjust the object information based on any game state and/or game event information. The wireless adapter <b>116</b> also enables the controller <b>110</b> to transmit image information of a changing image to the projector <b>130</b> having a wireless adapter <b>135</b>. Each wireless adapter <b>107</b>, <b>108</b>, <b>109</b>, <b>116</b>, <b>127</b>, and <b>135</b> is further able to communicate via a wireless router <b>150</b>. In some embodiments, the controller <b>110</b> is able to transmit sound information to speakers <b>112</b> through <b>114</b> via one or more wireless adapters.
0074<figref idref="DRAWINGS">FIG. 1D</figref> illustrates a diagram of a system for putting intelligence into board and tabletop games including miniatures wherein the controller and the interface electronics are merged onto a single controller <b>118</b> according to some embodiments. The single controller <b>118</b> is able to be physically integrated with the game board <b>120</b> or is able to be physically separate from the game board <b>120</b>. The interface controller <b>118</b> is able to further comprise a removable computer readable media <b>117</b> such as a SIMM card or a USB memory stick, game cartridge, magnetic disk, digital video disk, compact disk or other portable removable media. In these embodiments, the interface controller <b>118</b> receives object information from the sensors <b>125</b> or directly from the game object <b>140</b> via interface electronics integrated with the controller <b>118</b>. The game application software is able to be resident on the computer readable media <b>111</b> within the controller <b>118</b>, or on a removable computer readable media <b>117</b>. The game application software processes the object information received and transmits the image information of a changing image to the projector <b>130</b>.
0075<figref idref="DRAWINGS">FIG. 1E</figref> illustrates a diagram of a system for putting intelligence into board and tabletop games including miniatures comprising one or more switches or buttons <b>190</b> according to some embodiments. The switches or buttons <b>190</b> are able to include dedicated functionality, such as a “Start” or “Reset” button, and switches or buttons <b>190</b> are further able to include programmable functionality such as programmable function keys F<b>1</b> through F<b>4</b>. One skilled in the art will recognize that the switches or buttons are able to be implemented in a variety of technologies such as mechanical switches, capacitive switches, membrane switches, and the like. The switches or buttons <b>190</b> are able to be physically a part of the structure of the game board <b>120</b> or the switches or buttons <b>190</b> are able to be a separate physical structure from the game board <b>120</b>. The switches or buttons <b>190</b> are interfaced to the interface electronics <b>115</b> and received by the controller <b>110</b> via the sensors interface cable <b>160</b>.
0076<figref idref="DRAWINGS">FIG. 1F</figref> illustrates a diagram of a system for putting intelligence into board and tabletop games including miniatures comprising one or more touch screens <b>185</b> according to some embodiments. Touch screens <b>185</b> are able to be physically a part of the structure of the game board <b>120</b> or a separate physical structure from the game board <b>120</b>. The controller <b>110</b> transmits information to a touch screen <b>185</b>, and receives information from a touch screen <b>185</b>, via the electronics interface <b>115</b>.
0077<figref idref="DRAWINGS">FIG. 1G</figref> illustrates a diagram of a system for putting intelligence into board and tabletop games including miniatures comprising a payment system <b>195</b> according to some embodiments. <figref idref="DRAWINGS">FIG. 1G</figref> is exemplary of an arcade or amusement configuration. Payment system <b>195</b> comprises a magnetic swipe card slot, a cash reader/scanner, token accepting slots and a return button. One skilled in the art will recognize that any combination of the listed payment methods may be available commercially as an add-on module to the intelligent game system. Additional switches or buttons <b>190</b> are able to be used to check login credentials by logging on to a remote system to enable payment by an account or with micro-cash. Touch screen <b>185</b> may be used to display login keystrokes. In addition, touch screen <b>185</b> is able to be used as a login input device instead of additional switches or buttons <b>190</b>. In some embodiments, system components are coupled via wireless communications devices <b>135</b> (projector), <b>150</b> (router) and <b>127</b> (sensors and controller). Wireless router <b>150</b> is able to be further coupled to a DSL or cable modem <b>128</b> and further coupled to a network <b>129</b>, such as the Internet, enabling electronic payment features and remote game play.
0078<figref idref="DRAWINGS">FIG. 2A</figref> illustrates a sensor <b>125</b> according to some embodiments. The sensor comprises a RFID reader <b>210</b> with associated antenna. In some embodiments, low voltage electrical power is available within the sensors <b>125</b>. <figref idref="DRAWINGS">FIG. 2B</figref> illustrates an object <b>220</b> according to some embodiments comprising an inexpensive, commercially available RFID tag <b>225</b> wherein the tag is passive. In some embodiments, the RFID tag <b>225</b> is an active tag, and optional battery <b>227</b> is included in the object <b>220</b>. In some embodiments, an active RFID tag comprises, for example, an Atmel® Asset Identification EEPROM part number AT24RF08C. The Atmel part has 1K bytes of on-board EEPROM, a nonvolatile memory, with which to store object information in addition to the RFID tag. <figref idref="DRAWINGS">FIG. 2C</figref> illustrates affixing the object <b>220</b> to an existing game piece miniature <b>230</b> to create an intelligent game piece object <b>235</b>. The object <b>220</b> is lightweight, and thus any readily available adhesive, such as Elmer's Glue™, two-sided tape, rubber cement, model glue, or epoxy, will serve to affix the object <b>220</b> to the existing game piece miniature <b>230</b>. It will be clear to one of skill in the art that the RFID tag is also able to be mechanically coupled to the existing game piece. In some embodiments, the object <b>220</b> is able to be affixed to the game board such that the game board becomes an intelligent game object <b>140</b> with an RFID tag <b>225</b> storing object information. Alternatively, an object <b>220</b> is able to be affixed to terrain <b>900</b> as shown in <figref idref="DRAWINGS">FIG. 9A</figref>, game blocks <b>1500</b> as shown in <figref idref="DRAWINGS">FIG. 15A</figref>, and/or other objects such that the objects become intelligent objects with RFID tags <b>225</b> storing object information.
0079<figref idref="DRAWINGS">FIG. 2D</figref> illustrates a sensor with a power supply <b>265</b> according to some embodiments. A sensor with a power supply <b>265</b> comprises a RFID reader <b>210</b> and positive and negative electrical contacts <b>260</b> and <b>262</b>. According to some embodiments, <figref idref="DRAWINGS">FIG. 2E</figref> illustrates a powered object <b>250</b> comprising either a passive or active RFID tag <b>225</b>, and hemispherically shaped electrical contact plates <b>255</b> and <b>257</b>. The exact shape of the electrical contact plates <b>255</b> and <b>257</b> is able to vary, so long as the electrical contact plate shape accommodates a substantial variability in orientation of the powered object <b>250</b> placed on the powered sensor <b>265</b> electrical contacts <b>260</b> and <b>262</b>. <figref idref="DRAWINGS">FIG. 2F</figref> illustrates affixing the powered object <b>250</b> to an existing game piece miniature <b>230</b> to create a powered intelligent game piece object <b>270</b> according to some embodiments. The powered object <b>250</b> is lightweight, and thus any readily available adhesive will serve to affix the powered object <b>250</b> to the existing game piece miniature <b>230</b>. Also, similar to the unpowered object <b>220</b>, the powered object <b>250</b> is able to be affixed to a game board, terrain <b>900</b>, game blocks <b>1500</b> and/or other objects.
0080<figref idref="DRAWINGS">FIG. 2G</figref> illustrates one or more sensors according to some embodiments. The sensors comprise one or more sensors of a first type and one or more sensors of a second type. The functionality of the sensors of the first type and the sensors the second type are able to differ. In some embodiments, sensors of the first type are sensors which detect at least the presence of an object, such as a Hall-effect sensor, an opto-detector, a mechanical switch such as a pogo-pin, or an electrical contact such as making or breaking a circuit. Sensors of the second type are, for example, RFID readers, or bar code scanners. Embodiments of this type use the sensors of the first type to detect the presence of an intelligent game piece object and use the sensors of the second type to obtain object information. In some embodiments, one or more sensors comprise a sensor of the first type for each location for which detection of an object's presence is desired, and subsequently apply power to the powered intelligent game piece object to enable transfer of its object information to a single sensor of the second type. Sensors of the second type include RF transceivers, wireless 802G receivers, pulsed infra-red light receptors and serial communications modules.
0081<figref idref="DRAWINGS">FIG. 2H</figref> illustrates a diagram of a sensor according to some embodiments. An optical powered sensor <b>280</b> comprises electrical contacts <b>260</b> and <b>262</b>, communications contacts <b>282</b> and <b>284</b>, and an opto-detector <b>286</b>. The opto-detector <b>286</b> is a sensor of the first type, as described above. The opto-detector <b>286</b> detects the presence of a powered object <b>290</b> by occlusion of light when a powered object <b>290</b> is placed on a sensor <b>280</b>. Power is then applied to the powered object <b>250</b> via the electrical contacts <b>260</b> and <b>262</b>. On “wake-up” of the processor or controller <b>610</b> on the intelligent game piece object <b>600</b>, or by polling by the interface electronics <b>115</b> or by the controller <b>110</b>, the processor or controller <b>610</b> (<figref idref="DRAWINGS">FIG. 6B and 6C</figref>) drives a message onto the communication pin <b>292</b> thereby transmitting object information to a sensor of the second type. In some embodiments, a sensor of the second type is able to be a single serial communications circuit. <figref idref="DRAWINGS">FIG. 21</figref> illustrates a diagram of a powered intelligent game piece object <b>290</b> according to some embodiments. The powered object <b>290</b> is able to be used with sensors of two types as described above. One skilled in the art would recognize that a wide variety of sensors of the second type (communication) are contemplated. Further, one skilled in the art would recognize that a wide variety of sensors of the first type (presence) are also contemplated.
0082In the description which follows, the term “sensor” will refer to a sensor <b>125</b> or powered sensor <b>265</b>, <b>280</b> or <b>285</b>, unless a distinction is noted. The term “object” will refer to an object <b>220</b> or a powered object <b>250</b> or <b>290</b> unless a distinction is noted. The term “intelligent game piece object” will refer to an intelligent game piece object <b>235</b> or powered intelligent game piece object <b>270</b>, unless a distinction is noted.
0083<figref idref="DRAWINGS">FIG. 3</figref> illustrates one or more sensors according to some embodiments. The sensors are able to be encased in a flexible, portable structure enabling the sensors to be conveniently rolled up for easy transportation. In some embodiments, an AC power adapter <b>180</b> supplies low voltage power to the sensors and to the interface electronics <b>115</b>. In other embodiments, a battery or power storage system is used to provide power to the sensors and to the interface electronics <b>115</b>. The sensor interface cable <b>160</b> couples the interface electronics <b>115</b> to the controller <b>110</b>.
0084<figref idref="DRAWINGS">FIG. 4</figref> illustrates a method of updating a changing image and transmitting the image to a projector <b>130</b> according to some embodiments, using sensors of only one type. It will be recognized by one skilled in the art, that the method described below is able to be implemented within the controller <b>110</b>, the interface electronics <b>115</b>, or the combined interface electronics and controller <b>118</b>. At step <b>410</b>, the sensor to be read is set to the first sensor. In some embodiments, the sensor to be read is determined by a sensor address. In some embodiments, the sensor to be read is determined by other identification methods, such as a name, time slot, or mapping of the sensor to an input port of the controller. Object information is read from the sensor at step <b>420</b>. The object information is then transmitted to the interface electronics or controller at step <b>430</b>. At step <b>440</b>, if there are more sensors to read, then the method branches to step <b>480</b> to set the sensor to be read to the next sensor, then the method continues at step <b>420</b>. If there are no more sensors to read at step <b>440</b>, then the application software processes the object information at step <b>430</b>, and updates the image at step <b>460</b>. The controller then transmits the image to the projector at step <b>470</b>. The core game features of an intelligent game system are performed in the application software. Such features include producing graphics and sound, scoring points for game play, adjusting the object information characteristic values and executing the game in accordance with the game rules.
0085<figref idref="DRAWINGS">FIG. 5</figref> illustrates a method of obtaining object information using sensors of two types according to some embodiments. At step <b>510</b>, a memory to store the state of sensors of the first type is initialized to indicate that “no object” is present at each sensor. At step <b>520</b>, the sensor to be read is set to the first sensor of the first type. The sensor is read at step <b>530</b>. If the sensor state has changed at step <b>540</b>, if an object is detected at the sensor of the first type in step <b>550</b>, then the object at the sensor initiates transmission of its object information to a sensor of the second type at step <b>560</b>. The receiver associates the object information with a portion of an image. If no object is at the sensor, then any object information stored for the sensor is deleted at step <b>570</b>. At step <b>580</b>, a check is made as to whether there are more sensors. If there are more sensors to check, the sensor to be read is set to the next sensor of the first type, and the sensor is read at step <b>530</b>. If there are no more sensors to read at step <b>580</b>, the method continues at step <b>520</b> where the sensor to be read is set to the first sensor of the first type.
Intelligent Game Piece Object
0086<figref idref="DRAWINGS">FIG. 6A</figref> illustrates an external view of an intelligent game piece object <b>600</b>. <figref idref="DRAWINGS">FIG. 6B</figref> illustrates internal elements of an intelligent game piece object in accordance with some embodiments. Internal elements of an intelligent game piece object <b>600</b> comprise a processor or controller <b>610</b>. In some embodiments, the intelligent game piece object <b>600</b> further comprises one or more of a nonvolatile memory <b>615</b>, a transceiver <b>620</b>, an audio processor <b>630</b>, audio distribution equipment <b>632</b> and <b>635</b>, a light emitting source <b>640</b>, one or more light transmitters <b>641</b>, <b>643</b>, <b>645</b> and <b>647</b>, and light diffusers <b>642</b>, <b>644</b>, <b>646</b> and <b>648</b>. An intelligent game piece object <b>600</b> is able to further comprise an opto-detector <b>670</b>. In some embodiments, the intelligent game piece object <b>600</b> further comprises power source contacts <b>650</b> and <b>652</b>. In some embodiments, all components inside the intelligent game piece which require a power source are electrically coupled to the power source contacts <b>650</b> and <b>652</b>. In other embodiments, one or more components of the intelligent game piece object <b>600</b> which require a power source are electrically coupled to a battery <b>655</b>. The processor or controller <b>610</b> implements the intelligence of the intelligent game piece object <b>600</b>. The external features of the intelligent game piece object are embodied in the external skin <b>660</b>.
