U.S. patent application number 11/340129 was filed with the patent office on 2007-07-26 for sudoku game device with speed challenge mode.
This patent application is currently assigned to Daka Studio Inc.. Invention is credited to Hsien-Tang Chen, Chen-Chun Lai, Shao-Ming Wu.
Application Number | 20070173305 11/340129 |
Document ID | / |
Family ID | 38286217 |
Filed Date | 2007-07-26 |
United States Patent
Application |
20070173305 |
Kind Code |
A1 |
Chen; Hsien-Tang ; et
al. |
July 26, 2007 |
Sudoku game device with speed challenge mode
Abstract
The present invention discloses a method for processing a Sudoku
game in a device, wherein the device has a Sudoku puzzle program
for creating a challenge mode Sudoku puzzle, an input module,
wherein a symbol may be entered into a blank cell on a grid by a
directional button and an input button of the input module, the
method comprising: creating a default symbol on some of the cells
of the grid on a display; and then selecting the blank cell of the
grid; finally entering a symbol into the blank cell; wherein the
challenge mode Sudoku game is completed in less a predetermined
time and shown the outcome on the display, otherwise the challenge
mode Sudoku game fails; if the entered symbol fits the Sudoku
puzzle, then the answer is correct; if the entered symbol does not
fit the Sudoku puzzle, then the answer is wrong.
Inventors: |
Chen; Hsien-Tang; (Taipei,
TW) ; Lai; Chen-Chun; (Taipei, TW) ; Wu;
Shao-Ming; (Taipei, TW) |
Correspondence
Address: |
KUSNER & JAFFE;HIGHLAND PLACE SUITE 310
6151 WILSON MILLS ROAD
HIGHLAND HEIGHTS
OH
44143
US
|
Assignee: |
Daka Studio Inc.
|
Family ID: |
38286217 |
Appl. No.: |
11/340129 |
Filed: |
January 26, 2006 |
Current U.S.
Class: |
463/9 |
Current CPC
Class: |
A63F 13/92 20140902;
A63F 3/00643 20130101; A63F 13/44 20140902; A63F 13/80 20140902;
A63F 2003/0418 20130101 |
Class at
Publication: |
463/009 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A method for processing a Sudoku game in a device, wherein said
device has a Sudoku puzzle program for creating a challenge mode
Sudoku puzzle, an input module, wherein a symbol may be entered
into a blank cell on a grid by a directional button and an input
button of said input module, said method comprising: creating a
default symbol on some of the cells of said grid on a display;
selecting a blank cell of said grid; and entering a symbol into
said blank cell; wherein said challenge mode Sudoku game is
completed in less a predetermined time and shown the outcome on
said display, otherwise said challenge mode Sudoku game fails.
2. The method as in claim 1, wherein if said entered symbol fits
said Sudoku puzzle in less said predetermined time, then the answer
is correct shown on said display.
3. The method as in claim 1, wherein if said entered symbol does
not fit said Sudoku puzzle in less said predetermined time, then
the answer is wrong shown on said display.
4. The method as in claim 1, wherein said creating is utilized by
substantially simultaneously pressing said directional button and
said input button.
5. The method as in claim 1, wherein said creating is utilized by
substantially simultaneously pressing a forward button and a
backward button of said directional button.
6. The method as in claim 1, wherein said creating is utilized by
substantially simultaneously pressing a symbol button and a
confirmation button of said input button.
7. The method as in claim 1, wherein said selecting is utilized by
an action of short release of said directional button.
8. The method as in claim 1, wherein said selecting is utilized by
an action of pressing of said directional button to a predetermined
time.
9. The method as in claim 1, wherein said selecting is utilized by
pressing a forward button of said directional button.
10. The method as in claim 1, wherein said selecting is utilized by
pressing a backward button of said directional button.
11. The method as in claim 1, wherein said entering is utilized by
an action of pressing of said input button to a predetermined
time.
12. The method as in claim 1, wherein said entering is utilized by
pressing a confirmation button of said input button.
13. The method as in claim 1, wherein said device comprises an
electronic game device, a mobile phone, a computer or a PDA
(Personal Digital Assistant).
14. The method as in claim 1, wherein said grid comprises m.times.m
cells, wherein said m is an integer from four to nine.
15. The method as in claim 1, wherein sub grids of said grid are
asymmetric on 5.times.5 cells.
16. The method as in claim 1, further comprising a step of showing
the complete time on said display after said completing said Sudoku
game.
