U.S. patent application number 11/795545 was filed with the patent office on 2008-12-11 for methods for the unambiguous association of at least one autonomous storage unit with at least one player in a score keeping device.
Invention is credited to Robert Wilm.
Application Number | 20080305874 11/795545 |
Document ID | / |
Family ID | 34960201 |
Filed Date | 2008-12-11 |
United States Patent
Application |
20080305874 |
Kind Code |
A1 |
Wilm; Robert |
December 11, 2008 |
Methods For The Unambiguous Association Of At Least One Autonomous
Storage Unit With At Least One Player In A Score Keeping Device
Abstract
The invention relates to methods for the unambiguous personal
association of at least one autonomous storage unit (10) with at
least one player in a score keeping device (20) in order to store
at least one status of a game, especially a computer game, network
game, or trading card game. The inventive method is characterized
in that an unambiguous identification feature that is effective in
the game environment is allocated in a way clearly indicating the
player's action to a game status, particularly an amount of
properties of a game piece created and/or guided by the player
and/or an amount of game situations created and/or managed by the
player within the group of players detected by the score keeping
device, said game status being created and/or managed by the
player, being stored in the at least one autonomous storage unit,
and unambiguously identifying the player. For this purpose, data is
exchanged in a registering manner between the at least one
autonomous storage unit and a game manager's storage unit (30)
which manages the at least one autonomous storage unit. As a result
of said data exchange, a first register data set (40) that
characterizes the player and is linked to the game status is
created, stored, and processed in the game manager's storage unit
(30) while a second register data set (41) which is comparable to
the first register data set and is linked to the stored game status
is created, stored, and processed in the autonomous storage
unit.
Inventors: |
Wilm; Robert; (Dresden,
DE) |
Correspondence
Address: |
BODNER & O'ROURKE, LLP
425 BROADHOLLOW ROAD, SUITE 108
MELVILLE
NY
11747
US
|
Family ID: |
34960201 |
Appl. No.: |
11/795545 |
Filed: |
January 28, 2005 |
PCT Filed: |
January 28, 2005 |
PCT NO: |
PCT/EP2005/000882 |
371 Date: |
April 16, 2008 |
Current U.S.
Class: |
463/42 |
Current CPC
Class: |
A63F 13/95 20140902;
A63F 2300/201 20130101; A63F 13/335 20140902; A63F 2300/636
20130101; G07F 17/3251 20130101; A63F 13/73 20140902; A63F 13/10
20130101; A63F 2300/206 20130101 |
Class at
Publication: |
463/42 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A method for unambiguous association of at least one autonomous
storage unit (10) with at least one player in a score keeping
device (20) for storing at least one game score of a game, in
particular a computer, a network game, or a trading game, wherein,
an unambiguous identifier, effective in the game environment,
designating the actions of the player in an unambiguous manner, is
associated with the game status generated and/or handled by the
player, characterizing the player in an unambiguous manner and
stored in at least one autonomous storage unit, in particular a sum
of features of a game figure created and/or managed by the player,
and/or a plurality of game situations generated and/or created by
the player within the group of players registered in the score
keeping device which is also network capable.
2. A method according to claim 1, wherein between the at least one
autonomous storage unit (10) and a game manager unit (30) managing
the at least one storage unit, a registering data exchange is
performed, wherein as a result of the data exchange a first
register data set (40), linked with the stored game status,
identifying the player, is generated, stored and processed in the
game manager storage unit (30), and a second register data set
(41), identical to the first register data set, and associated with
the stored game status is generated, stored and processed in the
autonomous storage unit.
3. A method according to claim 2, wherein the registering data
exchange is performed through transmitting a first component (50a)
of a storage identifier (50) from the at least one autonomous
storage unit (10) to the game manager storage unit (30);
furthermore a first component (51a) of a game manager identifier
(51) is transmitted from the game manager storage unit to the
autonomous storage unit; the first component (50a) of the memory
identifier (50) is linked in the game manager storage unit (30)
with a second component (51b) of the game manager identifier (51)
to form the first register data set (40); and the first component
(51a) of the game manager identifier (51) is linked in the
autonomous storage unit (10) with a second component (50b) of the
storage identifier (50) to form the second register data set
(41).