Processor/Controller
0087The processor or controller <b>610</b> advantageously coordinates the functionality in the intelligent game piece object <b>600</b>. In some embodiments, the transceiver <b>620</b> is operably coupled to the processor or controller <b>610</b> to manage transmission and reception of messages. In some embodiments, the audio processor <b>630</b> is operably coupled to the processor or controller <b>610</b> so that processor or controller <b>610</b> is able to configure the audio processor <b>630</b> and send the audio processor content and effects for audio processing. In some embodiments, the light emitting source <b>640</b> is operably coupled to processor or controller <b>610</b> to control the delivery of light.
0088In some embodiments, the processor or controller <b>610</b> comprises a memory store for storing the executable instructions and program variables required to implement the functionality of the intelligent game piece object <b>600</b>. For example, the executable instructions and/or program variables are able to define algorithms used by the controller <b>610</b> to adjust the characteristic values of the object information stored in the nonvolatile memory <b>615</b> of the game piece object <b>600</b> based on game event and/or game state information.
Communications
0089In some embodiments, an intelligent game piece object <b>600</b> comprises an interface <b>620</b> such as a communications transceiver. Alternatively, the interface <b>620</b> is able to be selected from a group comprising a universal serial bus (USB) interface, a blue tooth interface, or other types of interfaces for remote communication as are well known in the art. The transceiver <b>620</b> implements communications between the intelligent game piece object <b>600</b> and a receiver of intelligent game piece object information. In some embodiments, a corresponding transceiver is located within the sensors as a sensor of the second type. In other embodiments, the corresponding transceiver is located within the controller <b>110</b> (<figref idref="DRAWINGS">FIG. 1C</figref>). The corresponding transceiver is also able to be a wireless router <b>150</b> (<figref idref="DRAWINGS">FIG. 1C</figref>) such that the game piece object <b>600</b> is able to communicate with devices such as a server over the internet or other networks. It will be clear to one skilled in the art that the transceiver <b>620</b> is able to be a subsystem of the processor or controller <b>610</b>, or of other elements within the intelligent game piece object <b>600</b>.
Light Feature
0090In some embodiments, the intelligent game piece object <b>600</b> further comprises a light emitting source <b>640</b>. The light emitting source <b>640</b> comprises, for example, a broadband light bulb, a single wavelength LED or a multi-wavelength LED. In some embodiments, the wavelengths include one or more non-visible wavelengths. The light emitting source <b>640</b> is optically coupled to one or more optical transmitters <b>641</b>, <b>643</b>, <b>645</b>, and <b>647</b> to distribute light throughout the intelligent game piece object <b>600</b>. In some embodiments, the optical transmitters include optical fiber of material type and diameter as appropriate for the application and the wavelength transmitted. In some embodiments, the optical transmitters include one or more mirrors. The mirrors are able to be conventional mirrors, precision optics, or micro-mirror arrays. In some embodiments, the one or more optical diffusers <b>642</b>, <b>644</b>, <b>646</b> or <b>648</b> include an opaque or diffusive material of any type such as a polymer resin, frosted glass, or plastic. An optical diffuser is able to be a micro-mirror array for distributing light in a programmable manner.
0091In some embodiments, the processor or controller <b>610</b> selects the wavelength of a multi-wavelength light source <b>640</b>, or selects from the plurality of light transmitters <b>641</b>, <b>643</b>, <b>645</b>, or <b>647</b>, determines the on/off time of the light emitting source <b>640</b>, or provides a pulse train to pulsewidth modulate the light emitting source <b>640</b>. In some embodiments, the opto-detector <b>670</b> is managed by the processor or controller <b>610</b> to coordinate with other features of the intelligent game piece object <b>600</b> to implement unique game functionality. For example, an intelligent game piece object <b>600</b> with an 800 nm (non-visible) light emitting source and an opto-detector <b>670</b> which is sensitive to 800 nm light is able to cooperate with the processor or controller <b>610</b> to rotate the intelligent game piece object <b>600</b> while emitting 800 nm light from the light emitting source <b>640</b>, and monitoring the opto-detector <b>670</b> for reflection of 800 nm light to determine when to stop rotating the intelligent game piece object <b>600</b> such that it is facing an opponent's intelligent game piece object.
Sound Feature
0092In some embodiments, an intelligent game piece object <b>600</b> comprises an audio processor <b>630</b> which is operably coupled to an audio speaker <b>635</b>. An audio speaker <b>635</b> is able to be a piezo-electric transducer, a conventional cone speaker with magnet and diaphragm, or other suitable audio delivery equipment. Although <figref idref="DRAWINGS">FIG. 6B</figref> shows a single audio speaker <b>630</b>, located at the mouth of the character of the intelligent game piece object <b>600</b>, additional or alternate audio configurations would be contemplated by one skilled in the art. In some embodiments, the audio speaker <b>635</b> is located in the base, and the audio distribution equipment <b>632</b> comprises a hollow tube directed to the location where the audio is to be delivered. In some embodiments, the audio distribution equipment <b>632</b> comprises an electrical cable pair, distributing audio to one or more audio speakers <b>635</b>. In some embodiments, the processor or controller <b>610</b> generates audio within the intelligent game object incident to the movement and optical sensing. In some embodiments, the audio processing comprises audio effects such as echo, reverb, phase shifting. In some embodiments, audio processing techniques are implemented in the processor or controller <b>610</b> where the processor or controller <b>610</b> comprises digital signal processing functionality.
Movement Feature
0093<figref idref="DRAWINGS">FIG. 6C</figref> illustrates a rotating base for a powered intelligent game piece object according to some embodiments. The rotating base <b>680</b> comprises a top half of the base <b>681</b> and a bottom half of the base <b>682</b>, rotatably coupled via a pivot <b>686</b>. The top half of the base <b>681</b> is driven by a motor <b>683</b> in the bottom half of the base <b>682</b>. The motor has a driving gear head or friction capstan drive <b>684</b> which drives the top half of the base <b>681</b>. The top half of the base <b>681</b> has ring gear teeth corresponding to the driving gear head, or a friction surface to mate to the friction capstan drive. In some embodiments, the top and bottom halves of the rotating base further comprise a plurality of support bearing surfaces <b>687</b>. Power is supplied via the electrical contacts <b>650</b> and <b>652</b>, as described above.
Nonvolatile Memory
0094In some embodiments, an intelligent game piece object comprises a nonvolatile memory <b>615</b>. The nonvolatile memory <b>615</b> stores persistent object information such as a unique identifier and associated attribute/characteristic values such as an object name, strength, speed, special powers, score count, injury statistics, light and/or audio processing algorithms and other object information. In some embodiments, the unique identifier is a globally unique identifier such as a unique address or other identifying data wherein each intelligent game piece object is able to be distinguished from any other intelligent game piece object by identifying the unique identifier of the desired object. <figref idref="DRAWINGS">FIGS. 7A through 7E</figref> illustrate partial memory maps of the object information stored in the nonvolatile memory <b>615</b>, assuming 128 registers of 16-bits each. The memory maps and characteristic values are merely illustrative. It will be recognized by one skilled in the art that a wide variety of memory maps are able to be used, so long as minimum functionality includes a unique identifier for each intelligent game piece object. Further, it will be recognized by one skilled in the art that the nonvolatile memory is able to be a subsystem of the processor or controller <b>610</b>, or a subsystem of another integrating circuit, such as the audio processor <b>630</b> or transceiver <b>620</b>.
Methods of Intelligent Game System Play
0095<figref idref="DRAWINGS">FIG. 8A</figref> illustrates a method of initializing game play for the start of a new game using an intelligent game system. At step <b>810</b>, all intelligent game system components are initialized. At step <b>812</b>, the user is presented with a decision whether they want to perform game piece setup manually, or automatically. If the user opts for automatic game piece setup, then at step <b>814</b> the controller sends an image to the projector to project onto the surface of the sensors, showing where the intelligent game piece objects are to be initially placed to begin game play. If the user opts for manual game piece setup, or following projection of the required game piece object locations for automatic game piece setup, then at step <b>816</b> the player(s) place intelligent game piece objects on individual sensor locations within the sensors. The placement of intelligent game piece objects onto the surface of the sensors continues until, at step <b>818</b>, it is determined that no more game piece objects need to be placed. At step <b>820</b>, the controller obtains intelligent game piece information from the intelligent game piece objects. At step <b>822</b>, the intelligent game piece objects are associated with a player. At step <b>824</b>, if another player's objects have not yet been placed, the process resumes at step <b>816</b>, otherwise the process terminates.
0096<figref idref="DRAWINGS">FIG. 8B</figref> illustrates a method of initializing game play for the resumption of a game in progress using an intelligent game system. At step <b>830</b>, all intelligent game system components are initialized. At step <b>832</b>, the controller reads intelligent game piece object information from a computer readable media. In some embodiments, the computer readable media is the nonvolatile memory on the intelligent game piece object. At step <b>834</b>, the controller sends an image to the projector showing required locations for intelligent game piece objects to resume a previous game in progress. At step <b>836</b>, a player places intelligent game piece objects on the sensors in the locations specified by the projected image. At step <b>838</b>, the controller verifies the placement of intelligent game piece object(s). If it is determined at step <b>840</b> that there are more intelligent game piece objects to place, or that one or more intelligent game piece objects are placed on incorrect sensor(s), then a prompt or error message is issued and the process continues at step <b>836</b>. One skilled in the art would recognize that the prompt or error message is able to be visual, displayed on the controller on via the projector, or audio, such as a spoken message, or any other relevant signal generated with the intelligent game system or the intelligent game piece objects. For example, an intelligent game piece object comprising a sound feature is able to direct the player to correct the intelligent game piece placement by a specific sound. An intelligent game piece object comprising a light feature is able to direct the player to correct the intelligent game piece placement by a specific sequence or pattern of illumination.
0097<figref idref="DRAWINGS">FIG. 8C</figref> illustrates a method of initializing game play for resumption of a game in progress using an intelligent game system according to some embodiments. At step <b>850</b>, the intelligent game system hardware is initialized. Player(s) place intelligent game piece objects on the sensors at step <b>852</b>, on any available sensor. Players are able to choose to place the intelligent game piece objects at, or near, where they remember them to be from the prior session of the game in progress. But, any available sensor will do. When the placement of intelligent game piece objects is completed, at step <b>854</b> the intelligent game system reads intelligent game piece object information from the intelligent game piece objects where the information comprises the unique identifier and sensor identifier stored in the intelligent game piece object during the prior session of the game in progress. At step <b>856</b>, the controller sends an image to the projector showing required locations for the intelligent game piece objects. At step <b>858</b>, player(s) then relocate intelligent game piece objects to the locations shown by the projected image. The controller obtains and verifies the placement of intelligent game piece objects at step <b>860</b>. When the placement of all intelligent game piece objects has been verified, the process terminates at step <b>862</b>.
0098<figref idref="DRAWINGS">FIG. 8D</figref> illustrates an overview of game play of a generic game. The specific game logic, scoring, movement of players and other game specific-features is a function of the game application software, utilizing the intelligent game system and intelligent game piece object functionality. Step <b>899</b>, shows the basic game engine, comprising player action, obtaining object information from intelligent game piece objects, and a game response. Starting the game at step <b>870</b>, the game is initialized. Initialization of game play in an intelligent game system is able to be in accordance with <figref idref="DRAWINGS">FIGS. 8A through 8C</figref>, above. <figref idref="DRAWINGS">FIGS. 8A through 8C</figref> are illustrative of a process of game play initialization in an intelligent game system. At step <b>872</b>, a player takes a player action. A player action is able to comprise the physical movement of an intelligent game piece object to another sensor in the sensors, or a player action is able to be an invocation of a game function or intelligent game piece object feature through any available input device in the intelligent game system. In some embodiments, a player action is able to be the failure to take an action within a defined time period. These player actions (and/or inaction) cause game events that are unique to each game and affect further game play. At step <b>874</b>, the controller obtains intelligent game piece object information. At step <b>876</b>, the game application software produces a response to the player action. In some embodiments, as described below the response comprises the controller adjusting the characteristic values of the object data based on the game events. Additionally, the response is able to include sound and/or graphics.
0099At step <b>878</b>, if the game is over, then the method branches to step <b>880</b>, where the user is prompted whether the intelligent game system is to save game statistical. At step <b>882</b>, statistical information is saved. Such statistical game state or game event information comprises information such as scoring information, location of intelligent game piece objects, and current dynamic information for intelligent game piece objects such as the adjustments to the characteristic values of the object information of the intelligent game piece objects caused by the game play. In some embodiments, intelligent game piece object dynamic information comprises such items as weapon count, current stamina, injury statistics, accessory count and other game piece specific information. In an intelligent game piece object comprising nonvolatile memory, intelligent game piece-specific information is able to be stored within the intelligent game piece object. In some embodiments, all game play and intelligent game piece information is stored on a computer readable media. The computer readable media is able to be located within the controller, external to the controller, or is able to be a removable computer readable media. The statistical/game event information is also able to be transmitted via network, or by email, to a remote destination for later use. If the game is not over, then a player is able to opt to pause the game in progress for later play at step <b>884</b>. If the player opts to pause the game, then game state information is saved at step <b>886</b>, otherwise play continues at <b>872</b>. Game state information comprises any, or all, of the information described above in step <b>882</b> where statistical/game event information is saved. In addition, if relevant, intelligent game piece object information indicating the identifier of the sensor at which each intelligent game piece object is presently positioned is stored. As with statistic or state information, the location of intelligent game piece objects is able to be stored in computer readable media in the controller, or a removable computer readable media, within nonvolatile storage within the intelligent game piece objects, or transferred by network to a remote server or by email.
0100It will be understood by those skilled in the art that the players are able to use intelligent game piece objects, or virtual game piece objects. Virtual game piece objects are projected onto the surface of the sensors. Thus, a virtual player is able to be, for example, the controller or a live game player accessing the intelligent game system via a network. Further, all players are able to be virtual players, such as for demonstrating a training mode or arcade mode where the game plays against itself, using virtual game piece objects to demonstrate game play or to attract players to the game by demonstrating its features and game play. Since the virtual players are mere images whose location is determined by the controller, intelligent game piece objects and virtual game piece objects are able to occupy the same sensor location.
