U.S. patent application number 12/117307 was filed with the patent office on 2008-11-13 for gaming system having a set of modular game units.
Invention is credited to Kevin P. Brunner, Guy Thomas Robert Mcllroy.
Application Number | 20080280682 12/117307 |
Document ID | / |
Family ID | 39970033 |
Filed Date | 2008-11-13 |
United States Patent
Application |
20080280682 |
Kind Code |
A1 |
Brunner; Kevin P. ; et
al. |
November 13, 2008 |
Gaming system having a set of modular game units
Abstract
A game system comprises a set of independent units, preferably
wirelessly connected. One of the displays preferably is a master
unit that manages the game and its display on the remaining,
satellite units. The master unit typically has Internet
connectivity. Each unit can stand on its own, has a touch sensitive
display capable of handling multiple touch points, and includes an
accelerometer (or the equivalent) for detecting physical changes in
its orientation. With the modular units, a game board can be
created, re-arranged and manipulated to support various modes of
game play that one might encounter when physically interacting with
traditional board games. The game play can also be extended over
the Internet (or other network connection) to local or remote
players. Each modular unit has a mechanism to determine the unit's
orientation to a fixed surface, and relative to one another.
Inventors: |
Brunner; Kevin P.; (Morgan
Hill, CA) ; Mcllroy; Guy Thomas Robert; (Los Gatos,
CA) |
Correspondence
Address: |
David H. Judson
Suite 225, 15950 Dallas Parkway
Dallas
TX
75248
US
|
Family ID: |
39970033 |
Appl. No.: |
12/117307 |
Filed: |
May 8, 2008 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
|
|
60916782 |
May 8, 2007 |
|
|
|
Current U.S.
Class: |
463/40 |
Current CPC
Class: |
A63F 2003/00362
20130101; A63F 3/00643 20130101; A63F 2009/2489 20130101; G07F
17/32 20130101; A63F 2003/00359 20130101; G07F 17/3223
20130101 |
Class at
Publication: |
463/40 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. Apparatus, comprising: a set of two or more modules adapted to
communicate with one another, wherein at least first and second of
the modules are positioned relative to one another to facilitate a
game.
2. The apparatus as described in claim 1 wherein the first and
second modules and adapted to communicated with one another
wirelessly.
3. The apparatus as described in claim 1 wherein the first and
second modules are positioned side-by-side to provide a playing
surface that is larger than a playing surface provided by a given
one of the first and second modules.
4. The apparatus as described in claim 1 wherein at least one of
the first and second modules is positioned on an end thereof so
that a portion of a playing surface is obscured.
5. The apparatus as described in claim 1 wherein the first module
provides a control function for at least the second module.
6. The apparatus as described in claim 1 wherein at least the first
and second modules each include a device that determines a position
and an orientation of the module.
7. The apparatus as described in claim 1 wherein at least one of
the first and second modules includes software for exporting a
display of a game surface provided by the first and second
modules.
8. The apparatus as described in claim 1 wherein at least one of
the first and second modules includes a camera for exporting a
display of a person involved in local game play.
9. The apparatus as described in claim 1 wherein the game is
associated with one or more other players via a network connection
to at least the first module.
10. The apparatus as described in claim 1 wherein each of first and
second modules has a same or different shape and configuration.
11. The apparatus as described in claim 1 wherein each of the
modules has at least one touch-sensitive display surface.
12. A game system, comprising: a set of modules adapted to
communicate with one another wirelessly, wherein at least one of
the modules is a control module that provides control signals to
one or more satellite modules, wherein the control module maintains
state information for each of the displays associated with the one
or more satellite modules; wherein at least first and second
modules are positioned to form a composite playing surface; and a
game having a play area displayed on the first and second modules
and controlled by the control module.
13. A method of playing a game using game units that wirelessly
communicate with one another, comprising: establishing a virtual
space in which the game is to be played; for each game unit,
deriving physical position information that identifies a notational
physical position of the game unit relative to at least one other
game unit in the virtual space; and coordinating the physical
position information from at least first and second game units such
that the physical position information is coherent with respect to
the game units within the virtual space.