4. A method according to claim 3, wherein, the first register data
set (40) is processed in the game manager storage unit (30).
5. A method according to claim 3, wherein, the first register data
ser (40) is transmitted from the game manager storage unit (30) to
a superimposed game data base (60).
6. A method according to claim 3, wherein, the first register data
set (40) is processed in the game manager storage unit (30) and
transmitted to the superimposed player data base (60).
7. A method according to claim 3, wherein, the first and the second
register data set (40), (41) are tested for conformity in at least
one log in process of the autonomous storage unit (10) following
the registering data exchange.
8. A method according to claim 3, wherein, during the course of the
game an ongoing update of the player relevant data, in particular
an update of the current game status data, achieved game scores,
positions in a player list, of the first, and also of the second
register data set (40, 41) is performed.
9. A score keeping device (20) for performing a method according to
claim 1, characterized by at least one game manager storage unit
(30) integrated into the score keeping device, and an entirety of
stored and processed game conditions (21), linked to a first
register data set (40) in the game manager storage unit (30), and a
second register data set (41), identical to the first register data
set, and linked with the stored game status in the autonomous
storage unit with an unambiguous association with at least one
player.
10. A device according to claim 9, wherein the game manager storage
unit (30) is provided as a game manager card (70), readable by a
card reader connected with a game console, provided as a chip card
with a card shaped based body (75), a memory chip (80) integrated
into the base body, and a data transmission device (85) connected
to the memory chip.
11. A device according to claim 10, wherein the data transmission
device (85) is provided as an electrical contact field.
12. A device according to claim 11, wherein the data transmission
device (85) is provided as a touch free transponder device.
13. A method according to claim 9, wherein the game manager storage
unit (30) is provided as a modular component, in particular a
circuit board or a plug in module (90) of a modified game console
(100).
14. A method according to claim 10, wherein, the game console (100)
has an interface (100) for a network connection, in particular an
internet connection and/or a connection with a superimposed device
for data storage.
15. A method according to claim 4, wherein, the first and the
second register data set (40), (41) are tested for conformity in at
least one log in process of the autonomous storage unit (10)
following the registering data exchange.
16. A method according to claim 5, wherein, the first and the
second register data set (40), (41) are tested for conformity in at
least one log in process of the autonomous storage unit (10)
following the registering data exchange.
17. A method according to claim 6, wherein, the first and the
second register data set (40), (41) are tested for conformity in at
least one log in process of the autonomous storage unit (10)
following the registering data exchange.
18. A method according to claim 4, wherein, during the course of
the game an ongoing update of the player relevant data, in
particular an update of the current game status data, achieved game
scores, positions in a player list, of the first, and also of the
second register data set (40, 41) is performed.
19. A method according to claim 5, wherein, during the course of
the game an ongoing update of the player relevant data, in
particular an update of the current game status data, achieved game
scores, positions in a player list, of the first, and also of the
second register data set (40, 41) is performed.
20. A method according to claim 6, wherein, during the course of
the game an ongoing update of the player relevant data, in
particular an update of the current game status data, achieved game
scores, positions in a player list, of the first, and also of the
second register data set (40, 41) is performed.
Description
[0001] The invention relates to a method for the unambiguous
personal association of at least one autonomous storage unit with
at least one player in a score keeping device, in order to store at
least one status of a game, or a player qualification.
[0002] A method for storing a game score, a score keeping device,
and a computer device performing the method and representing the
score keeping device, are known from DE 100 63 412 A1. With the
method described therein, or the devices performing this method, it
is possible to store game scores in games with several players,
with a structure or rule system of any complexity, in an objective
and secure manner. The method relieves the players of the often
cumbersome, error prone management tasks, associated with complex
games, which substantially degrade the enjoyment of the game. Such
a method is advantageous, in particular, when the players develop
game situations over a long period of time, and when they enrich
the game situation increasingly with new game elements, thus
continuously increasing its complexity.