Intelligent Terrain
0101<figref idref="DRAWINGS">FIGS. 9A-9C</figref> illustrate foldable three-dimensional terrain <b>900</b> in accordance with some embodiments. The terrain <b>900</b>, as shown in <figref idref="DRAWINGS">FIG. 9A</figref>, comprises a substantially flat substrate <b>902</b>, one or more folding lines <b>904</b> and one or more sensors <b>906</b>. Alternatively, the substrate <b>902</b> is not substantially flat. In some embodiments, as shown in <figref idref="DRAWINGS">FIGS. 9A-9C</figref>, the substrate <b>902</b> is configured in a rectangular shape. Alternatively, the substrate <b>902</b> is able to be a different shape. In some embodiments, the substrate <b>902</b> comprises plastic or paper. Alternatively, the substrate <b>902</b> comprises a combination of plastic, paper, wood or other material capable of forming the structure of a stable three-dimensional shape. In some embodiments, the foldable terrain <b>900</b> further comprises one or more fastening elements <b>908</b> for releasably fastening disconnected edges of the substrate <b>902</b> to each other. Alternatively, the fasteners <b>908</b> are configured to permanently fasten the terrain <b>900</b> together. In some embodiments, the fasteners <b>908</b> comprise extending tabs that are able to interlock or couple to each other or the substrate <b>902</b>. Alternatively, the fasteners <b>908</b> are able to comprise other fastening methods such as glue or tape as are well known in the art. In some embodiments, as shown in <figref idref="DRAWINGS">FIG. 9D</figref>, the terrain <b>900</b>″′ is able to be a rigid mold <b>901</b> comprising one or more sensors <b>906</b>. The pre-formed terrain <b>900</b>″′ being previously molded into the desired three-dimensional shape. The pre-formed terrain <b>900</b>′″ is able to comprise and combination of plastic, metal, wood, or other rigid material capable of being pre-formed. It should be noted that one skilled in the art would understand that because the terrain <b>900</b>′″ is molded or pre-formed, the terrain <b>900</b>′″ does not require folding lines <b>904</b> or fastening elements <b>908</b>. Alternatively, the terrain <b>900</b>′″ comprises at least one folding line and/or fastening elements (not shown) allowing the terrain <b>900</b>′″ to open using the folding line as a hinge and fasten closed into the three-dimensional shape using the fasteners.
0102The folding lines <b>904</b> are positioned on the substrate such that the substrate <b>902</b> is able to bend along the folding lines <b>904</b>. In some embodiments, the position and dimension of the folding lines <b>904</b> is predetermined based on the desired three-dimensional shape <b>910</b> of the three-dimensional terrain <b>900</b>. Alternatively, the folding lines <b>904</b> are positioned and dimensioned such that the substrate <b>902</b> is able to bend into a multitude of three-dimensional shapes. In some embodiments, the folding lines <b>904</b> comprise a thinner or weakened portion of the substrate <b>902</b> that permits the substrate to more easily bend along the folding lines <b>904</b> as shown in <figref idref="DRAWINGS">FIG. 9B</figref>. Alternatively, the folding lines <b>904</b> comprise a flexible area of the substrate <b>902</b> that allows the substrate <b>902</b> to bend along the folding lines <b>904</b>. Alternatively, in some embodiments, the folding lines <b>904</b> represent edges of a plurality of discrete terrain pieces, which are able to be coupled together to form a desired three-dimensional shape. In such embodiments, the discrete terrain pieces <b>900</b> are able to be coupled together by one or more fasteners <b>908</b>.
0103The sensors <b>906</b> are able to be substantially similar to the sensors <b>125</b>, <b>265</b>, <b>280</b>, <b>285</b> described above in relation to <figref idref="DRAWINGS">FIGS. 2A</figref>, <b>2</b>D, <b>2</b>G and <b>2</b>H. In particular, the sensors <b>906</b> are configured to sense one or more game pieces <b>140</b> when the game pieces <b>140</b> are positioned on top of one or more of the sensors <b>906</b>. Accordingly, the sensors <b>906</b> are able to detect when a game piece <b>140</b> is on top of the terrain <b>900</b> as shown in <figref idref="DRAWINGS">FIG. 11</figref>, or within the terrain <b>900</b> as shown in <figref idref="DRAWINGS">FIG. 12</figref>. Further, in some embodiments, the sensors <b>906</b> are able to detect when another foldable three-dimensional terrain <b>900</b>′ is positioned on top of one or more of the sensors <b>906</b> as shown in <figref idref="DRAWINGS">FIG. 12</figref>. Although <figref idref="DRAWINGS">FIG. 12</figref> only illustrates a single game piece <b>140</b> and single terrain <b>900</b>′ stacked on top of another terrain <b>900</b>, it is understood that a number of terrains are able to be stacked along with a plurality of game pieces <b>140</b> on the various levels <b>912</b>A, <b>912</b>B, <b>912</b>A′, <b>912</b>B′. As a result, the terrain <b>900</b> provides the advantage of being able to determine the position of game pieces <b>140</b> and/or other terrain <b>900</b> even if the game pieces <b>140</b> are located within the terrain <b>900</b> and therefore occluded or blocked from the view of an overhead camera. In some embodiments, the sensors <b>906</b> are positioned on the substrate <b>902</b> such that at least one sensor is located at each area on the terrain <b>900</b> where a game piece <b>140</b> could be placed during gameplay. Alternatively, the sensors <b>906</b> are able to be positioned anywhere on the substrate <b>902</b>. In some embodiments, the sensors <b>906</b> are coupled together such that the sensors <b>906</b> are able to communicate with each other and/or a game board <b>120</b> sensor <b>125</b>. Alternatively, one or more of the sensors <b>906</b> are isolated from the other sensors <b>906</b>.
0104The three-dimensional shape <b>910</b> of the terrain <b>900</b> comprises one or more levels. Specifically, as shown in <figref idref="DRAWINGS">FIG. 9C</figref>, the three-dimensional shape <b>910</b> comprises two levels: a lower level <b>912</b>B and an upper level <b>912</b>A. Alternatively, the three-dimensional shape <b>910</b> is able to comprise a number of levels. In some embodiments, each level is positioned at a different elevation above the game board <b>120</b>. Alternatively, one or more of the levels are positioned at the same elevation above the game board <b>120</b>. In <figref idref="DRAWINGS">FIG. 9C</figref>, the lower level <b>912</b>B is also an inner level as game pieces <b>140</b> positioned on lower level <b>912</b>B would be positioned within the three-dimensional shape <b>910</b> and thus occluded from an overhead view of the game board <b>120</b>. As described above, the sensors <b>906</b> are able to sense a game piece <b>140</b> positioned on the lower level <b>912</b>B even though the game piece <b>140</b> is inside the terrain <b>900</b>. It is understood that the three-dimensional shape <b>910</b> of the terrain <b>900</b> is able to have a number of levels, shapes and sizes in order to achieve the appearance and feel of the terrain needed for the game.
0105In some embodiments, as shown in <figref idref="DRAWINGS">FIG. 10</figref>, the terrain <b>900</b>″ comprises one or more RFID tags <b>1002</b> and terrain object information including a unique terrain identifier and terrain characteristic values such that the terrain <b>900</b>″ is intelligent terrain similar to the intelligent game piece objects <b>600</b> described above. Like the game piece objects <b>600</b>, the unique terrain identifier is able to be a globally unique identifier such that each terrain piece <b>900</b> can be distinguished from every other terrain piece or other type of game piece. As a result, the intelligent terrain <b>900</b>″ is able to have properties/characteristics and be uniquely identified by the controller <b>115</b> wherein gameplay is able to be adjusted based on the properties. For example, upon identifying the terrain <b>900</b>″ using the terrain object information, the controller <b>115</b> is able to adjust the gameplay according to the dimensions of the terrain <b>900</b>″ represented by character values in the object information of the terrain <b>900</b>″. Thus, a warrior game piece <b>140</b> positioned within or on an intelligent terrain piece <b>900</b>″ could be registered as unseen by nearby pieces or be given a tactical bonus when fighting with other pieces based on the position within or on the terrain <b>900</b>″. In some embodiments, the terrain identifier is a unique identifier. In some embodiments, the intelligent terrain comprises an RFID tag for each of the sensors <b>906</b> on the terrain <b>900</b>. The terrain object information is stored in a nonvolatile memory <b>1015</b> that is substantially similar to the nonvolatile memory <b>615</b> described above. The nonvolatile memory <b>1015</b> stores persistent terrain object information, similar to the object information illustrated in <figref idref="DRAWINGS">FIGS. 7A-7E</figref>, such as a unique identifier, a name, dimensions, strength, speed, special powers, light and/or audio processing algorithms and other object information. Again, it will be recognized by one skilled in the art that a wide variety of memory maps are able to be used, so long as minimum functionality includes a unique identifier for the intelligent terrain <b>900</b>″. In some embodiments, the intelligent terrain <b>900</b>″ comprises one or more of a processor/controller, an interface element such as a transceiver, an audio processor, audio distribution equipment, a light emitting source, one or more light transmitters, light diffusers, an opto-detector, batteries and power source contacts. It is noted that the connections and operation of these one or more elements of the intelligent terrain <b>900</b>″ is substantially similar to the description corresponding to the same elements within the intelligent game piece object <b>600</b> described above with reference to <figref idref="DRAWINGS">FIGS. 6A-6C</figref> and therefore is not repeated here for the sake of brevity.
0106The operation of a foldable three-dimensional terrain <b>900</b> will now be discussed in reference to the flow chart illustrated in <figref idref="DRAWINGS">FIG. 13</figref>. It is understood that the operation of the three-dimensional terrain <b>900</b> is substantially similar to the operation of the intelligent game pieces <b>600</b> described above with regard to <figref idref="DRAWINGS">FIGS. 8A-8D</figref>, the majority of which is not repeated here for the sake of brevity. In operation, one or more game pieces <b>140</b> and/or other terrain <b>900</b>′ are placed on one of the levels <b>912</b>A, <b>912</b>B of terrain <b>900</b> on the game board <b>120</b> at the step <b>1302</b>. Each of the one or more sensors <b>906</b> detect/read terrain and/or game piece object information of the game pieces <b>140</b> and/or other terrain <b>900</b>′ positioned on top of the sensors <b>906</b> at the step <b>1304</b>. The object information detected along with a unique identifier of the corresponding detecting sensor is transmitted down the terrain <b>900</b> to one or more game board sensors <b>125</b> positioned under the terrain <b>900</b> at the step <b>1306</b>. In some embodiments, if one or more of the terrain is intelligent terrain <b>900</b>″, the terrain object information is also transmitted to the corresponding game board sensor <b>125</b>. Alternatively, the terrain object information is transmitted directly to the controller with a transceiver or other transmitting device. In some embodiments, if one or more of the terrains <b>900</b>, <b>900</b>′, <b>900</b>″ are stacked, the upper terrain <b>900</b>′ transmits the identifier and object information to the immediately lower terrain <b>900</b>′ until a bottom terrain <b>900</b> is reached that is able to transmit the identifier and object information to the corresponding game board sensor <b>125</b>. In this manner, regardless of the height of the stack of terrain <b>900</b>, <b>900</b>′, the identifiers and object information is able to be transmitted to the game board sensors <b>125</b> below. In a similar manner, the controller is able to adjust the characteristic values of the object information of the terrain wherein the only difference is that the adjustment information is transferred in the opposite direction from the controller to the board sensors to the terrain pieces. The identifier and object information is transmitted from the game board sensor <b>125</b> to the interface electronics or controller at step <b>1308</b>. The application software processes the terrain and game piece identifier and object information at the step <b>1310</b>. The application software updates the game image based on the terrain and game piece identifier and object information at the step <b>1312</b>. The controller transmits the image to the projector at the step <b>1314</b>. As a result, the gameplay and image are able to be adjusted based on the object information received by the terrain <b>900</b>, <b>900</b>′. The core game features of an intelligent game system are performed in the application software. Such features include producing graphics and sound, scoring points for game play, and executing the game in accordance with the game rules. In some embodiments, executing the game includes adjusting the characteristic values of the object information of the terrain <b>900</b>, <b>900</b>′ based on game state/game event information with the controller.
0107In operation, a system for putting intelligence into board and tabletop games including miniatures comprises a game play surface including sensors capable of identifying the location and unique identity of game pieces and terrain pieces on the game play surface. Additionally, the terrain pieces include sensors that are also capable of identifying the location and unique identity of game pieces and/or other terrain pieces on and/or within the surface of the terrain pieces. The terrain pieces are able to transfer this location and unique identity to a sensor positioned beneath them whether that sensor is a part of another terrain piece or the game board. Each sensor in the game play surface corresponds to a portion of an image to be displayed by an overhead projector onto the game play surface. The image to be displayed is adjusted based on the sensed position of the game and/or terrain pieces. Interface electronics coupled to the game play surface read the sensors of the game play surface including information transferred to the game play surface by the terrain pieces. Each sensor reading comprises an identifier of the sensor and at least an identifier of a game piece and/or terrain piece on the sensor, if a piece is present on the sensor. For each sensor in the game play surface, the interface electronics pass the sensor identifier and the identifier of any game and/or terrain piece on the sensor, to the controller. The controller comprises a computer readable media programmed with a game application software. The game application software receives the sensor identifier, game piece identifier and/or terrain piece identifier for each sensor and utilizes the information to maintain scoring of the game and provide enhanced game play features including adjusting the characteristic values of the game piece and/or terrain piece object information based on the game state/game event information.
0108The controller further comprises an interface for transmitting the game play image to an overhead projector such as a DLP® or LCD projector. In some embodiments, the interface of the controller is able to transmit game state, game event and/or object information to a remote storage device such as a central server. The controller further comprises an interface for transmitting sound to a sound system or speakers connected to the controller. Enhanced game play features include graphics projected onto the game play surface and sounds transmitted to the sound system or speakers to enhance the game playing experience. Game logic includes scoring, enabled by the controller's awareness of the location and identification of game pieces on the game play surface. Information gathered from the sensors comprising game state information or game play statistics, game event information and game piece information are able to be stored to a computer readable media within the controller, the game or terrain pieces, one or more servers, or a removable computer readable media, to enable users to resume a game in progress at a later time or on a different system and to maintain statistics of game play and statistics for individual game pieces.