Description
FIELD OF THE INVENTION
[0001] The present invention relates to a number place game device,
and more particularly, relates to a method for processing a Sudoku
game in a device which may determine whether a symbol place is
proper by Sudoku puzzle.
BACKGROUND OF THE INVENTION
Description of the Related Art
[0002] Sudoku is a placement puzzle, also known as number place.
Generally, the aim of the puzzle is to enter a numeral from 1 (one)
through 9 (nine) in each cell of a grid, most frequently a
9.times.9 grid made up of 3.times.3 sub grids (called "regions"),
shown in FIG. 1. Sudoku begins with some of the grid cells filled
with numbers (the "givens"), shown in FIG. 2. Each row, column and
region must contain only one instance of each number. Completing
the puzzle requires patience and logical ability.
[0003] Moreover, Sudoku will exercise the logical side of your
brain, and though the puzzles are amazingly simple, solving these
puzzles will definitely challenge you. As described above, every
row and column contains the digits from 1 (one) through 9 (nine).
Each of the nine 3.times.3 regions will also contain one of the
digits. Knowing this, and with a few cells exposed, you can deduce
the other cells until the entire grid is filled.
[0004] FIG. 3a.about.3c shows a view of Sudoku puzzle. The object
of Sudoku is to fill the other empty cells with numbers between 1
(one) through 9 (nine) (one number only in each cell) according to
the following guidelines: 1. Number can appear only once on each
row, shown in FIG. 3a; 2. Number can appear only once on each
column, shown in FIG. 3b; and 3. Number can appear only once on
each region, shown in FIG. 3c. The summary of these guidelines
would be, that a number should appear only once on each row, column
and a region.
[0005] Currently, the method for playing Sudoku comprises the
following steps: 1. drawing nine 3.times.3 sub grids on a paper by
a pencil and a rubber; 2. placing some digits on the sub grids; 3.
entering digits from 1 (one) through 9 (nine) into all blank cells
on the grid until each row, column and 3.times.3 box contain the
digits 1 through 9 once and only once.
[0006] The playing method of the conventional Sudoku game needs
many buttons, in general above nine buttons or more, to proceed the
playing, and therefore it causes to waste material made of the
Sudoku device and inconveniently control the buttons by the users.
Moreover, the conventional Sudoku game is too simple lack of
variation for playing.
[0007] Therefore, in view of the above-mentioned of the prior art,
a new method for playing Sudoku game may be provided to achieve a
purpose for convenient and various playing method.
SUMMARY OF THE INVENTION
[0008] In view of the drawbacks of prior art, which is produced of
inconveniently control the buttons by the users and lack of
variation for playing, the present invention provides a new method
for processing Sudoku game in a device.
[0009] In accordance with the purpose of the present invention, the
invention provides a method for processing a Sudoku game in a
device, wherein the device has a Sudoku puzzle program for creating
a challenge mode Sudoku puzzle, an input module, wherein a symbol
may be entered into a blank cell on a grid by a directional button
and an input button of the input module, the method comprising:
creating a default symbol on some of the cells of the grid on a
display; selecting a blank cell of the grid; and entering a symbol
into the blank cell; wherein the challenge mode Sudoku game is
completed in less a predetermined time and shown the outcome on the
display, otherwise the challenge mode Sudoku game will fail.
[0010] If the entered symbol fits the Sudoku puzzle in less the
predetermined time, then the answer is correct shown on the
display. If the entered symbol does not fit the Sudoku puzzle in
less the predetermined time, then the answer is wrong shown on the
display.
[0011] The method further comprises a step of showing the complete
time on the display after the step of finishing the Sudoku
game.
[0012] An action of short release of the directional button
represents a signal of cursor forwarding and an action of pressing
of the directional button to a predetermined time represents a
signal of cursor backward until an action of releasing the
cursor.
[0013] An action of short release of the input button represents a
signal of changing the selected symbol, and an action of pressing
the input button to a predetermined time represents a signal of
confirming the selected symbol.
[0014] According to another aspect of the present invention, a
four-buttons input module is coupled to the microprocessor, wherein
a symbol may be entered into a blank cell on a grid by
two-directional buttons and two-input buttons of the four-buttons
input module.
[0015] The two-directional buttons comprise a forward button for
moving the cursor cell to a next forward cell, and a backward
button for moving back the cursor to a previous cell, and wherein
the two-input buttons comprises a symbol button for changing the
symbol to be inserted into the cursor cell, and a confirmation
button for confirming the symbol to be inserted into the cell.
[0016] The directional button and the input button are
substantially simultaneously pressed to erase the symbols on the
grid such that Sudoku may be re-started. The pressed may be
determined by substantially simultaneously pressing short release
or pressing a predetermined time of the directional button and the
input button.