[0003] The situation is present, in particular, in role--or fantasy
games. In such games, which are often being played in computer
networks, but which are also partially executed through a physical
game plan, e.g. in connection with game cards exchanged by the
players, particular players control a series of game status through
certain game figures, or certain game situations. Additionally,
they also create game figures, or game characters, or game
situations, or they thus combine certain predetermined base
features in the context of the game operation.
[0004] Thus e.g. trading card games, like e.g. the known
Pokemon.RTM. card game, are customary, in which cards are
distributed, representing game figures with certain features, e.g.
"good" and "bad" fantasy monsters or robots with predetermined
particularities and features, wherein these game figures, on the
one hand, interact in a predetermined manner with other game
figures, and, on the other hand, can be combined into new game
figures in the context of the game operation, this means they are
subject to a "mutation", operated by the players.
[0005] The game figures thus created, this means the "mutated
creatures", increasingly represent, in combination with these game
operations, the particular skill or cunning of the respective
player, who has created this figure and operates it. The player
thus moves into the identity of the game figure, and the combats
performed in the framework of the game between his figure and other
competing figures thus constitute combats showing the individual
fantasies and skills of the player in a representative manner. The
game figures thus assume quasi "individual features". They are not
only figures in a game, but they increasingly refer to their
owners. This in particular constitutes the allure of such
games.
[0006] The attractiveness and the allure of such games is already
increased by the fact that the player can loan or sell his
"creations" to other players in the context of the game operation
and the rules of the game, or can "trade" them in another manner.
As the creator of the figure, he certainly claims authorship in
some manner, and, therefore, it is mandatory to provide the created
game figure with a protection, which indicates his authorship. In
fantasy games, which are played in real life, this task is
performed by a game manager, which registers the game figures and
acts as a referee in case of an argument. It is appreciated that
this task can become increasingly complex and confusing, the longer
the game lasts. Errors and unclear situations, but also willful
manipulations, thus cannot be excluded.
[0007] In the advantageous method cited in the said Patent
document, such a game manager function is not provided. The players
can certainly protect their game figures or game scores through
protecting their personal access data, and thus their game figures,
or game situations through entry of a password, a PIN, or biometric
data, from unauthorized access. These means, however, must not play
a role in the game operation, in particular, they must not be
disclosed. While a game or its rules, and the game situations
resulting there from, can basically be completely unclear,
arbitrary, treacherous and conniving, thus constituting the main
attraction of the game in many cases, it is absolutely necessary at
the system level, this means in particular in a game console or the
network game, that the system integrity, and thus the physical
prerequisite for performing the game is maintained and not
manipulated. Thus it is prohibited for this reason right from the
beginning, to integrate the safety means disclosed or proposed in
said Patent document, into the game operation in any way
whatsoever, or to soften them only in some respect, since the
system integrity is thus compromised.
[0008] The score keeping device according to DE 100 63 412 A1 thus
lacks an authority, which is independent and strictly separated
from the safety devices of the system, which e.g. monitors the
allocation of the game figures at game level, thus managing the
game and thus controlling it in a unambiguous manner in the sense
of the previously agreed rules of the game. The said score keeping
device, or the method, control a game operation, which is basically
without hierarchies, but also rigid. It does not provide a referee
or management function, acting from within the game. Therefore, it
does not comply at all with the increased requirements of demanding
fantasy--or role games.
[0009] Thus, there is the object to refine the score keeping device
disclosed in DE 100 63 412 A1, or the method associated with this
device, in a suitable manner, so that the score keeping device can
fulfill a game manager function, and satisfy, in particular, the
previously announced requirements of complex fantasy--and role
games, or of related games completely. This task shall certainly be
performed with a minimum of additional equipment--or implementation
effort.