Multi-Dimensional Game System
0109<figref idref="DRAWINGS">FIG. 14</figref> illustrates a high level diagram of a multi-dimensional game and game system <b>1400</b> in accordance with some embodiments. The multi-dimensional game system <b>1400</b> is able to be substantially similar to the Intelligent Game System <b>100</b> described above except for the differences described herein. Specifically, as shown in <figref idref="DRAWINGS">FIG. 14</figref>, the multi-dimensional game system <b>1400</b> comprises a virtual component <b>1402</b> and a physical component <b>1404</b> in communication with each other over a network <b>1406</b>. In some embodiments, the network <b>1406</b> is a wireless network comprising one or more nodes (not shown). Alternatively, the network is a wired network or any combination of a wired network and a wireless network. The physical component <b>1404</b> and the virtual component <b>1402</b> are able to communicate with each other through the network <b>1406</b>. In some embodiments, one or more additional physical components <b>1404</b>′ are in communication with the network <b>1406</b> such that the additional physical components <b>1404</b>′ are also in communication with the virtual component <b>1402</b>. The additional physical components <b>1404</b>′ couple to the network <b>1406</b> at different nodes of the network <b>1406</b> (not shown). For example, two or more players in different geographical locations are still able to play the game <b>1400</b> together by each having the required physical components <b>1404</b>, <b>1404</b>′ and coupling to the network <b>1406</b> and thereby the virtual component <b>1402</b> at the closest node within the network <b>1406</b> to their location. Alternatively, at least one of the additional physical components <b>1404</b>′ coupled to the network <b>1406</b> at the same node as the physical component <b>1404</b>. In some embodiments, one or more additional virtual components <b>1402</b>′ are also in communication with the network <b>1406</b> such that the additional physical components <b>1404</b>′ are in communication with corresponding additional virtual components <b>1402</b>′. For example, when multiple users are playing individual games <b>1400</b> over the same network. Alternatively, each physical component <b>1404</b>, <b>1404</b>′ is able to communicate with every virtual component <b>1402</b>, <b>1402</b>′. For example, if a user from one location wishes to join another user's game the user is able to connect to the other user's virtual component <b>1402</b>′. Also for example, a user from one location is able to invite another user to join their game such that the other user is able to connect to the user's virtual component <b>1402</b>. In some embodiments, the virtual components <b>1402</b>, <b>1402</b>′ are associated with each other such that together the virtual components <b>1402</b>, <b>1402</b>′ form a seamless global virtual component <b>1408</b>. For example, although users are able to establish individual virtual components <b>1402</b>, <b>1402</b>′, the components are all incorporated in order to form a single global virtual component <b>1408</b> that is able to be accessible to all the users.
Physical Components
0110In some embodiments, each physical component <b>1404</b>, <b>1404</b>′ comprises the one or more sensors <b>125</b> coupled together as a part of a game board <b>120</b> as shown in <figref idref="DRAWINGS">FIGS. 1A-G</figref>. Also in some embodiments, one or more of the physical components <b>1404</b>, <b>1404</b>′ further comprise one or more of the display device <b>99</b>, the input/output (I/O) device <b>98</b>, the interface electronics <b>115</b>, a controller <b>110</b> having a processor (not shown), computer readable media <b>111</b>, removable computer readable media <b>117</b>, a projector <b>130</b>, speakers <b>112</b>, <b>113</b>, and <b>114</b>, interconnection cables <b>160</b> and <b>170</b>, intelligent games piece objects <b>140</b> and <b>142</b>, virtual game piece objects <b>144</b>, and terrain <b>900</b> as shown in <figref idref="DRAWINGS">FIGS. 1A-G</figref>, <b>9</b>A-<b>9</b>C, <b>11</b> and <b>12</b>. Moreover, in some embodiments, one or more of the physical components <b>1404</b>, <b>1404</b>′ further comprise one or more block elements <b>1500</b> as shown in <figref idref="DRAWINGS">FIGS. 15A and 15B</figref>. As used herein, the terms blocks or block elements refer to objects of any shape and composition as are well known in the art. In some embodiments, the display device <b>99</b> comprises a computer monitor. Alternatively, the display devices are able to comprise any combination of a television, computer monitor, cell phone, or other device capable of displaying video. In some embodiments, the I/O device <b>98</b> is able to comprise any combination of keyboards, microphones, cameras, mouses, monitors, displays, printers, modems, touchscreens, button interfaces and other devices. The display devices <b>99</b> are able to be in communication with the controller <b>110</b> and the I/O device <b>98</b> in order to receive video signals from the controller <b>110</b> to be displayed and to transmit user control signals received from the I/O device <b>98</b> to the controller <b>110</b> for processing by the processor. One skilled in the art will understand that the physical components <b>1404</b>, <b>1404</b>′ are able to comprise any number of the above elements, depending upon such variables as the actual game being played and the number of game players. One skilled in the art will also recognize that one or more of the physical components <b>1404</b>, <b>1404</b>′ are able to be incorporated into a single device.
0111<figref idref="DRAWINGS">FIGS. 15A and 15B</figref> illustrate a block element <b>1500</b> in accordance with some embodiments. The block element <b>1500</b> comprises a block body <b>1502</b>, one or more coupling elements <b>1504</b>A, <b>1504</b>B and one or more sensors <b>1506</b>. In some embodiments, the block elements <b>1500</b> comprise plastic. Alternatively, the block elements <b>1500</b> are able to comprise any combination of plastic, cardboard, paper, metal, glass, wood, or other material capable of forming a stable body. As shown in <figref idref="DRAWINGS">FIGS. 15A and 15B</figref> the block body <b>1502</b> is a rectangular prism. In some embodiments, the block elements <b>1500</b> are shaped substantially similar to LEGO® blocks as are well known in the art. Alternatively, the block body <b>1502</b> is able to be any shape and size. The one or more coupling elements comprise cylindrical studs <b>1504</b>A and inwardly directed spaced ribs <b>1504</b>B. The dimensions of the cylindrical studs <b>1504</b>A and ribs <b>1504</b>B are configured such that the studs <b>1504</b>A are able to be inserted in or between the ribs <b>1504</b>B and releasably held in place with a friction fit as shown in <figref idref="DRAWINGS">FIG. 16</figref>. Alternatively, the one or more coupling elements are able to comprise snap-fit elements, Velcro®, adhesives, magnets or other fasteners as are well known in the art. In some embodiments, the game board <b>120</b> including the one or more sensors <b>125</b> further comprises one or more coupling elements <b>1504</b>A, <b>1504</b>B such that the block elements <b>1500</b> are able to couple to the game board <b>120</b>. Similarly, in some embodiments the intelligent games piece objects <b>140</b>, <b>142</b> and or terrain <b>900</b> comprise one or more coupling elements <b>1504</b>A, <b>1504</b>B such that the block elements <b>1500</b>, game board, intelligent game piece objects <b>140</b>, <b>142</b> and terrain <b>900</b> are able to couple to each other. As a result, the block elements <b>1500</b> have the advantage of allowing a player of the multi-dimensional game to build any desired or required object simply by coupling a plurality of block elements <b>1500</b> together with the coupling elements <b>1504</b>A, <b>1504</b>B to form the desired or required object. For example, a user/player is able to construct a ship using a plurality of the block elements <b>1500</b> coupled together. Then, the user/player is able to utilize the ship during gameplay by putting game piece objects <b>140</b>, terrain <b>900</b>, and or other block elements <b>1500</b> within the ship and traverse water obstacles present on the game board <b>120</b>.
0112The one or more sensors <b>1506</b> are able to be embedded within the body <b>1502</b> block element <b>1500</b>. Alternatively, the sensors <b>1506</b> are able to be positioned anywhere on the block elements <b>1500</b>. The sensors <b>1506</b> are able to be substantially similar to the sensors <b>125</b>, <b>265</b>, <b>280</b>, <b>285</b>, <b>906</b> described above in relation to <figref idref="DRAWINGS">FIGS. 2A</figref>, <b>2</b>D, <b>2</b>G, <b>2</b>H, <b>9</b>A-<b>9</b>C and <b>10</b>-<b>12</b>. In particular, the sensors <b>1506</b> are configured to sense one or more game pieces <b>140</b> or terrain <b>900</b> when the game pieces <b>140</b> or terrain <b>900</b> are positioned on top of or proximate to one or more of the sensors <b>1506</b>. Accordingly, the sensors <b>1506</b> are able to detect when a game piece <b>140</b> or terrain piece <b>900</b> is on top of the block elements <b>1500</b> as shown in <figref idref="DRAWINGS">FIG. 16</figref>. Further, in some embodiments, the sensors <b>1506</b> are able to detect when another block element <b>1500</b>′ is positioned on top of one or more of the sensors <b>1506</b> as shown in <figref idref="DRAWINGS">FIG. 16</figref>. Although <figref idref="DRAWINGS">FIG. 16</figref> only illustrates a single game piece <b>140</b> and single block element <b>1500</b>′ stacked on or coupled to the top of other block elements <b>1500</b>, it is understood that a number of game pieces <b>140</b>, block elements <b>1500</b>′ or terrain <b>900</b> are able to be coupled to or stacked on the block elements <b>1500</b>. As a result, the block elements <b>1500</b> provide the advantage of being able to determine the position of game pieces <b>140</b>, terrain <b>900</b> and or other block elements even if the game pieces <b>140</b>, terrain <b>900</b> or other block elements <b>1500</b> are occluded or blocked from the view of an overhead camera. This advantage is provided individually, or when the block elements <b>1500</b> are coupled together to form an object for use during gameplay. In some embodiments, the sensors <b>1506</b> are positioned in the block element <b>1500</b> such that at least one sensor is located at each area on the block element <b>1500</b> where a game piece <b>140</b>, terrain <b>900</b>, and or other block element <b>1500</b> could be placed during gameplay. Alternatively, the sensors <b>1506</b> are able to be positioned anywhere on the block elements <b>1500</b>. In some embodiments, the sensors <b>1506</b> are coupled together such that the sensors <b>1506</b> are able to communicate with each other and/or a game board <b>120</b> sensor <b>125</b>. Alternatively, one or more of the sensors <b>1506</b> are isolated from the other sensors <b>1506</b>.
0113In some embodiments, the block element <b>1500</b> further comprises one or more RFID tags <b>1508</b> and block object information including a block identifier and characteristic values such that the block element <b>1500</b> is an intelligent block element similar to the intelligent game piece objects <b>600</b> and intelligent terrain <b>900</b>″ described above. As a result, the intelligent block element <b>1500</b> is able to have properties/characteristics and be uniquely identified by the controller <b>110</b> wherein gameplay is able to be adjusted based on the properties/characteristics. For example, upon identifying the block element <b>1500</b> using the block object information, the controller <b>110</b> is able to adjust the gameplay according to the dimensions of the block body <b>1502</b>, which correspond to the identified block element <b>1500</b>. Further, in some embodiments, the controller <b>110</b> is able to adjust the properties/characteristic values of a block <b>1500</b> based upon game event/game state information derived from the game play. In some embodiments, the block identifier is able to be a globally unique block identifier such that each block <b>1500</b> is able to be distinguished from other blocks, terrain, or game pieces based on the identifier of the block <b>1500</b>. In some embodiments, the block element <b>1500</b> comprises an RFID tag <b>1508</b> for each of the sensors <b>1506</b> on the block element <b>1500</b>. The block object information is stored in a nonvolatile memory <b>1515</b> that is substantially similar to the nonvolatile memory <b>1015</b>, <b>615</b> described above. The nonvolatile memory <b>1515</b> stores persistent block object information, similar to the object information illustrated in <figref idref="DRAWINGS">FIGS. 7A-7E</figref>, such as a unique identifier and characteristics such as dimensions including a shape and size, a name, speed, strength, special powers, light and/or audio processing algorithms and other object information. Again, it will be recognized by one skilled in the art that a wide variety of memory maps are able to be used, so long as minimum functionality includes a unique identifier for the block element <b>1500</b>. In some embodiments, the block elements <b>1500</b> comprise one or more of a processor/controller, an interface such as a transceiver, an audio processor, audio distribution equipment, a light emitting source, one or more light transmitters, light diffusers, an opto-detector, batteries and power source contacts. It is noted that the connections and operation of these one or more elements of the block element <b>1500</b> is substantially similar to the description corresponding to the same elements within the intelligent game piece object <b>600</b> described above with reference to <figref idref="DRAWINGS">FIGS. 6A-6C</figref> and therefore is not repeated here for the sake of brevity.
0114In operation, the physical components <b>1404</b>, <b>1404</b>′ operate in substantially the same manner as described above with regard to the intelligent game piece objects <b>140</b>, <b>142</b> and terrain <b>900</b> except for the differences described herein. Specifically, the computer readable media <b>111</b> and/or removable computer readable media <b>117</b> inserted within the controller <b>110</b> is further programmed with instructions to respond to changes in the block object information of a block element <b>1500</b>, sensed by a sensor <b>125</b> within the game board <b>120</b>. In some embodiments, game state/game event information is able to be transferred to block elements <b>1500</b> as block object information. One skilled in the art will recognize that programmed instructions comprise a software application which contains the logic, game rules, scoring, sound, graphics, and other attributes of game play for playing an interactive multi-dimensional game and adjusting the object information as disclosed herein. The application software processes the block object information received from the interface electronics <b>115</b> and transmits image information of a changing image to the projector <b>130</b>. In some embodiments, the block elements <b>1500</b> transmit their block object information to the controller <b>110</b> via a wireless router <b>150</b> or directly to the controller <b>110</b> equipped with a wireless interface <b>116</b>. In some embodiments, the controller <b>110</b> is able to process the block object information in order to determine the position and dimensions of the block elements <b>1500</b> for transmission to the projector <b>130</b> and/or display device <b>99</b>.