14. The method as described in claim 13 wherein the physical
position information is a physical position vector (PPV) that is
expressed in absolute, relative or abstract terms.
15. The method as described in claim 14 further including modifying
a given PPV as the game is played.
16. The method as described in claim 14 further including
registering each game unit in the virtual space prior to the
coordinating step.
17. The method as described in claim 13 further including taking a
given action at the first game unit to direct an action at a player
associated with the second game unit.
18. The method as described in claim 17 wherein the given action is
a physical device gesture.
19. The method as described in claim 13 where the physical position
information represents a relative player position such that an
associated player position is independent of yet complementary to
the virtual space.
20. The method as described in claim 14 wherein a mapping of the
physical position vector to the virtual space for each game unit
enables the virtual space to be coherently rendered to the game
units irrespective of changes in physical location of one or more
game units.
Description
[0001] This application is based on Ser. No. 60/916,782, filed May
8, 2007.
BACKGROUND OF THE INVENTION
[0002] 1. Technical Field
[0003] This disclosure relates generally to electronic gaming
systems and devices.
[0004] 2. Description of the Related Art
[0005] Video games are a well-developed technological art. A video
game is a game that involves interaction with a user interface to
generate visual feedback on a video display, such as a raster-type
display. The electronic systems used to play video games are known
as platforms. They include personal computers, specialized video
game consoles, handheld devices (e.g., cell phones, PDAs, etc.),
and the like. The user interface to manipulate a video game is
generally called a game controller, which varies across platforms.
Beyond the common element of visual feedback, video games have
utilized other systems to provide interaction and information to
the player, such as sounds and vibrations. It is also known in the
art that video games can be played in a standalone "local" manner,
or "remotely," e.g., via a network connection, such as the
Internet. Multiplayer games are those that can be played either
competitively or cooperatively, typically by using multiple input
devices.
BRIEF SUMMARY OF THE INVENTION
[0006] This disclosure relates to a portable game platform
designed, for example, to replace a traditional board game. In one
embodiment, the platform comprises a set (e.g., two or more)
independent units, which preferably are wirelessly connected. One
of the displays preferably is a master unit that manages the game
and its display on the remaining, satellite units. The master unit
typically has Internet connectivity. Preferably, each unit can
stand on its own, has a touch sensitive display capable of handling
multiple touch points (chording), and includes an accelerometer (or
the equivalent) for detecting physical changes in its
orientation.
[0007] With the modular units, a game board can be created,
re-arranged and manipulated to support the various modes of game
play that one might encounter when physically interacting with
traditional board games. The accelerometer, for example, allows for
a simulation of dice to be rendered and for the player to shake the
board to roll the dice. The same mechanism can be used to displace
the dice, e.g., in a dice game. The separate, but preferably
wirelessly connected, units allow for the shape of the board to
change to support different styles of game play and information
hiding. Thus, e.g., four units could be arranged in a classic
two-player arrangement to support the same gaming experience. A
multi-point touch screen allows for more direct interaction with
pieces and the game than other gaming platforms, and it allows for
natural information hiding. Additionally, tactile game pieces may
be provided that would interact with the board further enhancing
the physical experience associated with classic board games.
[0008] Preferably, each modular unit has a display portion, such as
a one or more TFT or OLED display panels. The shape of each modular
unit may be the same, or different. Typically, the modular units
have the same configuration. Preferably, at least some if not all
of the modules in the system can be oriented arbitrarily and thus
can be arranged suitably to promote or represent a specific style
of board game play. As noted above, the game play over the modules
may be extended by wireless connectivity to support an arbitrary
board size. The game play can also be extended over the Internet
(or other network connection) to local or remote players.
Preferably, each modular unit has a mechanism to determine the
unit's orientation to a fixed surface, and relative to one
another.