[0010] This object is accomplished with a method for unambiguous
personal association of at least one autonomous storage unit to at
least one player in a score keeping device for storing a score of a
game, according to the features of claim 1.
[0011] The method according to the invention is characterized in
that an unambiguous identification feature that is effective in the
game environment, is allocated to a game status, unambiguously
designating the actions of the player, created and/or managed by
the player, characterizing him in an unambiguous manner, and stored
in the at least one autonomous storage unit, said game status being
in particular a sum of features of a game figure created and/or
managed by the player, and/or a group of game situations created
and/or managed by the player within the group of players detected
by the score keeping device.
[0012] The game status created by the player, this means the game
figure or the sum of features, which describes this game figure or
the game status, is stored in the autonomous storage device of the
player and can interact with other game figures or game conditions
within the group of players, thus it receives a identification
feature, which refers to the player, who has created this game
figure. The game status thus receives a quasi label, or a sticker,
which refers to the original author of the game figure, basically
independent from the fact, which player, has access to this game
figure or the game status at the present moment.
[0013] Differently from the bare release of "hard" access data,
which is not acceptable for system integrity, thus PIN, password,
and similar, with the method according to the invention, an
unambiguous link between game status and game figure is provided,
which is only effective and visible within the game operation. The
player thus leaves a characteristic signature within the game
operation, provided as the game figure created by him, or the game
operation. He is thereby connected with its game figure in the game
operation in an unambiguous manner, independent from the fact, if
he or another player uses this game figure. The game figures or the
game situation thus carries the sticker of the person, who has
created it, in other words, the game figure, or the game status is
not exchangeable and anonymous anymore, the game figure or the game
situation are, in principle, connected to the player in a non
separable manner in the game operation, and can be traced back to
him in the game at any time.
[0014] Accordingly, a registering data exchange is performed for
this purpose between the at least one autonomous storage unit, and
a game manager storage unit managing the at least one autonomous
storage unit. As a result of the data exchange, a first registered
dataset, linked to the stored game status, identifying the player,
is stored in the game manager storage unit, and a second register
dataset, comparable to the first register dataset, in particular,
identical dataset, which is linked to the stored game status, is
generated in the autonomous storage unit, stored and processed.
This registering data exchange avoids an arbitrary and uncontrolled
allocation of identifiers through the player to certain game
status, in particular, to its game figures. Furthermore, an
official authorization of the game status is performed through the
game manager storage unit. The game manager storage unit is thus a
necessary prerequisite, so that the game status can be associated
with the player. The identical register datasets in the game
manager storage unit and in the autonomous storage unit, hereby,
allow an always easily executable and producible proof regarding a
correct allocation of the identifying feature.
[0015] Appropriately, the registering data exchange can be
performed in the following manner. Initially, a first component of
a memory identifier is transferred from the at least one autonomous
storage unit to the game manager storage unit. Directly thereafter,
or substantially simultaneously, a first component of a game
manager identifier is transferred from the game manager storage
unit to the autonomous storage unit. In the game manager storage
unit, the first component of the memory identifier is linked with a
second component of the game manager identifier into the first
register dataset. Furthermore, in the first autonomous storage
unit, the first component of the game manager identifier is linked
with a second component of the game manager identifier into the
second register dataset, and allocated to the game status.
[0016] The two register datasets, which are present now,
identically in the autonomous storage unit, as well as in the game
manager storage unit, now form the player's specific identifier of
the game status, this means of the game figure and/or the game
situation. The component of the register dataset originating from
the game manager storage unit, thereby, forms an official centrally
determined certification of the identifier, while the components of
the register dataset, transmitted by the autonomous storage unit,
supply the player specific component of the register dataset. The
register dataset is thus only complete and valid, when both
components are transmitted, replaced, and linked with each other.
The identifying feature can neither be allocated alone by the
autonomous storage unit, nor by the game manager storage unit.
Thereby, respective manipulations contradicting the rules of the
game are made more difficult.