Virtual Components
0115<figref idref="DRAWINGS">FIG. 17</figref> illustrates a virtual component <b>1402</b>, <b>1402</b>′ according to some embodiments. Each virtual component <b>1402</b>, <b>1402</b>′ comprises at least one virtual environment <b>1702</b>. In some embodiments, the virtual environment <b>1702</b> is a virtual three-dimensional environment that allows a user to virtually travel to different locations within the virtual environment <b>1702</b> and interact with virtual objects within the virtual environment <b>1702</b> as if the user was actually in the environment. For example, the virtual environment <b>1702</b> is able to be similar to a three-dimensional online computer game such as Second Life® where players utilize avatars to explore and interact with a virtual three-dimensional world. Alternatively, the virtual environment <b>1702</b> is a non-three-dimensional game such that the user interacts with images presented, but does not travel within a virtual three-dimensional space. For example, the virtual environment <b>1702</b> is able to be similar to a trivia game such as Jeopardy® where players answer questions proposed in the virtual environment <b>1702</b> by inputting answers to the questions. Alternatively, the virtual environment <b>1702</b> is able to comprise a website or any number of other virtual representations as are well known in the art. In some embodiments, the virtual environment <b>1702</b> incorporates a reward system that rewards users for completing tasks using the virtual component <b>1402</b>, <b>1402</b>′ and or physical component <b>1404</b>, <b>1404</b>′. For example, the virtual environment <b>1702</b> could challenge a user to build a desired object with one or more block elements <b>1500</b> using the physical component <b>1404</b>, <b>1404</b>′ with a reward associated with the challenge. Specifically, upon completion of the desired object, the sensors <b>125</b> of the physical component <b>1404</b>, <b>1404</b>′ are able to transfer data representing an image of the object created to the virtual component <b>1402</b>, <b>1402</b>′. The virtual component <b>1402</b>, <b>1402</b>′ is then able to determining if the image matches the desired object and reward the user with virtual money that is able to be used to unlock items or other elements within the virtual environment <b>1702</b>. In some embodiments, the virtual money is able to be used to purchase items in the real world.
0116In some embodiments, the virtual environment <b>1702</b> further comprises one or more avatars <b>1704</b>. The avatars <b>1704</b> are able to be virtual representations of users that are interacting with the virtual environment <b>1702</b>. Alternatively, one or more of the avatars <b>1704</b> are able to be unassociated avatars such that the avatars <b>1704</b> do not represent users, but are rather a part of the virtual environment of the virtual component <b>1402</b>, <b>1402</b>′. In some embodiments, the avatars <b>1704</b> comprise an image of the user controlling the avatar <b>1704</b>. Alternatively, the avatars <b>1704</b> are able to comprise any image or images. In some embodiments, the avatar image is able to be selected or created by the user controlling the avatar <b>1704</b>. In some embodiments, the avatars <b>1704</b> are represented in the virtual environment <b>1702</b> from a third person perspective. Alternatively, the avatars <b>1704</b> are represented from a first person or other perspective as are well known in the art. In some embodiments, the avatars <b>1704</b> correspond with one or more of the intelligent game board pieces <b>140</b>, terrain <b>900</b> and/or block elements <b>1500</b> of the physical component <b>1404</b>. In such embodiments, when a user interacts with the avatar <b>1704</b> it is able to be reflected in the corresponding physical component <b>1404</b> through light, sound, movement or other actions. Similarly, in such embodiments, when a user interacts with a physical component <b>1404</b> any corresponding avatars <b>1704</b> are affected in the virtual environment <b>1702</b>. For example, if an intelligent game piece object <b>140</b> is moved into water on the game board <b>120</b>, the corresponding avatar <b>1704</b> is able to appear wet within the virtual environment <b>1702</b>. Alternatively, the avatars <b>1704</b> are able to not correspond with the intelligent game board pieces <b>140</b>, terrain <b>900</b> and/or block elements <b>1500</b> of the physical component <b>1404</b>. In such embodiments, when a user interacts with the avatar <b>1704</b> it is able to be reflected in adjustments to the rules or game play of the physical component <b>1404</b> and/or in adjustments to the avatar <b>1704</b> itself or the virtual environment <b>1702</b>. For example, if a user buys shoes from a solely virtual avatar <b>1704</b>, the rules of the physical component <b>1404</b> are able to be adjusted such that the user's game piece is able to move farther per turn. Similarly, in such embodiments, when a user interacts with a physical component <b>1404</b> any solely virtual avatars <b>1704</b> are able to be affected in the virtual environment <b>1702</b>. For example, if an intelligent game piece object <b>140</b> defeats another game piece object <b>140</b> representing a monster in the physical component <b>1404</b> the solely virtual avatars <b>1704</b> are able to reward the user in the virtual environment <b>1702</b> with money. In some embodiments, the virtual environment <b>1702</b> further comprises one or more additional avatars <b>1704</b>′. The additional avatars <b>1704</b>′ are able to be virtual representations of users of the additional physical components <b>1404</b>′ that are interacting with the virtual environment <b>1702</b>. For example, when two or more physical components <b>1404</b>, <b>1404</b>′ are coupled to the same virtual component <b>1402</b>, <b>1402</b>′ as described above, the users of the physical components <b>1404</b>, <b>1404</b>′ are able to each have an avatar <b>1704</b>, <b>1704</b>′ that is represented within the virtual environment <b>1702</b>. As a result, the users of the avatar <b>1704</b> and additional avatars <b>1704</b>′ are able to interact with each other and the environment itself within the virtual environment <b>1702</b> via the respective avatars <b>1704</b>, <b>1704</b>′. Similar to above, in some embodiments, the additional avatars <b>1704</b>′ are able to have corresponding physical components <b>1404</b>′ wherein interactions with the associated avatar or components affect each other.
0117<figref idref="DRAWINGS">FIG. 18</figref> illustrates a global virtual component <b>1408</b> comprising each of the virtual components <b>1402</b>, <b>1402</b>′ according to some embodiments. Alternatively, the global virtual component <b>1408</b> is only made up of a portion of the number of virtual components <b>1402</b>, <b>1402</b>′. The global virtual component <b>1408</b> comprises a global virtual environment <b>1802</b> including each of the virtual environments <b>1702</b> that correspond to the virtual components <b>1402</b>, <b>1402</b>′. As a result, the global virtual environment <b>1802</b> encompasses each of the virtual environments <b>1702</b> into a single seamless larger environment. Alternatively, the global virtual environment <b>1802</b> is only made up of a portion of the virtual environments <b>1702</b>. In some embodiments, the global virtual environment <b>1802</b> further comprises one or more of the avatars <b>1704</b> and additional avatars <b>1704</b>′. The avatars <b>1704</b> and additional avatars <b>1704</b>′ are able to interact and navigate from one virtual environment <b>1702</b> to another within the global virtual environment <b>1802</b> as if the virtual environments <b>1702</b> were a single environment. In some embodiments, the global virtual environment <b>1802</b> comprises additional virtual environment <b>1804</b> that is independent of the environment that comprises the virtual environment <b>1702</b>.
0118In operation, the virtual environment <b>1702</b> and/or global virtual environment <b>1802</b> are generated by the controller <b>110</b>. Specifically, the controller <b>110</b> is configured to read the computer readable media <b>111</b> and/or removable computer readable media <b>117</b> accessible to the controller <b>110</b> and generate the virtual environments <b>1702</b>, <b>1802</b> based on the instructions found within the computer readable media <b>111</b>, <b>117</b>. Alternatively, any other method of generating the virtual environment as are well known in the art is contemplated. The virtual environment <b>1702</b>, <b>1802</b> is then able to be transmitted from the controller <b>110</b> to the display device <b>99</b> which displays the virtual environment <b>1702</b>, <b>1802</b> to a user on the display device <b>99</b>. In some embodiments, the controller <b>110</b> further reads audio data from the computer readable media <b>111</b>, <b>117</b> associated with the virtual environment <b>1702</b>, <b>1802</b> and transmits the audio data to one or more of the speakers <b>112</b>, <b>113</b>, <b>114</b> for playing the audio to the user. While the virtual environment <b>1702</b>, <b>1802</b> is being generated the controller <b>110</b> also receives data from the I/O devices <b>98</b> and adjusts the virtual environment <b>1702</b>, <b>1802</b> based on the received I/O data. For example, as a user utilizes the I/O devices <b>98</b>, the controller <b>110</b> causes the avatar <b>1704</b>, <b>1704</b>′ to move or interact based on data received such that the user is able to interact with the virtual environment <b>1702</b>, <b>1802</b>. It should be noted that it is understood by one skilled in the art that any number of controllers <b>110</b>, computer readable media <b>111</b>, <b>117</b>, display devices <b>99</b>, I/O devices <b>98</b>, speakers, <b>112</b>, <b>113</b>, <b>114</b> and other devices are able to be used to generate and control the virtual environment <b>1702</b>, <b>1802</b>.
0119In embodiments including multiple users and avatars <b>1704</b>, <b>1704</b>′, the controller <b>110</b> dynamically adjusts the virtual environment <b>1702</b>, <b>1802</b> based on part or all of the I/O data received from the various I/O devices <b>98</b> such as object information, game state/event information and/or other types of information. The controller <b>110</b> further is able to transmit virtual environment data from the virtual environment <b>1702</b>, <b>1802</b> to the projector <b>130</b> for projecting images based on the status within virtual environment <b>1702</b>, <b>1802</b> onto the game board <b>120</b> and other parts of the physical component <b>1404</b>, <b>1404</b>′. For example, if the virtual environment <b>1702</b>, <b>1802</b> currently comprises a jungle with animals, the user's avatar <b>1704</b> and additional avatars <b>1704</b>′ from remote users, the projector <b>130</b> is able to project jungle images on the physical components <b>1404</b>, <b>1404</b>′ including the avatars <b>1704</b>, <b>1704</b>′ themselves. The position where the avatars <b>1704</b>, <b>1704</b>′ and/or jungle images are projected on the physical component <b>1404</b>, <b>1404</b>′ is able to correspond to their position within the virtual environment <b>1702</b>, <b>1802</b>.
0120In some embodiments, the controller <b>110</b> is configured to receive sensor data from the physical component <b>1404</b>, <b>1404</b>′ such as sensor data including object information, terrain object information and block object information from the game board <b>120</b>, intelligent game board pieces <b>140</b>, terrain <b>900</b> and/or block elements <b>1500</b>. The controller <b>110</b> is able to dynamically adjust the virtual environment <b>1702</b>, <b>1802</b> based on the received sensor data. For example, if a sensor detects that a user moved a game piece object <b>140</b> onto a “portal” on the game board <b>120</b>, the sensor data sent to the controller <b>110</b> is able to be used to adjust the virtual environment <b>1702</b>, <b>1802</b> such that the corresponding avatar <b>1704</b> is transported to a different portion of the virtual environment <b>1702</b>, <b>1802</b>. As another example, if a user builds an object using block elements <b>1500</b>, the controller <b>110</b> is able to receive the sensor information about the object and adjust the virtual environment <b>1702</b>, <b>1802</b> by adding a virtual representation of the object to the virtual environment. In some embodiments, the controller <b>110</b> is configured to send virtual environment data to the physical components <b>1404</b>, <b>1404</b>′. In such embodiments, the controller is thereby able to adjust the characteristic values of the object information of the physical components <b>1404</b>, <b>1404</b>′ based on user interactions or other changes in the virtual environment <b>1702</b>, <b>1802</b>. For example, the controller <b>110</b> is able to cause an intelligent game piece object <b>140</b> to light up, move, speak, gain strength, gain speed, or otherwise change in celebration based on completing a challenge within the virtual environment <b>1702</b>, <b>1802</b>. In this manner, the multi-dimensional game system provides the advantage of allowing a player to build physical objects using the building block elements <b>1500</b> and then use the physically built objects in the virtual world. As yet another example, a player could create a plane in the physical component that is then transferred to the virtual world and allows the player's avatar to traverse to the other side of a virtual canyon that was blocking a path in the virtual environment. Thus, a multi-dimensional experience is created that involves the three-dimensional world of the game board and the fourth dimensional experience of the virtual environment.
0121In some embodiments, the controller <b>110</b> is also able to relay I/O data, sensor data and/or other data over the network <b>1406</b> between physical components <b>1401</b> and additional physical components <b>1404</b>′. For example, when a remote user moves a game piece <b>140</b> on the game board <b>120</b> of their additional physical component <b>1404</b>′, the controller <b>110</b> is able to receive the sensed movement and relay the new position of the game piece <b>140</b> to the projector <b>130</b> of the local physical component <b>1404</b>, which then moves a projected image of the game piece <b>140</b> on the local game board to reflect the new position. In this manner, the multi-dimensional game system provides the advantage of allowing two remote players to interact on a physical game board despite not being in the same geographical location. Specifically, the positions of the remote player's pieces are able to be shown and moved on the game board by a projector projecting and moving images that represent the remote player's pieces on the game board as if the remote player were moving the pieces on the local game board.
Methods of Playing the Multi-Dimensional Board Game System
0122A method of playing the multi-dimensional board game according to some embodiments will now be discussed in reference to the flow chart illustrated in <figref idref="DRAWINGS">FIG. 19</figref>. It is understood that the methods of playing the multi-dimensional board game are substantially similar to the method of playing the intelligent board game described above with the additions included below. A user interacts with a physical component <b>1404</b> comprising a game board <b>120</b> and one or more game pieces <b>140</b> at the step <b>1902</b>. A user interacts with a virtual component <b>1402</b> comprising a virtual environment <b>1702</b> displayed on a display device <b>99</b> at the step <b>1904</b>. The virtual component <b>1402</b> is altered by the controller <b>110</b> based on the interactions with the physical component <b>1404</b> at the step <b>1906</b>. The physical component <b>1404</b> is altered by the controller <b>110</b> based on the interactions with the virtual component <b>1402</b> at the step <b>1908</b>. As a result, a user is able to physically interact with a game board <b>120</b> and game pieces <b>140</b> such that they are able to complete challenges in the virtual environment <b>1702</b>. Further, within the same game the user is able to virtually interact with the virtual environment <b>1702</b> and such interactions are able to be reflected in the physical game play of the physical component. For example, completing tasks within the virtual environment <b>1702</b> with an avatar <b>1704</b> is able to increase characteristics such as strength, which is then reflected in the corresponding game piece <b>140</b> while using the physical components <b>1404</b>. Thus, the multi-dimension game system is able to provide a multi-dimensional experience to the players.