[0009] Preferably, the master unit acts as a central controller. It
operates to distribute the state of the game to the satellite units
(and their associated remote displays), e.g., by means of
networking connections and associated software. Preferably, the
master controller executes appropriate platform software that has
knowledge of the other boards, what should be displayed to the
user, what events/interactions are taking place on the remote
displays, and the like. If desired, a satellite unit could serve as
a master unit in the event of a failure of the master, so that the
game is not interrupted. The master unit preferably includes a
video camera (similar to those in web cams). This camera allows the
user to project their image to a remote player giving the
perception that the remote player is present and engaged in the
game play. The game board image (or a portion thereof) will
preferably be displayed to the remote player(s) (e.g., over the
Internet, using another system) during game play. Preferably, any
of the units may be used to display the virtual presence of a
remote player, e.g., by projecting the video from the remote unit's
camera onto one of the local displays. This allows remote players
to easily interact with local players as if they were physically
present for play.
[0010] The foregoing has outlined some of the more pertinent
features of the invention. These features should be construed to be
merely illustrative. Many other beneficial results can be attained
by applying the disclosed invention in a different manner or by
modifying the invention as will be described.
BRIEF DESCRIPTION OF THE DRAWINGS
[0011] For an understanding of the present invention and the
advantages thereof, reference is now made to the following
descriptions taken in conjunction with the accompanying drawings,
in which:
[0012] FIG. 1 illustrates a gaming system according to the present
invention comprising a set of modular units;
[0013] FIG. 2 is a block diagram of the components of a
representative master unit, and a representative satellite
unit;
[0014] FIG. 3 illustrates how the modules may be configured to
facilitate expansion of the playing surface for a particular
game;
[0015] FIG. 4 illustrates a game space that is selectively revealed
as a module is repositioned or tilted, additional modules are
added, or the units are touched with particular gestures;
[0016] FIG. 5 illustrates how a four module set may be configured
for playing a battleship-like game;
[0017] FIG. 6 illustrates how a module may be configured for
playing a card game;
[0018] FIG. 7 illustrates how a two module set may be configured
for playing a word game;
[0019] FIG. 8 illustrates a set of game units in a virtual 3D space
with absolute, relative or abstract locations;
[0020] FIGS. 9-12 illustrate various forms of position registration
techniques for use in enabling a game unit to determine the
positions of other game units and players;
[0021] FIG. 13 illustrates how physical position vectors (Physical
position vectors) may be derived using physical proximity position
registration; and
[0022] FIG. 14 illustrates how a remote unit PPV may be derived by
sharing PPV tables between units via wireless or other
communication.
DETAILED DESCRIPTION
[0023] FIG. 1 illustrates a gaming system that incorporates the
subject matter herein. In one embodiment, the system comprises a
set of modular game units 100, at least one of which (such as unit
102) is a master unit. One or more of the remaining units are
satellite units that are adapted to be controlled by the master
unit. A given satellite unit may take over the position as the
master unit if the master unit fails. Each unit comprises a one or
more display panels. Preferably, a display panel is
touch-sensitive. The individual modules are separately-positioned
to form a game board. An extended play surface is created by
incorporating additional modules 104, as shown. A given module
(such as unit 106) may be turned upright or otherwise positioned to
obscure information or the play area. The modules typically have
the same size and configuration (although this is not necessarily
required), and the set (comprising a plurality of such modules) may
be conveniently aggregated and stored. Preferably, the modules
communicate with the master unit and/to one another wirelessly,
although wired communication may also be used. The master unit
provides central control. Generally, the master unit operates to
distribute the state of the game to the satellite units (and their
associated remote displays), e.g., by means of the networking
connections. In particular, and depending on the game, the master
controller executes appropriate platform software that has
knowledge of the other boards, what should be displayed to the
user, what events/interactions are taking place on the remote
displays, and the like. Preferably, each unit can stand on its own,
has a touch sensitive display capable of handling multiple touch
points, and includes an accelerometer (or the equivalent) for
detecting physical changes in its orientation. Typically, each unit
is battery-powered, but this is not a requirement. The master unit
may be powered from a wall unit, with the satellite units including
a battery source. In the embodiment shown in FIG. 1, a module is
approximately square and has a top surface 108, a bottom surface
110, and side surfaces 112. This configuration is merely
representative, as the shape of the individual units may vary.
[0024] Preferably, there are no physical connections between the
units. Batteries are preferably charged and re-charged inductively.