[0017] Appropriately, the first register dataset is processed in
the game manager storage unit. The game manager storage unit hereby
functions as a local game manager storage unit for a limited amount
of autonomous storage units, and thereby for a limited group of
players.
[0018] In an advantageous variant of the method, the first register
dataset is transmitted by the game manager unit to a superimposed
player database. The game manager storage unit hereby functions as
a local registration device for a limited amount of autonomous
storage units or a group of players, while the actual
administration of the register datasets is performed by a non local
or global player database.
[0019] Thus, in a further advantageous embodiment of the method,
the first register dataset in the game manager storage unit can be
processed, and also transmitted to the superimposed player
database. In this case, the game manager storage unit forms a local
game manager storage unit, as well as also an intermediary station,
or interface station to the global player database.
[0020] In at least one booking processes of the autonomous storage
unit, which follows the registering data exchange, the first and
the second register dataset is examined for congruence. Thus it is
avoided, that either in the autonomous storage unit alone, or in
the player storage unit, or in the player database alone, not
allowed manipulations can be performed at the register
datasets.
[0021] During the course of a game, a continuous update of player
specific data, in particular, an update of current game status
data, accomplished game scores, positions in a player list, of the
first, and also of the second register dataset, are performed. The
first and the second register dataset, in this case, additionally
form an always current history of the player specific game status,
which can be checked for correctness at any time.
[0022] A score keeping device for performing a method according to
one of the said features, includes at least one game manager
storage unit, integrated into the score keeping device, and an
entirety of stored and processed game status, linked to a first
register dataset in the game manager storage unit, and a second
register dataset, identical to the first register dataset, and
linked to the stored game status in the autonomous storage unit
with a unambiguous allocation to at least one player.
[0023] The game manager storage unit is provided in an appropriate
embodiment as a game manager card in the form of a transponder chip
card, legible through a card reader, connected to a player console.
The chip card includes a card shaped base body, with a memory chip
integrated into the base body, and a data transmission device,
connected to the memory chip. Chip cards are a common and easy to
handle storage medium, which, in particular, can easily be
personalized and secured for the selected group of persons, this
means the game manager(s).
[0024] In an embodiment of the chip card, the data transmission
device is provided as an electric contact field.
[0025] In another embodiment, the data transmission device is
provided as a touch free transponder device. The embodiment as a
transponder device is thus advantageous in particular. It is robust
against voluntary destructions, this means vandalism, and enables a
chip card operation with the help of an energy supply performed by
the transponder device, in the form of an electric high frequency
field without a battery or an accumulator device integrated into
the chip card.
[0026] In a further advantageous embodiment, the game manager
storage unit is provided as a modular component of a game console.
This embodiment allows equipping a game console directly with the
said function of the game manager storage unit.
[0027] In an appropriate manner, the game console has an interface
for a network connection, in particular, an internet connection
and/or a connection with a superimposed data storage device. These
embodiments allow a previously described data exchange between the
game manager storage unit and the superimposed player database.
[0028] The method according to the invention and the device for
performing the method will be subsequently described in more detail
with reference to embodiments. The FIGS. 1 through 6 shall be used
for illustration purposes. The same designations are being used for
identical or analogous process steps or components.
[0029] It is shown in:
[0030] FIG. 1: an exemplary game console with autonomous storage
units in an embodiment known in the state of the art;
[0031] FIG. 2: a number of exemplary game figures in an exemplary
fantasy/role game with a player specific memory identifier, before
the beginning of the registering data exchange;
[0032] FIG. 3: an exemplary sequence of a registering data exchange
between a game manager storage unit and an autonomous storage
unit;
[0033] FIG. 4: exemplary game figures from FIG. 2 after performing
the registering data exchange according to FIG. 3;
[0034] FIG. 5: a schematic exemplary network configuration from two
game manager storage units in connection with the associated game
consoles or computers and a superimposed player database;
[0035] FIG. 6: an exemplary embodiment of a game manager storage
unit shaped as a chip card; and
[0036] FIG. 7: an exemplary game console with a game manager
storage unit shaped as a plug-in module.