[0017] The above-mentioned grid comprises m.times.m cells, wherein
the number of m is an integer from four to nine. The sub grids of
the grid are asymmetric on 5.times.5 cells.
BRIEF DESCRIPTION OF THE DRAWINGS
[0018] For a better understanding of the present invention and to
show how it may be carried into effect, reference will now be made
to the following drawings, which show the preferred embodiments of
the present invention, in which:
[0019] FIG. 1 shows a view of a 9.times.9 grid made up of 3.times.3
sub grids.
[0020] FIG. 2 shows a view of Sudoku beginning with some of the
grid cells filled with numbers.
[0021] FIG. 3a.about.3c shows a view of Sudoku puzzle.
[0022] FIG. 4 shows a Sudoku device according to the present
invention.
[0023] FIG. 5 shows a functional diagram of Sudoku device according
to the present invention.
[0024] FIG. 6 shows a view of Sudoku beginning with some of the
grid cells made of four 2.times.2 sub grids filled with numbers
according to the present invention.
[0025] FIG. 7 shows a view of Sudoku beginning with some of the
grid cells made of five sub grids filled with numbers according to
the present invention.
[0026] FIG. 8 shows a flow chart of method for processing a speed
challenge mode Sudoku game according to the present invention.
DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0027] In the following description, numerous specific details are
set forth in order to provide a thorough understanding of the
present invention, and the scope of the present invention is
expressly not limited expect as specified in the accompanying
claims. One skilled in the relevant art will recognize, however,
that the invention may be practiced without one or more of the
specific details.
[0028] Those of ordinary skill in the art will immediately realize
that the embodiments of the present invention described herein in
the context of methods and schematics are illustrative only and are
not intended to be in any way limiting. Other embodiments of the
present invention will readily suggest themselves to such skilled
persons having the benefits of this disclosure.
[0029] The numerals in Sudoku puzzle are used for convenience;
arithmetic relationships between numerals are absolutely
irrelevant. Moreover, any set of distinct symbols will do, for
example numbers, letters, geometric shapes, or colors may be used
without altering the puzzle.
[0030] Referring to FIG. 4 and FIG. 5, it shows a Sudoku device
according to the present invention. The Sudoku device comprises a
main body 40, a display 41, a keyboard 42, a switch 43, a display
interface 44, a microprocessor 45, an input module 46, a memory 47,
a Sudoku conditional module 48 and a power source 49. In one
embodiment, the input module 46 comprises two-buttons input module
or four-buttons input module. The display 41 is disposed on the
main body 40. For example, the display 41 is a LCD display. The
display 41 is set to a grid comprised of m.times.m cells, wherein
the number of m is from four to nine. For example, m is four. In
this regards, the grid comprises four 2.times.2 sub grids (called
"regions"), shown in FIG. 6. In another embodiment, m is nine, and
then the grid comprises nine 3.times.3 sub grids, shown in FIG. 2.
In yet another embodiment, m is five, and then the grid comprises
five sub grids, shown in FIG. 7, wherein sub grids of the grid are
asymmetric on 5.times.5 cells. A key area 42 may be disposed on the
side of the display 41. One aspect of the present invention is
two-buttons control. Therefore, the key area 42 comprises a
directional button 42a for moving the cursor cell, and an input
button 42b for inputting the symbols. The control of the buttons
42a, 42b will be described in detail later. The symbols comprise
but not limited numbers, letters, geometric shapes or colors, as
described above. In other words, the symbols may be inputted by the
keys 42a and 42b. The switch 43 may be disposed on the side of the
main body 40, and coupled to the power source 49 for switching the
status of the Sudoku device on or off controlled by switch 43. The
memory 47 may store data of user's name or play record etc.
[0031] The microprocessor 45 is disposed into the main body 40, and
coupled to the power source 49. The microprocessor 45 is coupled to
the Sudoku conditional module 48. The Sudoku conditional module 48
comprises a Sudoku puzzle program for generating a Sudoku puzzle.
In one embodiment, the Sudoku conditional module 48 may be embedded
into the microprocessor 45. The display interface 44 is disposed
into the main body 40, and coupled to the microprocessor 45, the
display 41 and the power source 49. The display 41 may be shown the
data of executing or completed Sudoku processed by the
microprocessor 45 through the display interface 44 coupled to the
display 41. The microprocessor 45 is coupled to the power source 49
and the dual button input module 46 such that the power source 49
can provide a power source to microprocessor 45 and display 41
through the display interface 44. In other words, the direction of
the cursor on the display is controlled by dual button input module
46 through the directional button 42a and the input button 42b.