An individual unit may or may not have any external ports or
otherwise have an "up" position. The display panel may be present
on any of the sides or surfaces of the unit. The accelerometer
identifies an orientation of the unit (and, thus, the display
panels) to the master unit. Each unit preferably includes a
Bluetooth or other wireless module to allow it to communicate with
one or more other units, including the master unit. Preferably,
during play a given unit includes a copy of the game, and state is
shared between and among the units for display and tracking
input.
[0025] FIG. 2 illustrates the components of a representative master
unit 200, as well as the components of a representative satellite
unit 202. Except for the master unit, the individual modules need
not contain their own storage (e.g., hard drives). Thus, a
satellite unit need not include a disk or other permanent data
store. Each unit preferably includes an accelerometer 204 such that
the unit's orientation can be determined and used by the master
unit 200. As can be seen, the master unit is a data processing
system that includes hardware, and software components including an
operating system, system utilities and application programs. A
representative data processing system suitable for storing and/or
executing program code will include at least one processor 206
coupled directly or indirectly to memory elements through a system
bus (not shown). The memory elements can include local memory 208
employed during actual execution of the program code, bulk storage
210 (disk drive, flash memory, or the like), and cache memories
that provide temporary storage of at least some program code.
Input/output or I/O devices (including but not limited to a
touch-sensitive display 214) are coupled to the system either
directly or through intervening I/O controllers. Network adapters
may also be coupled to the system to enable the data processing
system to become coupled to other data processing systems or
devices through intervening private or public networks. The master
unit includes an accelerometer 204 to determine the unit's
orientation, as well as a video camera 216 (similar to those in web
cams). This camera allows the user to project their image to a
remote player. The game board image (or a portion thereof) may be
similarly distributed to a remote player (e.g., over the Internet,
using another system) during game play. Preferably, any of the
units may be used to display the virtual presence of a remote
player, e.g., by projecting the video from the remote unit's camera
onto one of the local displays. The idea is to allow remote players
to easily interact with local players as if they were physically
present for play. The master unit typically includes a web browser
so that the unit can interact with other online resources in a
conventional manner. Wireless connectivity is provided by one or
more functions such as Bluetooth 216, Firewire 218 or WiFi 220. The
master unit is powered by its own supply 222, or through a battery
224. An audio subsystem 226, which typically includes a speaker and
possibly a microphone, provides audio input and output.
[0026] More generally, the master unit is a gaming computer having
the capability and capacity to facilitate play of a computer game.
Thus, the master unit may be any CPU- chip-based electronic
platform and associating software.
[0027] The representative satellite unit 202 includes a processor
228, memory 230, a display and associated graphics card(s) 232, an
accelerometer 234, wireless connectivity via Bluetooth 236 or
Firewire 238, and a power supply 240 and/or battery 242.
[0028] With the modular game units, a game board can be created,
re-arranged and manipulated to support the various modes of game
play that one might encounter when physically interacting with
traditional board games. The accelerometer, for example, allows for
a simulation of dice to be rendered and for the player to shake the
board to roll the dice. The same mechanism can be used to displace
the dice, e.g., in a dice game. The separate, but preferably
wirelessly connected, units allow for the shape of the board to
change to support different styles of game play and information
hiding. Thus, e.g., four units could be arranged in a classic
two-player arrangement to support the same gaming experience. A
multi-point touch screen allows for more direct interaction with
pieces and the game than other gaming platforms, and it allows for
natural information hiding. Some word games, for example, require
that a number of tiles be drawn and hidden from the view of other
players. With the gaming platform, there is a natural means for
hiding and displaying the tiles. The user simply places a hand on
the board, cupped, so that he or she can view the tiles but the
other players cannot. Under suitable control, the board senses that
it may safely reveal the tiles and does so. Alternatively, the
accelerometer may be employed as the board is tilted to provide
viewing exclusively to the player that owns the tiles.
Additionally, tactile game pieces may be provided that would
interact with the board further enhancing the physical experience
associated with classic board games.