[0037] FIG. 1 shows an exemplary game console 5 according to the
state of the art, disclosed in DE 100 63 421 A1. The game console
includes keyboards 6 or comparable entry means for game control.
The game itself can be watched or played on a display 7 integrated
into the game console. A series of different interfaces or outputs
8 allows a communication of the game console with an external
computer--or data network, in particular, the internet. In this
example, each of the players has this one autonomous storage device
10, inserted into the reader device 9. The autonomous storage
device 10 is realized in the form of chip cards in the example
illustrated in FIG. 1. The reader device 9 is therefore a chip card
reader. Instead of the chip cards, certainly also diskettes and
other storage media can be used, which are appropriately configured
for the read/write operations, and therefore allow any number of
updates.
[0038] Each of the two autonomous storage devices stores game
situations or game status 21, which are put out as results of a
game performed on the game console. These game status can be, in
particular, data generated by the players A or B for game figures
or game characters, which fight or interact with each other, e.g.
on the game console.
[0039] The access to the data, included in the autonomous storage
devices 10, can be secured in the device from FIG. 1 through a pin,
a password, or in another manner, so that an unauthorized use of
the autonomous storage devices through the respective other player
is avoided. In the state of the art, shown in FIG. 1, the players A
and B can leave the data of the game conditions 21 to each other,
or mutually swap them. This is possible through one player simply
transferring its game status to the other. Thus, however, any
information is lost with respect to, the game status having been
generated by A or B. The game status 21 are thus replaceable with
respect to the players A and B. As a matter of principle, it is not
possible therefore to e.g. judge the playing skills of player A or
B, or to allocate the game status 21 on the external storage
devices 10 or within the game console 5 to the players A or B in an
unambiguous manner. In the extreme, the player A could have
generated all game conditions 21, thus all game figures, game
characters, fantasy figures, etc., while the player B only-operates
with the game conditions created by player A. It is understood,
that under these conditions, tournaments or championships, using
the game status 21, cannot be performed, since basically not the
actual players A and B compete with each other, but only their game
status 21 created in any way. On the other hand, the player B could
use the game status of the player A in the device shown in FIG. 1,
through the player A telling his safety relevant access data, thus
e.g. his PIN, to the player B, so that B can use the game status of
A. In this case, however, system integrity would be compromised,
and would depend on the course of the game. This, however, needs to
be avoided under all circumstances.
[0040] FIG. 2 shows some exemplary game status 21 in the form of
exemplary game figures of a fantasy role game. The game status 21,
shown in the Figure in a symbolic manner, can be given in the form
of data, stored on the external storage devices 10, and possibly
fed into the game console. Furthermore, also a realization of the
game figures in the form of playing cards is possible, which can be
written or read in a suitable manner. In a very simple embodiment,
the cards can be written or imprinted manually, or they can have
fields for individual indicators to be glued on, or affixed in
another way, while the game properties of the game figures are
simply provided through a text.
[0041] The playing cards can e.g. also have a magnetic strip or a
chip, storing the game properties of the game figure. In this case,
a game figure would practically be identical with an external
storage device 10, while, typically, an external storage device 10
can store several game conditions 21, thus several game
figures.
[0042] Subsequently, during the description of an embodiment, game
conditions 21 are being used as bases, which are exclusively
exchanged in the form of electronically stored data, and which are
therefore useable for the application in a typical game console, or
useable in a computer. In this context, it is also assumed, that
the process steps described in the following are only performed
electronically. The fact, that it is also possible, to transfer the
necessary information and data in another way, remains unaffected
thereby, and can be realized by a person skilled in the art.