[0032] Sudoku may be executed by the Sudoku device made of the
above-mentioned elements. Sudoku begins with some of the grid cells
filled with symbols such as given numbers crested by a random
access producer (not shown) of the microprocessor 45 by pressed the
input button 42b of the key area 42, shown in FIG. 6a. In the
meanwhile, the microprocessor 45 may check whether the given
numbers are fitted the Sudoku puzzle or not. And then, the
directional button 42a and the input button 42b of the key area 42
are utilized to enter other symbols such as digits from 1 (one)
through 4 (four) into all blank cells on the grid. The
microprocessor 45 may check whether the entered symbols are fitted
the Sudoku puzzle or not. The un-fitted symbols may be shown on the
display 41 by an indication to remind user of re-entering another
symbol into blank cell on the grid again. The conventional method
for playing Sudoku has a drawback of repeatedly trying and
correcting by erasing, re-placing and checking place number
continuously in the condition without meeting the requirement of
the Sudoku puzzle which may be overcome by the automatically
checking the entered symbols into all blank cells on the grid.
[0033] Referring to FIG. 4.about.FIG. 7, when the symbols entered
into all blank cells are filled, the microprocessor 45 may
determine that the Sudoku is finished, followed by sending an
indication of play completed through the display 41 and allowable
for erase the symbols on the grid for re-starting of Sudoku. In one
embodiment, the symbols may be numbers such as one, two, three and
four; characters such as A, B, C and D.
[0034] Referring to FIG. 4.about.FIG. 7 again, the key area 42
comprises one directional button 42a and one input button 42b. When
Sudoku begins, some of the grid (or each one of the sub grids)
cells is filled with symbols such as given numbers crested by a
random access producer (not shown) of the microprocessor 45 by
pressed the input button 42b of many times which the microprocessor
45 may check and command the given numbers fitting the Sudoku
puzzle. In processing Sudoku, the directional button 42a may be
utilized (pressed) to move the cursor cell on the display 41 to a
location of the selected symbol. For example, an action of short
release of the directional button 42a represents a signal of cursor
forwarding and an action of pressing of the directional button 42a
to a predetermined time represents a signal of cursor backward
until an action of releasing the cursor. And then, a responsive
symbol on the location determined by the microprocessor 45 may be
shown on the display 41 by pressed the input button 42b of many
times. For example, an action of short release of the input button
42b represents a signal of changing the selected symbol, and an
action of pressing the input button 42b to a predetermined time
represents a signal of confirming the selected symbol, and vice
versa. In other words, the selected symbol may be determined by
pressing a predetermined time the input button 42b after short
release of the input button 42b one or more times. The default
control signal may be defined in the device and controlled by the
dual button input module 46.
[0035] In another embodiment, the key area 42 comprises two
directional buttons 42a and two input buttons 42b. The two
directional buttons 42a comprise a forward button for moving the
cursor to a next forwarding cell, and a backward button for moving
back the cursor to a previous cell. Similarly, the two input
buttons 42b comprises a symbol button for changing the symbol to be
inserted into the cursor cell, and a confirmation button for
confirming the symbol to be inserted into the cell.
[0036] As described above, Sudoku puzzle follows guidelines that a
symbol should appear only once on each row, column and a region. In
other words, the same symbol can not appear on each row, column and
a region. In one embodiment, the indication shown on the display 41
and controlled by the microprocessor 45 indicates that the repeated
symbol cell on the same row, column or a region returns to the null
cell.
[0037] As stopping Sudoku, the directional button 42a and the input
button 42b may be substantially simultaneously pressed to erase the
symbols on the grid (or each one of the sub grids) such that Sudoku
may be re-started.
[0038] Moreover, the directional button 42a and the input button
42b may be substantially simultaneously pressed to set the given
symbols created by the microprocessor 45 as a default symbols which
can not be changed and erased.
[0039] The above pressing method may be determined by substantially
simultaneously pressing short release or pressing a predetermined
time of the directional button 42a and the input button 42b.
[0040] Besides, the above pressing method may be determined by
substantially simultaneously pressing a forward button or a
backward button of the directional button 42a and a symbol button
or a confirmation button of the input button 42b.
[0041] In another embodiment, the device with a Sudoku game module
of the present may be an electric game device, a mobile phone, a
computer or a PDA (Personal Digital Assistant). When Sudoku begins,
some of the grid (or each one of the sub grids) cells is filled
with symbols such as given symbols crested by a random access
producer of the above device such that the microprocessor 45 may
check and command the given symbols fitting the Sudoku puzzle. The
given symbols may be set as default symbols.