[0029] Preferably, each modular game unit has a display portion,
such as a one or more TFT or OLED display panels. The shape of each
modular unit may be the same, or different. Typically, the modular
units have the same configuration. Preferably, at least some if not
all of the modules in the system can be oriented arbitrarily and
thus can be arranged suitably to promote or represent a specific
style of board game play. As noted above, the game play over the
modules may be extended by wireless connectivity to support an
arbitrary board size. In one embodiment, Bluetooth is used between
and among the modular units for wireless connectivity. Wi-Fi or
other wireless protocols may be used as well. These techniques are
not meant to be limiting, as any convenient technique for high
speed data exchange (e.g., Firewire, USB, or other) between the
physically adjacent or nearby units may be used. The game play can
also be extended over the Internet (or other network connection) to
local or remote players. Preferably, each modular unit has a
mechanism to determine the unit's orientation to a fixed surface,
and relative to one another.
[0030] Preferably, and as noted above, the master game unit acts as
a central controller. It operates to distribute the state of the
game to the satellite units (and their associated remote displays),
e.g., by means of networking connections and associated software.
Preferably, the master controller executes appropriate platform
software that has knowledge of the other boards, what should be
displayed to the user, what events/interactions are taking place on
the remote displays, and the like. If desired, a satellite unit
could serve as a master unit in the event of a failure of the
master, so that the game is not interrupted. The master unit
preferably includes a video camera (similar to those in web cams).
This camera allows the user to project their image to a remote
player giving the perception that the remote player is present and
engaged in the game play. The game board image (or a portion
thereof) will preferably be displayed to the remote player(s)
(e.g., over the Internet, using another system) during game play.
Preferably, any of the units may be used to display the virtual
presence of a remote player, e.g., by projecting the video from the
remote unit's camera onto one of the local displays. The idea is to
allow remote players to easily interact with local players as if
they were physically present for play.
[0031] The gaming platform may also be used by a player for
extended activities, such as an online store for game or other
purchases, a virtual game closet for storing games, access to other
online games and sites, and to facilitate social networking (e.g.,
with a community of friends and relatives with whom the consumer
may play games at any time). Each of these items may be built right
into the unit and may be exposed through the system's application
software.
[0032] The playing surface may be expanded by positioning two or
more modules such as illustrated in FIG. 3. In this example, a
representative game is backgammon. There are four orientations
shown. In the first version, a pair of modules, 300 and 302, are
positioned side-by-side so that a portion of the game board is
positioned on each display. The second version illustrates a
similar configuration using a pair of rectangular-shaped modules
304 and 306 positioned end-to-end. The third version shows the
addition of a third module 308; in this example the master unit has
determined that the display surface of the third module (by itself)
cannot accommodate any expansion of the board. When a fourth module
310 is added, however, the master unit expands the display and
provides instructions to the other three units to expand the board
in the manner shown. In this manner the addition of additional
units enables the game board being displayed to be expanded into
the available display space.
[0033] FIG. 4 illustrates an alternative way of visualizing a game
and a display area. In this embodiment, a battle game is being
displayed. Here, the game space 400 represents a larger area than
the combined surface area of the module 402. As the module 402 is
moved, or as additional modules are added, the game space 400 is
revealed.
[0034] FIG. 5 illustrates how a set of four modules 502, 504, 506
and 508 may be positioned for a battleship-like game. FIG. 6
illustrates how a module 600 may be positioned to facilitate a card
game.
[0035] FIG. 7 illustrates how a set of two modules 700 and 702 may
be positioned to facilitate a word game. In the latter case, a
player may position his or her hand on or adjacent to the board.
When the board senses the contact (or near contact), the player's
letter tiles 704 are illuminated. The player cups his or her as
shown to obscure the tiles from the opposing player. Of course,
these examples are merely for illustration and are not meant to
limit the present invention.
[0036] A set of modular game units networked together as described
above comprise a gaming system or platform. The hardware of given
units typically is homogenous, but it may be heterogeneous.