[0043] To the game conditions 21 from FIG. 2, memory identifiers 50
are allocated, each referring to respective the player, which has
generated this game status or game figure. Thus e.g., the game
figure "Harfengeist" has been created by the player A and has been
equipped with a series of certain characteristic features, which
let him interact in a previously agreed manner in an electronically
performed fantasy game with other game figures. The player B, in
this example, has not generated a game figure, but a certain game
situation, which influences the game operation as "last offer" in
any other specific manner. Herein, the memory identifier 50 refers
to the player B. In an analogous manner, the game figures
"Panzerechse" or "Gefried Eisenritter" have been created or
designated by the players C or D. The memory identifiers 50 from
FIG. 2 are substantially created individually by the players A, B,
C, or D, and allocated to the game conditions 21. They include at
least unambiguous information, sufficiently identifying the
respective player, e.g. unambiguous user numbers or nicknames, not
necessarily the real name of the actual participant.
[0044] An exemplary registering data exchange and the assembly of a
register dataset are shown in FIG. 3. The data exchange is
performed between the autonomous storage unit 10 and the game
manager storage unit 30. According to the preceding embodiments,
the game status 21 is stored in the autonomous storage unit 10 with
the storage identifier 50. The storage identifier 50 in this
embodiment is comprised of two essentially identical components 50A
and 50B. These components identify the player, in this case, in an
exemplary manner the player A, in an unambiguous manner. The data
within the storage identifier 50, or in the components 50A and 50B
do not have to be safety relevant user data of the participant in a
narrow sense. They only have to satisfy the basic condition that
the player can be at least unambiguously identified for the score
keeping device.
[0045] The score keeping device 30 includes a stored game manager
identifier 51 in an analogous manner, identifying the game manager
storage unit in an unambiguous manner. The game manager identifier
51, basically like the storage identifier 50, is also comprised of
two substantially identical components 51A and 51B. Also here, it
is not necessary at all, that the game manager identifier 51
includes safety relevant data. It only has to be unambiguously
identifiable in a manner corresponding to the rules of the game
during the course of the game. It can e.g. be a fantasy name which
plays an important role in the game performed. In the example shown
in FIG. 3, the game manager storage unit is unambiguously
designated through an X relative to the player A, or relative to
all other players.
[0046] The registering data exchange now is performed in an
exemplary manner, so that the first component 50A of the storage
identifier 50 is transmitted to the game manager storage unit 30.
Time wise parallel to it, or also with a certain appropriate time
lag, the first component 51A of the game manager identifier 51 is
transferred to the autonomous storage unit. As a result of this
data exchange a register dataset is now provided, in the game
manager storage unit 30, as well as in the autonomous storage unit
10. The first register dataset 40 is stored in the game manager
storage unit 30, and is comprised of the first component 50a of the
storage identifier 50 and the second component 51b of the game
manager storage identifier 51. The second register data set 41 is
saved in the autonomous storage unit 10, and comprises the first
component 51a of the game manager identifier 51 and the second
component 50b of the storage identifier 50. The second register
dataset 41 is initially allocated to the game status 21 in a non
changeable manner, and identifies it in the autonomous storage unit
10 and, furthermore, its activities within the performed game.
[0047] The first register dataset 40 in the game manager storage
unit 30 forms a registration entry, or an unambiguous data
signature for the monitoring and control of the activity of the
player or the game status directed by him within the course of the
game, this means within the procedures executing there, game steps
or data operations. The game status 21 is thus officially certified
at the level of the game execution, and officially certified and
"baptized" through an agreement of the player A and the game
manager X.
[0048] This means e.g. that, as shown in FIG. 4, the game status 21
identified with the name "Harfengeist" is allocated to the player
A, wherein the game manager X officially certifies this fact. In an
analogue manner, the game status designated in FIG. 4 with the name
"Panzerechse" is unambiguously and officially associated with
player C. The acting of the thus identified game status
"Harfengeist" or "Panzerechse" is now recognizable within the game
system as acting of the players A or C, and accessible to further
processing within the game.