[0042] Referring to FIG. 8, it shows a flow chart of method for
processing a speed challenge mode Sudoku game according to the
present invention. In this embodiment, the device has a Sudoku
puzzle program for creating a challenge mode Sudoku puzzle. In the
challenge mode Sudoku puzzle, the challenge mode Sudoku game must
be completed in less a predetermined time, otherwise the challenge
mode Sudoku game will fail. The player is queried the symbol, such
as a number, in specific cell of sudoku table.
[0043] Firstly, in the step 801, a default symbol is created on
some of the cells of a grid on a display, for example shown in FIG.
2, FIG. 6 or FIG. 7. The grid comprises m.times.m cells, wherein
said m is an integer from four to nine, wherein sub-grids of the
grid are asymmetric on 5.times.5 cells. As above described, the
input module comprises two-buttons input module or four-buttons
input module. In the two-buttons input module, creating the default
symbol in the step 801 may be utilized by substantially
simultaneously pressing said directional button and said input
button. In the four-buttons input module, creating the default
symbol in the step 801 may be utilized by substantially
simultaneously pressing a forward button and a backward button of
the directional button, or substantially simultaneously pressing a
symbol button and a confirmation button of said input button.
[0044] Next, in the step 802, selecting a blank cell of the grid by
the challenge mode Sudoku puzzle is proceeded. Similarly, in the
two-buttons input module, selecting the blank cell in the step 802
is utilized by an action of short release of the directional button
or an action of pressing of the directional button to a
predetermined time to determine a specific blank cell of the
sub-grid of the grid. In addition, in the four-buttons input
module, selecting the blank cell in the step 802 is utilized by
pressing a forward button of the directional button or pressing a
backward button of the directional button to determine a specific
blank cell of the sub-grid of the grid.
[0045] In the following, in the step 803, entering a symbol into
the blank cell by the challenge mode Sudoku puzzle is performed.
The entering the symbol into the blank cell by the challenge mode
Sudoku puzzle in the step 803 is utilized by an action of pressing
of said input button to a predetermined time to determine a
specific symbol into the blank cell in the two-buttons input
module. Similarly, entering the symbol into the blank cell by the
challenge mode Sudoku puzzle in the step 803 is utilized by
pressing a confirmation button of the input button to determine a
specific symbol into the blank cell in the four-buttons input
module.
[0046] Subsequently, in the step 804, it determines whether the
challenge mode Sudoku game completes in less a predetermined time
or not. If the entering time or the whole time (comprising
creating, selecting and entering step or the combination thereof)
of the challenge mode Sudoku game exceeds the predetermined time,
then the challenge mode Sudoku game will fail, shown in step 805.
If the entering time or the whole time (comprising creating,
selecting and entering step or the combination thereof) of the
challenge mode Sudoku game is less the predetermined time, then the
challenge mode Sudoku game produces a outcome. If the entered
symbol fits the speed challenge mode Sudoku puzzle, indicating the
answer is correct, shown on the display. And then, it performs
counting the complete time in the step 806. The complete time may
be a scoring factor of the speed challenge mode Sudoku puzzle. In
contrast, if the entered symbol does not fit the speed challenge
mode Sudoku puzzle, indicating the answer is wrong shown on the
display.
[0047] The player will need to use some deduction rules to get the
answer. The difficulty levels of the query can be designed with the
symbol of deduction rule applied or the complexity of the deduction
rules. As above-mentioned describe, the complete time is the
scoring factor of the game.
[0048] Therefore, in contrast with the prior art having some
drawbacks described as above, the method for processing the speed
challenge mode Sudoku puzzle of the present invention may achieve a
purpose for convenient and various playing method to overcome the
above drawbacks.
[0049] As will be understood by persons skilled in the art, the
foregoing preferred embodiment of the present invention is
illustrative of the present invention rather than limiting the
present invention. Having described the invention in connection
with a preferred embodiment, modification will now suggest itself
to those skilled in the art. Thus, the invention is not to be
limited to this embodiment, but rather the invention is intended to
cover various modifications and similar arrangements included
within the spirit and scope of the appended claims, the scope of
which should be accorded the broadest interpretation so as to
encompass all such modifications and similar structures. While the
preferred embodiment of the invention has been illustrated and
described, it will be appreciated that various changes can be made
therein without departing from the spirit and scope of the
invention.
* * * * *