Preferably, however, each unit runs an instance of the same
distributed application that facilitates the functionality
described herein. This distributed application typically is
distinct from the game itself, although this is not a requirement,
as a particular game may comprise software components that are part
of or that otherwise conform to an application programming
interface (API) of the platform. The distributed application
components comprise a communications protocol layer, an access
layer, and a core components layer. The "layer" designation is
provided for explanatory purposes, as one of ordinary skill will
appreciate that the functions may be characterized in other
meaningful ways. One or more of the layers (or the components
therein) may be integrated or otherwise. Some components may be
shared across layers. The communications protocol layer is an
efficient and reliable message-based middleware layer that enables
communication between and among the units. Typically, the layer
supports multicast and point-to-point communications. One example
of such a middleware is the Spread toolkit. Inter-unit
communications may be based on a one-way request pattern, an
acknowledged request pattern, or a request/response pattern. The
core components layer provides the necessary functionality for
interfacing with the actual game components, and for controlling
the satellite units to display the board and game elements. As
noted above, preferably one game unit acts as a master (or leader)
and is responsible for determining which satellite units are
responsible for displaying which portions of the game board. The
core component interfaces to the game software and maintains state
information for each of the displays associated with the one or
more satellite modules so that the appropriate display data is sent
to the unit(s). A leader election algorithm, such as the bully
algorithm, assignment by a user, hardware assignment, or other
variation, may be used to select the leader. The distributed
application may operate on any convenient operating system, such as
Linux. The application may also include or interoperate with other
components local to the unit or distributed among the others such
as a database management system.
[0037] Thus, according to the subject matter herein, a module
(sometimes referred to as a "game unit") is a discrete electronic
device that is participating in delivering a "game experience" to a
user. A "game experience" is the utilization of any set of multiple
such electronic devices preferably designed and configured in the
manner described above so as to provide a specific type of socially
interactive, cooperative game or other experience to multiple
users, either in physical proximity (as around a table) or in
virtual proximity (as around an online game server or Internet
connection to remote devices). A "game space" is a 2D or 3D virtual
space that is constructed, preferably in software, for the purposes
of playing a game. Preferably, the virtual space is tied to one or
more game units in such a way as to convey some notion of physical
positional information to the other game units and players. This
notion of physical position may be realized as (a) an absolute
position in 3D space, (b) relatively, as the relative position of
any one device in a position relative to another, or (c)
abstractly, the notion that a relative position of a unit is
defined in abstract relative terms, such as above or below, left or
right, further or closer, and the like. FIG. 8 illustrates a
representative virtual 3D game space with several game units
positioned using this framework. A "game player" is any individual
participant of a game. A game player may be a person, or a
computer. Game players are the strategic manipulators of "game
avatars" and have the notion of a physical presence in relation to
the game space. A "game avatar" is any iconic representation of a
game element that is subject to, part of, or otherwise
representative of the rules of play and progress in a game. A "game
piece" typically is a game avatar that is realized as a physical
entity. A game player may have multiple virtual or physical game
avatars.
[0038] According to another aspect of this disclosure, a "physical
position vector" (PPV) is a 2D or 3D vector that each game unit
maintains to relate a notional physical location of a corresponding
game unit in relation to the unit on which the PPV is derived. This
vector may be expressed in absolute, relative, or abstract terms.
Any given PPV may change as the game progresses independently of
any game avatars or similar game icons that may also be moved in
relation to the game play. Preferably, the physical presence of the
player at the game is maintained as part of the game state
independently of the actual game play. In other words, the player
typically has a presence separate from and independent of (but also
complementary to) the actual game or activity being pursued.
[0039] The physical position vectors are used to map game units
into a virtual game space regardless of how the units are moved
around physically. As will be described, by maintaining a mapping
of the player position vector to the virtual space for each game
unit, the system enables the virtual space to be coherently
rendered to the game units irrespective of changes in physical
location of one or more game units. A PPV can be derived using one
of several techniques as are now described. These include:
user-defined position registration, dead reckoning position
registration, wireless signal strength position registration, and
physical proximity position registration. As used herein, "position
registration" is the process by which any game unit is assigned or
assumes a position in the virtual space and that is related to any
given notion of physical position that is relevant to the users
playing the game. Preferably, a wireless protocol is used to enable
the game units to resolve relative position ambiguities such a
complete set of physical position vectors among multiple game units
is coherent with respect to the complete 2D or 3D game space. The
physical position vectors thus established on each game unit enable
the processing of physical device gestures (e.g., touch, tilt,
shake) that may be directed at a specific player. This may be
accomplished by aligning those gestures with the PPV specific to
each player being addressed.