0123In some embodiments, the interaction with the physical component <b>1404</b> comprises completing one or more virtual game events in the virtual environment <b>1702</b> by interacting with the game board <b>120</b> and one or more game pieces <b>140</b>. In some embodiments, the virtual environment <b>1702</b> comprises an avatar <b>1704</b> controlled by the user. In some embodiments, the avatar <b>1704</b> corresponds to at least one corresponding game piece <b>140</b>, terrain piece <b>900</b>, block element <b>1500</b>, group of block elements or other object used within the game. Alternatively, one or more of the avatars <b>1704</b> are able to not have physical representations among the physical components <b>1404</b>. In some embodiments, the virtual environment <b>1702</b> comprises one or more additional avatars <b>1704</b>′ that are controlled by one or more additional users. In some embodiments, the alterations to the virtual component <b>1402</b> are based on the actions of the avatar <b>1704</b> within the virtual environment <b>1702</b> independent of the interactions of the user with the physical component <b>1404</b>. In some embodiments, the alterations of the virtual environment <b>1702</b> are changes that affect the avatar <b>1704</b> and are based on user interactions with the corresponding game piece of the physical component. In some embodiments, alterations of the physical component <b>1404</b> are changes to the corresponding game piece based on user interactions with the avatar <b>1704</b> within the virtual environment <b>1702</b>. Alternatively, alterations of the physical component <b>1404</b> are changes to the rules or other parts of the physical component <b>1404</b> based on user interactions with the avatar <b>1704</b> and/or the virtual environment <b>1702</b>. In some embodiments, the additional users connect to the virtual environment <b>1702</b> from a different location than the user. Alternatively, one or more of the additional users are able to share the same physical components <b>1404</b> (e.g. game board) and/or connect to the virtual environment <b>1702</b> from the same location. In some embodiments, alterations to the physical component <b>1404</b> comprise projecting one or more images onto the game board <b>120</b> with a projection device, wherein at least one of the images correspond to the actions and or position of the avatar <b>1704</b> within the virtual environment <b>1702</b>. In some embodiments, at least one of the images correspond to the actions and or position of at least one of the additional avatars <b>1704</b>′. In some embodiments, alterations to the physical component <b>1404</b> comprise coupling one of more game blocks of the physical component <b>1404</b> to each other thereby forming one or more objects. In some embodiments, alterations to the virtual component <b>1402</b> comprise generating one or more virtual representations of at least one of the objects within the virtual environment <b>1702</b> such that the user is able to interact with the virtual representations in the virtual environment <b>1702</b>.
0124A method of playing the multi-dimensional board game according to some embodiments will now be discussed in reference to the flow chart illustrated in <figref idref="DRAWINGS">FIG. 20</figref>. A user sets up the game board <b>120</b> including one or more board sensors at the step <b>2002</b>. A user couples a plurality of game blocks <b>1500</b> to each other with one or more coupling elements <b>1504</b>A, <b>1504</b>B, wherein each game block <b>1500</b> includes one or more block sensors <b>1506</b> and at least one of the one or more coupling elements <b>1504</b>A, <b>1504</b>B at the step <b>2004</b>. The board sensors <b>125</b> sense the position of the game blocks <b>1500</b> when the game blocks <b>1500</b> are on the game board <b>120</b> at the step <b>2006</b>. The board sensors <b>125</b> sense the block data of the game blocks <b>1500</b> including block type/characteristics and block identification when the game blocks <b>1500</b> are on the game board <b>120</b> at the step <b>2008</b>. The board sensors <b>125</b> sense the orientation of the game blocks <b>1500</b> when the game blocks <b>1500</b> are on the game board <b>120</b> at the step <b>2010</b>. In some embodiments, the position of the game blocks <b>1500</b> sensed by the board sensors <b>125</b> includes an elevation of the game blocks <b>1500</b> above the game board <b>120</b>. A computing device in communication with the game board <b>120</b> computes the dimensions of one or more objects formed by the game blocks <b>1500</b> based on one or more of the position of the game blocks <b>1500</b>, the game block data and the orientation of the game blocks <b>1500</b> at the step <b>2012</b>. In some embodiments, at least one of the one or more objects comprises a plurality of the game blocks <b>1500</b> coupled together. The computing device generates a virtual environment <b>1702</b> associated with the multi-dimensional game at the step <b>2014</b>. The computing device generates virtual representations of the one or more objects based on the computed dimensions and adding the virtual representations to the virtual environment <b>1702</b> at the step <b>2016</b>. A user interacts with the virtual representations within the virtual environment <b>1702</b> using a user interface <b>98</b> coupled with the computing device at the step <b>2018</b>. The board sensors <b>125</b> and/or block sensors <b>1506</b> detect the position of one or more game pieces <b>140</b> when the game pieces <b>140</b> are proximate to the board sensors <b>125</b> or block sensors <b>1506</b> at the step <b>2020</b>. A user couples at least one of the game blocks <b>1500</b> with at least one of the game board <b>120</b> and the game pieces <b>140</b> at the step <b>2022</b>. The computing device generates virtual representations of at least one of the game pieces <b>140</b> and adds the virtual representations to the virtual environment <b>1702</b> at the step <b>2024</b>. In some embodiments, the computing device is a controller <b>110</b>. As a result, a user is able to use the block elements <b>1500</b> to build a myriad of different objects not only for use with the game board <b>120</b>, but also for use within the generated virtual environment <b>1702</b>.
0125The multi-dimensional gaming system described herein has numerous advantages. Specifically, the combination of a virtual component <b>1402</b> with the physical component <b>1404</b> allows a player to enjoy the benefits of physical interaction with game pieces <b>140</b>, terrain and block elements <b>1500</b>, while adding a virtual dimension that allows the physical components to virtually travel to different places or times. Unlike, standard board games where any added virtual component is often limited to graphics that cannot be interacted with other than observation, the player of the game system is able to fully interact with a virtual world wherein the interactions affect the physical world as well. This, further allows the multi-dimensional game to be played by multiple players in different geographical locations as long as they are able to connect to the virtual component. Thus, though not in each other's physical presence, the players are still able to play a physical component <b>1404</b> of the game together. Moreover, the block elements <b>1500</b> of the game system provide the advantage of allowing players to create any object they can imagine by coupling the blocks together. This allows the user to not only utilize their creations with the physical game board <b>120</b> which can sense the object's position, it also allows the user to utilize the object in the virtual world. Thus, the virtual and physical elements are seamlessly incorporated allowing the users to have a multi-dimensional gaming experience. Accordingly, the multi-dimensional gaming system has numerous advantages over the prior art.
Dynamic Characteristic Tracking
0126<figref idref="DRAWINGS">FIG. 21</figref> illustrates a board game system <b>2100</b> including dynamic characteristic tracking according to some embodiments. It is understood that although the following description is in reference to a single board game system <b>2100</b>, multiple systems are conceived including multiple board games of different types, in different locations all capable of being connected over a network. The board game system <b>2100</b> is able to correspond to the intelligent gaming system <b>100</b>, the multi-dimensional gaming system <b>1400</b>, and/or other board game systems as are well known in the art. The board game system <b>2100</b> comprises board game objects <b>2102</b>, one or more memory/storage elements <b>2104</b>, and at least one controller/processor <b>2106</b>, all of which are able to be coupled together over a network <b>2108</b>. In some embodiments, one or more additional devices are able to be added to the system <b>2100</b> such as additional controllers, a display device, an input/output (I/O) device, a computer readable media, a removable computer readable media, a projector, one or more speakers, one or more interconnection cables or other gaming devices as are well known in the art. In some embodiments, the network <b>2108</b> is a wireless network. Alternatively, the network <b>2108</b> is able to comprise a wired network such as a USB network, or any combination of multiple or single, wired or wireless networks as are well known in the art. The game objects <b>2102</b> are able to comprise a game piece <b>140</b>, a game board <b>120</b>, a terrain piece <b>900</b>, a block element <b>1500</b>, and/or other objects used with board games as are well known in the art. As described above, the game objects <b>2102</b> are able to each have object information including a globally unique identifier. In some embodiments, the game objects <b>2102</b> each comprise interface electronics <b>620</b>, <b>115</b> for transmitting the object information and receiving adjustments to the characteristic values of the object information from the controller <b>2106</b>.
0127The one or more memory elements <b>2104</b> are able to comprise a nonvolatile memory. Alternatively, the one or more memory elements are able to comprise other types of memory as are well known in the art. In some embodiments, one or more of the memory elements <b>2104</b> are able to comprise one or more servers having a database or a set of distributed databases such as in cloud distributed database management systems. In some embodiments, the memory elements <b>2104</b> are able to be integrated with one or more of the board game objects <b>2102</b> such that the objects <b>2102</b> are able to store object information using the memory elements <b>2104</b>. Alternatively, the memory elements <b>2104</b> are able to be integrated with both one or more of the board game objects <b>2102</b> and one or more servers (not shown) and/or other electronic devices capable of reading and writing stored data as are well known in the art.
0128In the case wherein one or more of the memory elements <b>2104</b> are integrated with one or more servers, the servers are able to store and dynamically track object information relating to some or all of the board game objects <b>2102</b> in the world. Specifically, controllers <b>2106</b> are able to upload any adjustments to the object information of the board game objects <b>2102</b> to the memory elements <b>2104</b> in the server for storage and tracking. In such embodiments, if the game objects <b>2102</b> only store their unique identifiers, the controller <b>2106</b> is able to perform the function of keeping track of the object information (and adjustments thereto during game play or otherwise) until the object information is able to be uploaded to the servers. Alternatively, if in addition to their unique identifier the game objects <b>2102</b> store at least a portion of their own characteristic values (e.g. if not all their object information and/or also the object information of other game objects <b>2102</b>), the uploading is able to be in the form of synchronizing the object information stored on the servers with the adjusted object information stored on the objects <b>2102</b>, or a combination of uploading and synchronization. This synchronizing is able to occur through the controller <b>2106</b> or directly between the game objects <b>2102</b> and the servers. Alternatively, the object information on the game objects <b>2102</b> and the object information on the servers is able to not be synchronized or only synchronized to the extent that the object information data overlaps. For example, in some embodiments, the game objects <b>2102</b> are able to store miniDNA data of the object information (as described in detail below) and the servers are able to store miniLife data of the object information (as also described in detail below) with minimal to no overlap in data content. As a result, to the extent that the data does not overlap, no synchronization is necessary.
0129In some embodiments, the uploading occurs as soon as possible when the servers and the objects <b>2102</b> and/or controller <b>2106</b> are connected. Alternatively, the uploading is able to occur periodically or on demand when the servers and the objects <b>2102</b> and/or controller <b>2106</b> are connected. In some embodiments, a user is able to access a webpage or other interface as are well known in the art associated with their game objects <b>2102</b> that displays the object information associated with the game object <b>2102</b>. In some embodiments, the webpage or other interface is a part of the virtual component <b>1402</b> of the multi-dimensional board game <b>1400</b>.
0130In the case where the memory <b>2104</b> is integrated with the game objects <b>2102</b>, (but optionally not the servers or other devices), the uploading, downloading, and or synchronization is able to occur between the game objects <b>2102</b>. For example, one or more designated game objects <b>2102</b> such as a game board <b>120</b>, are able to take the same role as the servers such that the game board <b>120</b> stores the object information of all the objects <b>2102</b> in its memory <b>2104</b>. Alternatively, every game object <b>2102</b> is able to act as a “designated” game object <b>2102</b> such that each game object <b>2102</b> stored and tracked the object information of some or all of the game objects <b>2102</b> within the system <b>2100</b>. In such an embodiment, transfers would be a synchronization of the latest object information except in the case of a new object to the system <b>2100</b>, which would require an initial download of all or some of the object information from the other objects <b>2102</b>. In this case, similar to above, uploading, downloading and/or synchronizing of the object information is able to be performed as soon as possible, periodically and/or upon demand. Also similar to above, a user is able to access a webpage or other interface as are well known in the art associated with their game objects <b>2102</b> that displays the object information associated with the game object <b>2102</b>. In some embodiments, the webpage or other interface is a part of the virtual component <b>1402</b> of the multi-dimensional board game <b>1400</b>. In some embodiments, the stored object information on the memory devices <b>2104</b> is able to be encrypted (on the game objects, servers and/or other devices) in order to prevent the data from being cloned without authorization. In some embodiments, the encryption and/or identification (e.g. unique identifier) of the game objects is able to be based on the game object's unique characteristic values. Thus, the system <b>2100</b> is able to prevent a user from stealing the identity of a game object <b>2102</b> owned by another user.
0131In some embodiments, one or more previous versions of all or part of the object information is able to be saved/stored on the memory devices <b>2104</b> along with the current version. As a result, if the current data is corrupted or otherwise lost, a backup version of the data is able to be used. Further, a previous version of all or part of the object information is able to be used selectively by a user by selecting a type of game mode. For example, a user is able to select a default game play mode wherein the initial version of all of the object information is used during game play. Alternatively, a user is able to select only a portion (e g miniLife data) of the object information to be the default or previous settings/values. In such selective cases, the current version data is able to remain stored in the memory devices <b>2104</b>. Alternatively, the current version or versions of the data is able to be reset/erased from the memory devices <b>2104</b> if a user desires to “start over” with the development of a game object <b>2102</b>. In some embodiments, the frequency and/or number of previous versions saved is set by a user to be at a selected interval and/or on demand. Alternatively, the frequency and/or number of previous versions saved is able to be preset and/or occur automatically for each game object <b>2102</b>.
0132In some embodiments, two or more different game object profiles having distinct characteristic values are able to be developed and toggled between when using a game object <b>2102</b>. For example, a game object <b>2102</b> having a initial set of characteristic values is able to have a first profile wherein the user of the game object makes choices within and outside of the game that develop the character values (e.g. miniDNA and/or miniLife data) of the game object into a villain. Contrarily, a user is able to create a second profile of the same game object that develops the character values of the game object into a hero. Further, this branching from a common set of characteristic values into different profiles with different adjusted characteristic values is able to take place from the initial set of characteristic values (e.g. no adjustment has taken place) or from a later set of characteristic values (e.g. after the characteristic values of an object have already been at least partially adjusted. As a result, a user is able to develop multiple differing and globally unique profiles for the same game object and select which profile to use for any one gaming session such that only that profile is adjusted based on the game play and only characteristic values from that profile are used to affect the game play. Indeed, it should be noted that while only a single branch is discussed herein, it is contemplated that multiple profile branches are possible including branches of other branches (e.g. a hero branch, a villain branch and a second villain branch off of the hero branch profile or villain branch profile). Additionally, similar to as described above, each of the profiles is able to have save points that allow recovery of the profile from errors and/or optional game play using prior versions of the selected profile. Thus, the dynamic tracking system <b>2100</b> is able to ensure that not all of the object information is lost due to corruption and to provide the options of resetting a game object or playing a game with a previous version of one or more profiles of all or part of the game object information for a game object <b>2102</b>.