[0040] Position registration may be carried out by the users. In a
first approach, the users acting in cooperation define relative
positions of the game units. Preferably, in this form of
registration, position is generally restricted to abstract relative
position. The set of participating game units is displayed to the
user on a display screen and the user positions the remote units
relative to each other such that the relative position on the
screen reflects the perceived physical location of the unit and its
player. This relative placement may be rendered in 2D or 3D space.
A 2D registration process is illustrated in FIG. 9, which shows
game unit A's display screen. In this example, game unit A knows
about game units B, C, D and E (either explicitly or derived from
wireless communication) and presents the user with the ability to
place those units relative to itself. In this way, user A selects
player units to drag into the game. In this particular example, A
drags the units D and E to representative physical locations that
have meaning for the game or activity. In general, using this
approach the players may be positioned around a virtual game board,
or positioned around a virtual table for dealing cards or other
physical position-referenced activity.
[0041] Another position registration approach may be based on dead
reckoning. Here, the users acing in cooperation define the relative
positions of the game units. In this form of registration,
preferably position is restricted either to relative or absolute
relative position. The set of participating game units are
individually registered with each other, e.g., by physically
touching the units together and then moving the units to a physical
location of the game player. The set of participating game units is
displayed to the user on a display screen and the user positions
the remote units relative to each other such that the relative
position on the screen reflects the perceived physical location of
the unit and its player. The relative placement may be rendered in
2D or 3D space. A 2D registration process is illustrated in FIG.
10. Here, game unit A knows about game unit B and presents the user
with the ability to place that unit physically relative to itself.
Unit B tracks the movement and derives a PPV relative to unit A, as
well as a PPV for A. Units A, B and C then share physical position
vectors to ensure no overlap and logical coherence of derived
physical positions.
[0042] Another approach to position registration uses wireless
signal strength. Here, the users acting in cooperation define the
relative positions of the game units. In this form of registration,
position is generally restricted to relative or abstract relative
position. The set of participating game units are identified by
their wireless transmission and derived signal strength, which
varies with proximity. This signal strength is then used via a
calibration table to derive a distance between units. For three or
more units, the relative coordinates between the units may be
derived by simple trigonometry, such as shown in FIG. 11.
[0043] Yet another approach to position registration involves
physical proximity. The users acting in cooperation define the
relative positions of the game units. In this form of registration,
position is generally restricted to relative or abstract relative
position. The set of participating game units are manipulated to be
physically adjacent to one another. By means of electrical
contacts, proximal position information is derived and shared among
the units, as illustrated in FIG. 12. Thus, in this example, each
unit derives physical proximity position by deriving unit vectors
between each unit and sharing this information between units. Thus,
for example, unit A derives physical position information about
unit C from shared information from (a) B and D, which are in
contact with C, or (b) unit B, which is in contact with D in
contact with C. Sharing physical position vectors between units and
simple vector arithmetic may be used to derive the relative
position of physically distant but connected devices.
[0044] FIG. 13 provides a further illustration of how physical
position vectors are derived in the physical proximity case. In
this example, it is assumed that units A, B, C and D are located at
the physical positions shown. Here, it is also assumed that there
is no master or base unit, as the PPV derivation process here is
symmetric and self-propagating. According to a preferred protocol
or algorithm, each unit derives a relative PPV with each of its
physical neighbors. Each unit then shares its PPV with each other
unit. Each unit then derives the PPV for distant units by vector
addition.
[0045] A remote unit PPV derivation is shown in FIG. 14. It is
assumed that each unit shares each PPV table and has common
knowledge of all PPV tables. In this example, PPV A.fwdarw.C is
derived by multiple vector additions through either of
A.fwdarw.B.fwdarw.C or A.fwdarw.D.fwdarw.C, as shown. By this same
method, all relative physical position vectors may be derived for
all participating game units. This process maps to three or more
dimensions by simple geometric extension. Relative physical
position vectors are easily mapped to any notion of actual physical
position vectors by defining an arbitrary zero point and vector and
resolving relative-to-actual physical position vectors by simple
vector arithmetic.