Types of Dynamic Tracking Object Information
0133In some embodiments, the object information and/or characteristic values are able to be divided into one or more types that are treated differently based during and outside of game play. In particular, in some embodiments the object information and/or characteristic values are able to be grouped into two types: miniDNA data and miniLife data. MiniDNA data comprises innate characteristics or traits of a game object <b>2102</b>. Examples of traits or characteristics that are able to be included as miniDNA are values for strength, intelligence, speed, agility, flexibility, courage, height, and/or other traits or characteristics as are well known in the art. Other examples of traits or characteristics that are able to be included as miniDNA are equations that define the rate at which or the ability of a game object <b>2102</b> to increase/decrease the above values (e.g. strength, intelligence, speed) and/or changes to said rates/abilities. For example, miniDNA for a particular game object <b>2102</b> is able to comprise a current/initial strength of 7 units out of 10 units, a rate of strength increase/decrease of 0.5 units per 100 experience, and an increase/decrease to the “rate of strength increase/decrease” of 0.01 units per 25 experience. Thus, the miniDNA is able to describe the current strength value/trait of a game object <b>2102</b> as well as the potential ability of the object <b>2102</b> to increase or decrease that current value. Indeed, it is contemplated that any number of levels of “rate of change” per trait are able to be incorporated into the miniDNA. Alternatively, the miniDNA is able to be limited to static current/initial values. As a result, the miniDNA data is able to be used to adjust the game play of the board game system <b>2100</b> for the associated game object <b>2102</b>.
0134MiniLife data comprises a catalog of events that have occurred during the “life” of a game object <b>2102</b>. Examples of events that are able to be included as miniLife data are in-game and out-of-game events such as battles, the meeting other game objects <b>2102</b>, enemies/friends made, skills learned, the passage of “in-game time,” the passage of “out-of-game time,” and/or other in or out of game events as are well known in the art. Thus, miniLife data is able to describe a record of the events that have occurred in the game object's lifetime. Thus, similar to miniDNA data, miniLife data is able to be used to adjust the game play of the board game system <b>2100</b> for the associated game object <b>2102</b>. For example, if the miniLife data indicates that in a previous event a game object <b>2102</b> attacked another game object or character in the game, the behavior of said other game object or character is able to be adjusted such that the other game object or character hides from the game object <b>2102</b> when approached.
0135In some embodiments, the adjustment of the object information and/or characteristic values is dependent on the type of data (e.g. miniDNA data or miniLife data). Specifically, in some embodiments, some or all miniDNA data is able to be static such that neither in game play nor out of game play is able to affect the values of the miniDNA data. Alternatively, the miniDNA is able to be semi-adjustable such that only specific circumstances enable the miniDNA data to be adjusted. In some embodiments, the specific circumstances comprise connecting or accessing of the game object or game object user with a specified outlet or software, the location of the game object, the age of the game object, the type of board game, the type of event, the settings selected by a user of the game system and/or other factors as are well known in the art. For example, only when the game object <b>2102</b> is located in specified portions of the game board or virtual game environment (e.g. mutation areas) is the miniDNA able to be adjusted based on the in-game or out-of-game events including, but not limited to the events stored in the miniLife data (e.g. the passage of time, injuries, finding an item, reading a book with a new skill). Alternatively, the miniDNA is able to be fully-adjustable such that all in-game and out-of-game events are able to adjust the miniDNA data. Similarly, some or all of miniLife data is able to be static, semi-adjustable or fully-adjustable. In some embodiments, the adjustments to the miniDNA are able to comprise the addition of new traits or skills learned/acquired and/or the elimination of one or more previously available traits. Similarly, in some embodiments, the adjustments to the miniLife are able to comprise the addition of new types of events and/or the removal of one or more previously stored events (e.g. amnesia). The elimination or removal of miniDNA and/or miniLife traits/events are able to be temporary or permanent. Similarly, the additions of new events and/or traits are able to be temporary or permanent. Thus, the characteristic tracking game system <b>2100</b> is able to create globally unique game objects <b>2102</b> that grow through experiences similarly to real life individuals.
Dynamic Tracking Game Object Replacement
0136Furthermore, in some embodiments, the system <b>2100</b> is able to provide the advantage of replacing lost game objects <b>2102</b>. Specifically, if a game object <b>2102</b> is lost, a user may be able to download the object information that corresponded to the lost game object into a new or different game object <b>2102</b> thereby associating the characteristic values or “experience” of the lost object with the new object and that new object's unique identifier. This replacement downloading is able to be from the servers or from another game object <b>2102</b>. In some embodiments, the replacement downloading is able to be offered as a part of a subscription service or for a fee. As a result, the dynamic tracking system <b>2100</b> also provides the benefit of the ability to replace damaged or lost game objects without losing their built up characteristic values or “experience.” Thus, a user does not need to worry about losing a valuable game object after investing time and effort into developing the value of the game object.
0137Accordingly, the dynamic tracking system <b>2100</b> described herein provides the advantage of allowing characteristics of a uniquely identifiable game object <b>2102</b> to be tracked and stored by the system <b>2100</b> during and in between game play such that the characteristics of the game object “develop” over time creating a truly unique game object <b>2102</b>. Specifically, the object information (stored in the memory elements <b>2104</b> on the game objects <b>2102</b> and/or the servers) is then able to be accessed by any game object <b>2102</b> or controller <b>2106</b> coupled to the network <b>2108</b>. As a result, object information for each of the game objects <b>2102</b> is able to be accessed for use both during and outside of game play.
Dynamic Tracking Controller/Processor
0138In some embodiments, the controller <b>2106</b> is substantially similar to the controllers <b>110</b>, <b>610</b> described in relation to the intelligent game board system <b>100</b> and multi-dimensional game system <b>1400</b>. The controller <b>2106</b> is able to be integrated with one or more of the game board objects <b>2102</b>, the one or more servers, or other electronic devices as are well known in the art. Further, the controller <b>2106</b> is able to comprise permanent computer readable media <b>111</b> integrated with the controller <b>2106</b> and/or removable computer readable media <b>117</b> that is removably inserted within the controller <b>110</b>. In some embodiments, the controller <b>2106</b> comprises at least one program including one or more in-game algorithms and one or more out-of-game algorithms. The one or more programs including the algorithms are able to be stored on the computer readable media <b>111</b>, <b>117</b> and are used to dynamically track and adjust the characteristic values of the game objects <b>2102</b> stored on the memory elements <b>2104</b>.
0139The in-game algorithms define rules for adjusting the characteristic values based on the characteristic values/object information itself, game event data, state data, statistic data or other data caused by player actions (or inaction) during game play. In some embodiments, this data is caused by player actions (or inaction) in a virtual component of a multi-dimensional board game <b>1400</b>. For example, in a baseball board game, if a player causes a game object <b>2102</b> to successfully steal a base, the in-game algorithm will cause the controller <b>2106</b> to adjust the characteristic values of the game object <b>2102</b> such that the value of the number of stolen bases is incremented and the speed attribute value is increased. As another example, if the game object <b>2102</b> is a game board <b>120</b> for a fantasy game, a game event that occurs in the virtual component such as rain is able to cause the controller <b>2106</b> to decrease a traction value of the characteristic values of the game object <b>2102</b> based on the in-game algorithm (and/or the stored traction decrease rate). Furthermore, the exact adjustments caused by these in-game algorithms are able to vary from game type to game type depending on the rules of the game and from game object to game object.
0140The out-of-game algorithms define rules for adjusting the object information and/or characteristic values based on external events that occur outside of game play. In some embodiments, the out-of-game events are also able to occur in a virtual component of a multi-dimensional board game <b>1400</b>. For example, regarding a game object <b>2102</b> used for a baseball game, hiring a virtual trainer or buying a trainer game object <b>2102</b> from the virtual component outside of game play is able to trigger an external event that causes the controller <b>2106</b> to lower an injury value (or increase the rate at which the injury value lowers) of the characteristic values of the game object <b>2102</b> such that an injury suffered by the game object <b>2102</b> is able to “heal” (or heal faster) as time passes. As another example, if the game object <b>2102</b> is a terrain piece such as a baseball stadium, an external event such as the passing of a period of time outside of game play is able to trigger an external event that causes the controller <b>2106</b> to lower a field conditions value of the characteristic values such that future game play utilizing the baseball stadium terrain will have an increased chance of errors occurring. As with the in-game algorithms, the out-of-game algorithms are able to vary based on game type and game object <b>2102</b>. For example, an injury or base stealing algorithm (in-game or out-of-game) is able to take into consideration the unique identifier of the game object <b>2102</b>. As a result, two duplicate “babe ruth” game objects <b>2102</b> with matching characteristic values are able to be adjusted differently by the algorithms based on their differing unique identifiers. Alternatively, two duplicate “babe ruth” game objects <b>2102</b> with differing characteristic values (based on prior in game or out of game adjustments) are able to be adjusted differently by the algorithms based on their differing characteristic values. Alternatively, unique in-game and/or out-of-game algorithms are able to be assigned to each or a plurality of the game objects. All of these characteristic value adjustments are able to be tracked and stored in the memory elements <b>2104</b>. Accordingly, the dynamic tracking system <b>2100</b> described herein provides the advantage of allowing even physically identical game pieces <b>2102</b> to age or react differently to game play and outside of game play as if they were truly distinct individuals.
Method of Playing a Board Game with Dynamic Characteristic Tracking
0141A method of playing the board game with dynamic characteristic tracking according to some embodiments will now be discussed in reference to the flow chart illustrated in <figref idref="DRAWINGS">FIG. 22</figref>. It is understood that the method of playing a board game with dynamic characteristic tracking is able to be combined with the other methods described herein in reference to the flow charts illustrated in <figref idref="DRAWINGS">FIGS. 4</figref>, <b>5</b>, <b>8</b>A-D <b>13</b>, <b>19</b> and <b>20</b>. A unique identifier and one or more characteristic values associated with a game object are stored in a memory at the step <b>2202</b>. In some embodiments, the memory is integrated with one or more of the game objects and/or one or more servers. In some embodiments, the part of the memory integrated with the game object stores the miniDNA data of the characteristic values and the part of the memory integrated on one or more servers stores the miniLife data of the characteristic values. In some embodiments, the one or more of the game objects each comprise an interface for coupling to the servers. In some embodiments, the interface comprises a universal serial bus. One or more of the characteristic values are adjusted with a controller based on game events that occur while playing the board game with the game objects at the step <b>2204</b>. In some embodiments, the miniDNA data is set as static data or semi-adjustable data and the miniLife data is set as fully-adjustable data. In some embodiments, the controller is integrated with one or more of the game objects. One or more of the characteristic values are adjusted with the controller based on external events that occur separate from the playing of the board game with the game objects at the step <b>2206</b>. In some embodiments, one or more of the characteristic values (e g miniLife data, miniDNA data) are defined as static, semi-adjustable or fully-adjustable such that the static characteristic values are not adjusted based on the game events, the semi-adjustable characteristic values are only adjusted by the game events and/or external events if predetermined conditions are met and the fully-adjustable characteristic values are adjusted based on all the game and/or external events.
0142In some embodiments, the characteristic values affect the way the board game is played with the game objects to which they correspond. In some embodiments, a user is able to adjust the game mode of the board game such that a specified version of the characteristic values is used to affect the game play and/or a specified portion of the characteristic values are ignored such that the values do not affect game play. For example, a user is able to select a “DNA only” mode wherein only the miniDNA data is used to affect game play. As another example, a user is able to select a prior version of all or a portion of the characteristic values be used during game play (e.g. the initial miniDNA values). Additionally, in some embodiments, a user is able to select a game mode such that the events that occur during the game cannot affect the characteristic values of the game object. For example, if a user desires to have “exhibition” games, but does not want the results of the games to affect the development of a game object's characteristic values the user is able to select an exhibition game mode wherein the events will not be used to adjust the characteristic values of the game object. In some embodiments, the user is able to switch the game object between two or more profiles with distinct characteristic values such that only the selected profile is affected by and affects the game play. For example, if a user develops a first profile wherein the object is a hero and a second profile wherein the same game object is a villain, the user is able to select before the playing of each game which profile is to be used for the object during game play. In some embodiments, the game object is selected from a group consisting of a game piece, a terrain piece and a game board. In some embodiments, the characteristic values stored on the servers are synchronized with the characteristic values stored on the game objects if the associated unique identifiers match. Alternatively, the characteristic values stored on the game objects are synchronized with the characteristic values stored on other game objects if the associated unique identifiers match. In some embodiments, one or more of the unique identifiers and the associated characteristic values are downloaded from one or more of the game objects and/or the servers to a new game object. In some embodiments, the adjustments are altered based on the unique identifier such that different game objects are adjusted differently based on the same external events and/or game events. In some embodiments, one or more of the object information is encrypted and/or uniquely identified based on the game object's unique characteristic values.
0143The dynamic system tracking described herein has numerous advantages. Specifically, the tracking allows a user to individually develop their game objects (and/or one or more profiles for each game object) such that each game object is distinct from every other game object based on their experiences/game events that occur during game play, as well as due to external events. As a result, the dynamic tracking described herein provides the advantage of allowing even physically identical game pieces <b>2102</b> to age or react differently to game play and outside of game play as if they were truly distinct individuals. One game object <b>2102</b> (and/or game object profile) might be prone to injury while another identical object might never be injured based on their differing unique identifiers when combined with the in game and out of game events they encounter. Additionally, these unique traits in the form of miniDNA data and experiences in the form of miniLife data, defined in the object information of the game objects, are able to be restored to a new game piece if lost or damaged by downloading the stored object data from tracking servers or other game objects. Similarly, the object information of a game object is able to be reset if a user wants to start over and create another unique game object. Thus, the board game with dynamic tracking system described herein provides the benefit of a board game with game objects whose development reflects not merely experiences within a single playing of the game, but instead includes experiences from every previous game play as well as out of game experiences allowing each object to obtain a unique value.
0144Board game system with visual based game object tracking and identification <figref idref="DRAWINGS">FIG. 23</figref> illustrates a board game system <b>2300</b> with visual based game object tracking and identification in accordance with some embodiments. The board game system <b>2300</b> is able to be substantially similar to the Intelligent Game System <b>100</b>, the multi-dimensional game system <b>1400</b> and/or the board game system <b>2100</b> described above except for the differences described herein. Specifically, as shown in <figref idref="DRAWINGS">FIG. 23</figref>, the board game system <b>2300</b> comprises one or more game objects <b>2302</b> each having a visual marker <b>2304</b>, a game board <b>2306</b>, one or more cameras <b>2308</b>, one or more processing elements <b>2310</b> and one or more memory devices <b>2312</b>. In some embodiments, the game board <b>2306</b> is able to be omitted. In some embodiments, one or more of the game board <b>2306</b>, the processing elements <b>2310</b>, memory devices <b>2312</b> and/or cameras <b>2308</b> are able to be incorporated into a single device. Alternatively, one or more of the game board <b>2306</b>, the processing elements <b>2310</b>, memory devices <b>2312</b> and/or cameras <b>2308</b> are able to be electrically coupled via one or more wired or wireless networks. In some embodiments, the cameras <b>2308</b> are positioned above the game board <b>2306</b> facing downward such that the cameras <b>2308</b> are able to view the upward facing surfaces of the game objects <b>2302</b>. Alternatively, the cameras <b>2308</b> are able to be positioned in other locations such that the cameras <b>2308</b> are able to view the surface of one or more of the game objects <b>2302</b>. In some embodiments, the processing elements <b>2310</b> and memory devices <b>2312</b> are able to be substantially similar to the processing/controlling elements and memory/storage devices described herein. Alternatively, the processing elements <b>2310</b> and memory devices <b>2312</b> are able to comprise other processing/controlling and memory/storage devices as are well known in the art.
0145The memory devices <b>2312</b> are able to store a table or memory map that associates identification data (e.g. a unique identifier of a game object) of the visual markers <b>2304</b> with one or more characteristic values corresponding to the game objects <b>2302</b>. By doing so, the memory devices <b>2312</b> enable the processing elements <b>2310</b> to match the identification data viewed on the visual markers <b>2302</b> with the identifiers stored in the table in order to determine the characteristic values that correspond to the game object <b>2302</b> having the visual marker <b>2304</b>. Thus, the processing elements <b>2310</b> are able to adjust the game and/or the game object <b>2302</b> based on the determined characteristic values of that game object <b>2302</b>. In some embodiments, the table/memory map is able to be substantially similar to the memory map described in reference to <figref idref="DRAWINGS">FIGS. 7A-7E</figref> and the identification data of the visual markers <b>2304</b> is able to be substantially similar to the unique identifiers described herein. Similarly, in some embodiments, the characteristic values are able to be substantially similar to the object information, block object information or other characteristic values described herein.
0146The game objects <b>2302</b> are able to be substantially similar to the game objects described above in relation to <figref idref="DRAWINGS">FIGS. 1-22</figref> except for the differences described herein. In particular, the game objects <b>2302</b> each have a body including a visual marker <b>2304</b> that uniquely identify the associated game object <b>2302</b>. In some embodiments, the visual marker <b>2304</b> is positioned on a upward facing surface of the game object <b>2302</b> such that the visual marker <b>2304</b> is visible to the cameras <b>2308</b>. Alternatively, the visual marker <b>2304</b> is able to be positioned on other portions of the surface of the game objects <b>2302</b>. In any case, the position of the visual marker <b>2304</b> on the surface of the game objects <b>2302</b> enables the processing elements <b>2310</b> to determine the location and identity of the game objects <b>2302</b> by analyzing images of the visual markers <b>2304</b> on the game objects <b>2302</b> input by the cameras <b>2308</b>. This location and identification data is then able to be used by the processing elements <b>2310</b> adjust, modify or otherwise enhance the game play of the board game system <b>2300</b>. In some embodiments, one or more of the game objects <b>2302</b> are able to have multiple visual markers <b>2304</b> positioned on an upper and/or otherwise facing surfaces of their body such that the ability of the cameras <b>2308</b> to view at least one of the markers <b>2304</b> is increased. In some embodiments, one or more of the game objects <b>2302</b> comprise one or more appendages <b>2303</b> each having an appendage visual marker <b>2304</b>′ that uniquely identifies the appendage <b>2303</b>. As a result, in the same manner that the processing elements <b>2310</b> determine the identity and location of the game objects <b>2302</b>, the processing elements <b>2310</b> are able to determine the identity and position of the appendages <b>2303</b> via the appendage visual markers <b>2304</b>′.
0147In some embodiments, the determined positions of the game objects <b>2302</b> and/or appendages <b>2303</b> are determined relative to the game board <b>2306</b>, relative to other game objects <b>2302</b>, or both. For example, the system <b>2300</b> is able to determine that a first game object <b>2302</b> is in the top left corner of the game board <b>2306</b> and/or that the first game object <b>2302</b> is five units south of a second game object <b>2302</b>. Further, in some embodiments, one or more of the appendages <b>2303</b> are able to move with respect to the game object <b>2302</b> of which they are a part. For example, as shown in <figref idref="DRAWINGS">FIG. 23</figref>, an “arm” appendage <b>2303</b> of a game object <b>2302</b> is able to be extended out from the body of the game object <b>2302</b>. Thus, as described above, the system <b>2300</b> is able to determine that the appendage <b>2303</b> is pointed toward or above the top left corner of the game board <b>2306</b> and/or that the appendage <b>2303</b> is extended out from the game object <b>2302</b>. Again, all this location and identification information is able to be used by the processing elements <b>2310</b> to enhance or otherwise affect the game play of the board game system <b>2300</b>. Additionally, it should be noted that the visual based tracking and identification system <b>2300</b> is able to be used in combination with the RFID tracking system described above and/or other tracking systems well known in the art.
0148<figref idref="DRAWINGS">FIG. 24A</figref> illustrates a close up view of a visual marker <b>2304</b>, <b>2304</b>′ and <figref idref="DRAWINGS">FIG. 24B</figref> illustrates a close up view of an outline of the sections of a visual marker <b>2304</b>, <b>2304</b>′ according to some embodiments. As shown in <figref idref="DRAWINGS">FIG. 24A</figref>, the visual marker <b>2304</b>, <b>2304</b>′ comprises an outer ring <b>2402</b> and one or more inner rings <b>2404</b>, wherein the outer ring <b>2402</b> and the inner rings <b>2404</b> form substantially concentric circles. Although in <figref idref="DRAWINGS">FIG. 24A</figref> only two inner rings <b>2404</b> are illustrated, any number of inner rings <b>2404</b> are contemplated. The outer ring <b>2402</b> surrounds the inner rings <b>2404</b> with a solid uninterrupted edge forming a circle and is able to be used to locate the visual markers <b>2304</b> within the images captured by the cameras <b>2308</b>. Specifically, the circle formed by the edge of the outer ring <b>2402</b> is able to be used by the processing elements <b>2310</b> to locate the visual markers <b>2304</b> by scanning the images for circles. In particular, in some embodiments the circles of the outer rings <b>2402</b> are located by the processing elements using an edge detection filter and/or a circle detection algorithm. For example, an edge detection filter is able to “highlight” the edges of the outer rings <b>2402</b> that form the circles and the circle detection algorithm is able to then locate the highlighted circles within the image. In some embodiments, the outer ring <b>2402</b> has a preselected diameter such that the processing elements <b>2310</b> are able to more easily distinguish the outer rings <b>2402</b> from other circles within the images. In some embodiments, the edge of the outer ring <b>2402</b> is able to form other shapes that are then searched for when locating the visual markers <b>2304</b>.
0149As shown in <figref idref="DRAWINGS">FIG. 24B</figref>, the inner rings <b>2404</b> comprise a plurality of subsections <b>2406</b> that represent the data that identifies the game object <b>2302</b> and/or appendage <b>2303</b> that the visual marker <b>2304</b>, <b>2304</b>′ is located on. Each subsection <b>2406</b> has a specified size that depends on the diameter of the inner ring <b>2404</b> of which the subsection <b>2406</b> is a part. In some embodiments, each inner ring <b>2404</b> comprises sixteen subsections <b>2406</b>. Alternatively, one or more of the rings <b>2404</b> are able to have different numbers of subsections <b>2406</b>. In order to visually represent the identifier or identification data of the visual marker <b>2304</b>, each of the subsections <b>2406</b> are able to be filled in with color or left blank (e.g. black or white) forming a binary pattern or bar code. Thus, by reading this circular bar code the processing elements <b>2310</b> are able calculate a unique identifier of the game object <b>2302</b> and/or other data associated with the game object <b>2302</b> having the visual marker <b>2304</b>. Alternatively, any combination of a bar code and/or other forms of visually representing the identification data are able to be used within the outer ring <b>2402</b> as are well known in the art.
0150In some embodiments, one or more of the inner rings <b>2404</b> are able to indicate an angle or starting point of the data represented by the segments <b>2406</b> of the inner rings <b>2404</b>. This angle/starting point indicates at what point or segments <b>2406</b> of the rings <b>2404</b> the processing elements <b>2310</b> should begin with when inputting the binary code. Additionally, this angle/starting point is able to indicate the orientation of the visual marker <b>2304</b> and/or game object <b>2302</b> with respect to the camera(s) that captures the image, the game board <b>2306</b> and/or other game objects <b>2302</b>. Further, in some embodiments, the one or more rings <b>2404</b> that indicate the angle or starting point are each at a preselected distance from the outer ring <b>2402</b> such that the processing elements <b>2310</b> are able to identify these angle indicating rings <b>2404</b>. For example, the processing elements <b>2310</b> are able to always observe the innermost of the inner rings <b>2404</b> in order to determine the angle or starting point. Alternatively, the one or more rings <b>2404</b> that indicate the angle or starting point are able to be identified by other visual indicators such as a preselected segment pattern or binary code that is not used for another purpose. As a result, the board game system <b>2300</b> is able to quickly read/input the identification data of the visual markers <b>2304</b> regardless of their orientation on the images. Further, the board game system <b>2300</b> is able to determine the orientation of the game objects <b>2302</b> and utilized the orientation data to enhance or otherwise affect the game play of the board game. It should also be noted that the identification data and/or other data represented on the visual markers <b>2304</b> is able to be substantially similar to the other unique identifiers and associated characteristic values described herein.
A Method of Locating and Identifying Game Objects
0151A method of locating and identifying game objects according to some embodiments will now be discussed in reference to the flow chart illustrated in <figref idref="DRAWINGS">FIG. 25</figref>. It is understood that the method of locating and identifying game objects is able to be combined with one or more of the other methods described herein in reference to the flow charts illustrated in <figref idref="DRAWINGS">FIGS. 4</figref>, <b>5</b>, <b>8</b>A-D <b>13</b>, <b>19</b>, <b>20</b> and <b>22</b>. A user positions one or more game objects each having a visual marker on the game board at the step <b>2502</b>. One or more cameras capture one or more images of the game board and the game objects at the step <b>2504</b>. A processing element determines the location of the one or more game objects on the game board by locating the visual markers of the game objects within the images at the step <b>2506</b>. In some embodiments, the location of the one or more game objects is determined relative to the position of one or more other game objects. Alternatively, the location of the one or more game objects is determined relative to the game board. In some embodiments, the processing device locates an outer ring of each visual marker of each game object using an edge detection algorithm and/or circle detection algorithm on the images of the game board. For example, the images are able to be filtered using a Canny or Canny-Deriche edge detection algorithm/filter and/or transformed by a Hough circle algorithm/transform. The processing element determines the unique identity of each game object from the data on each located the visual marker at the step <b>2508</b>. In some embodiments, determining the unique identity comprises detecting a starting point or angle indicated by one or more inner rings of the visual marker and processing the data represented by the rings based on the detected starting point. In some embodiments, the processor determines the orientation of one or more of the game objects based on the detected angle. In some embodiments, the processing element determines the location and identity of one or more second visual markers on one or more of the game objects, wherein the second visual markers represent the location and identity of a second portion or appendage of the one or more of the game objects. In some embodiments, the second portion or appendage is able to move with respect to the remainder of the game object such that the processing device is able to track the movement of the second portion based on the location of the second visual marker on the second portion/appendage. The processing element retrieves the characteristic values associated with the unique identity from a memory device and adjusts the game play based on the determined location and retrieved characteristic values of the game objects at the step <b>2510</b>. In some embodiments, the processing element adjusts the game play based on the determined orientation of the game objects. As a result, the method is able to track both the location and identity of the game objects and adjust the game play accordingly thereby enhancing the gaming experience.
0152The board game system using visual based game object identification and tracking described herein has numerous advantages. Specifically, the system has a reduced cost when compared to other tracking systems required more hardware. Further, due to this requirement of less hardware, the system is able to be easily upgraded via software upgrades compared to other tracking systems wherein the hardware is not able to be upgraded (without buying new equipment) and thus is able to become quickly outdated. Moreover, the visual based system does not require a grid or other resolution limiting element enable the system to produce an extremely accurate resolution when determining the location of the game objects. Finally, due to the simplicity of design and less computations required, the processing elements are able to perform faster thereby enhancing the response time and overall game play experience.
0153The present invention has been described in terms of specific embodiments incorporating details to facilitate the understanding of principles of construction and operation of the invention. Such reference herein to specific embodiments and details thereof is not intended to limit the scope of the claims appended hereto. It will be readily apparent to one skilled in the art that other various modifications are able to be made in the embodiment chosen for illustration without departing from the spirit and scope of the invention as defined by the claims. Furthermore, as used herein the terms game or board game are able to refer to tabletop games or any other type of game including physical game objects.
Contents6
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Numbers
- Publication
- 20120052934
- Publication, DOCDB
- 2012052934
- Publication, EPODOC
- US2012052934
- Application
- 13227292
- Application, DOCDB
- 201113227292
- Application, EPODOC
- US201113227292
Titles
- English
- BOARD GAME WITH DYNAMIC CHARACTERISTIC TRACKING
Patent term adjustment
- A delay
- +224 daysthe office missed an examination deadline
- Applicant delay
- −564 days
- Net adjustment
- 0 days
Classification
- CPC, 26
- A63F3/00643
- A63F3/00214
- A63F2003/00258
- A63F2003/00394
- A63F2003/00662
- A63F2003/00668
- A63F2009/2419
- A63F2009/242
- A63F2009/2467
- A63F2009/247
- A63F2009/2486
- A63F2009/2489
- A63F2003/00223
- A63F2300/1031
- A63F2300/1062
- A63F2300/1068
- A63F2300/405
- A63F2300/407
- A63F13/49
- A63F13/213
- A63F13/245
- A63F13/23
- A63F13/98
- A63F13/58
- A63H2200/00
- A63F2300/30
- IPC, 5
- A63F9 24
- A63F13 20
- A63F13 55
- A63F13 79
- A63F13 95
- USPC, 1
- 463009000