[0046] As a skilled artisan will appreciate, the construction of a
PPV allows each unit to have a sense of the direction from itself
to any other game unit. This allows physical gestures on the unit
to be used to indicate or communicate actions that should be
directed between the gesturing game unit and the game unit in the
gestured direction. Such gestures can be physically executed to
align with the PPV to the game unit in question to give a more
realistic virtual game play or action state change. A gesture, as
noted above, may include stroking the touch panel, tilting the
unit, tapping the unit, or the like.
[0047] Moreover, by tracking the physical location of a game unit
as it is moved around by a player, the system can track and update
the location of the device in the virtual game space. Using this
location, each unit may be used as view window onto specific
portions of the virtual game surface. This is illustrated in FIG. 4
above. By this method, moving the device through physical space,
different parts of the 2D or 3D virtual space may be visible to the
user. The game may chose any linear or non-linear functional
mapping between the physical and virtual worlds as appropriate to
the game or activity.
[0048] By use of the PPV to virtual game space mapping, if two
units are physically exchanged, and if it pertinent to the nature
of the game, the game units can then also exchange screen displays
such that the virtual to physical view mapping remains unchanged
without user intervention. Thus, for example, if four units are
used to display a virtual game space such as backgammon, exchanging
any two (or more) units would not inhibit or otherwise change the
coherence of the board displayed. This functionality is
advantageous, especially in the case where a unit fails or its
battery runs out; in such case, a new unit can be inserted and will
automatically replace the failed part of the board without
additional configuration. More generally, one of ordinary skill
will appreciate that the PPV-to-game space mapping enables the game
space to be coherently rendered to the physical game units with
full consideration for any changes in physical location.
[0049] The methods described above for creating and maintaining a
PPV may also be used to track entities other than game units, which
other entities may include game pieces, physical devices, systems,
persons, or the like.
[0050] A particular game unit may include a user interface that
exposes one or more menu screens for game selection,
administration, management, data collection, and the like. Any
particular game unit may be placed in wired or wireless
communication with another computer (e.g., a desktop, laptop, PDA,
or the like) to provision the unit or system.
[0051] The particular details of a game typically determine how a
particular unit should be programmed. Thus, for example, in the
case of a dice game, an accelerometer (or a series of such devices)
may be programmed to enable the simulation of a player shaking the
dice cup. Similarly, for a card or word game, an accelerometer (or
other sensor) can be used to determine whether information about a
virtual entity should be revealed or displayed (e.g., cards being
turned up or letter tiles being turned over). Depending on the
game, the virtual space and display management described above
allows for compelling simulation of a card deck, wherein cards are
dealt through space and "land" on other displays. When combined
with orientation sensors like accelerometers and altimeters, the
cards may be lifted, revealed, and manipulated as if the user were
physically present at a gaming table.
[0052] If desired, the virtual space may be folded, bent, scaled,
split or otherwise contorted without disturbing the consistency of
the game unit registrations. For example, a space may be divided
into three areas, two of which would be displayed on a single
device while the third is duplicated and displayed on both. As a
second example, a surface may be layered and each device (although
registered at the same position) may be used to display only one or
another of the layers exclusively.
[0053] The gaming platform may be specially constructed for the
required purposes, or it may comprise a general-purpose computer
selectively activated or reconfigured by a computer program stored
in the computer. Such a computer program may be stored in a
computer readable storage medium, such as, but is not limited to,
any type of disk including optical disks, CD-ROMs, and
magnetic-optical disks, read-only memories (ROMs), random access
memories (RAMs), magnetic or optical cards, or any type of media
suitable for storing electronic instructions, and each coupled to a
computer system bus.
[0054] A particular game unit in the system may be an existing
computer or device that is programmed to interact with other game
units to carry out the described functionality. Thus, an existing
computing machine or device, such as a desktop, laptop, PDA, mobile
phone, or the like (or, more generally, any network-accessible
computing device) may be co-opted and used as a game unit according
to the teachings herein.
[0055] The word "game" as used herein should be construed broadly,
for example, to include entertainment activity, educational
activity, and the like.
[0056] While given components of the system have been described
separately, one of ordinary skill will appreciate that some of the
functions may be combined or shared in given devices, modules,
instructions, program sequences, code portions, and the like.
[0057] Having described the invention, what we now claim is as
follows.
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