[0049] Such procedures are advantageous in particular in complex
network games, in which several subunits with several game managers
communicate amongst each other, and in which an overview over the
entire course of the game has to be maintained in the network at
any time. FIG. 5 shows an example with this respect. Hereby, two
game manager storage units 30 are provided, which are provided with
the designations X and Y within the network. The network game is
managed by a superimposed database 60, which stores e.g. game
scores, or intermediary game scores, or which manages high score
lists. The game manager storage units 30 interact via a respective
network access 61, which can e.g. be provided through a network
capable game console or a computer, within the a network 65, which
can in particular be the internet or another local or non local
network, e.g. a LAN.
[0050] The game manager storage units 30 manage a series of
registration datasets 40 of a limited group of players, e.g. the
register datasets YE and YF for game status, which are allocated to
the players E or F, and which report to the game manager Y.
Accordingly, the registration datasets XA and XB define game
conditions of the players A and B under the management of the game
manager X. The game managers X and Y thus manage the game operation
of their respective area. The superimposed database 60 thus
registers and manages the game operation in the areas of
responsibilities of the game managers X and Y at high level. Thus
it is easily possible, that the database 60 itself can be a game
manager storage unit with the previously described functions. The
network game can thus be hierarchically structured in any way. Thus
it is easily possible, to perform comparable registering data
exchange operations between the database 60 and the game manager
storage units 30, as e.g. between the game manager units storage 30
and the autonomous storage units 10. Thus some players or the game
status created by them, can act in the entire network in an
overreaching manner, while only a local effectiveness is allocated
to others. Thus, in particular, the opportunity is created to first
play locally, and to compete in regional competitions later, after
complying with predetermined criteria.
[0051] It should be emphasized, that the other processing of
register datasets, in particular, the display disclosure, deleting
or allocating, are basically independent of any, also only
initially safety relevant aspect of the system integrity. The
processing of the register datasets, or also of the game status
linked therewith is only subject to the rules of the game to be
executed. It can thus be as arbitrarily conniving, clear,
complicated, or confusing, as required for the allure of the game.
In the network structure shown in FIG. 5, e.g. in the area of the
game manager Y, the register data sets can be managed completely
differently, than in the area of the game manager X, or within the
superimposed database 60.
[0052] The register datasets can e.g. be disclosed in the area of
the game manager X for all players, and can be displayed in
particular, wherein each player can unambiguously identify each
game status, thus e.g. the game figures of the other players. Thus
it is also possible to completely cover the register datasets, or
to display them more or less in general, or depending on the game
events, but to release the associated game status otherwise for
each player. Thus e.g. each access to a game status by another
player, than the one who has registered the respective game status,
contributes to the advantage or disadvantage of his own position in
high score. Eventually it is also possible that the players
themselves, through setting certain parameters decide, which data
sets are displayed in which form in public at all. In any case,
however, through the register data sets, any and all game status
are always linked to the players in a unambiguous manner through
the registration data exchange, so that an assessment of the
playing skills of each particular player is always possible.
[0053] The game manager storage unit can be realized in different
ways. FIG. 6 shows an embodiment as a game manager card 70 provided
as a chip card. In a card shaped base body 75 a memory chip 80 and
a data transmission device 85 are integrated. Furthermore the chip
card can also include a keyboard 86, e.g. provided as a simple foil
keyboard. The chip card can be provided according to the known
state of the art, thus e.g. the data transmission device 85 can be
provided as a no touch transponder.
[0054] The physical access and thus the disposition of the chip
card, or the data stored there upon is in no case an element of the
internal game operations illustrated above, thus it is safety
relevant, and thus has to be protected against data loss or
unauthorized access in the interest of system security. For the
protection of the data saved on the chip card, or against an
unauthorized use of the chip card through unauthorized persons, the
typical known safety procedures for chip cards and chip card
readers, this means entry request for passwords or PIN, biometric
data comparisons and/or data encryptions can be used. The chip card
offers a simple opportunity to exchange game manager functions for
a series of different games without great circumstance. The chip
card can have a designation of the game on its card body for this
purpose, e.g. provided as a logo.
[0055] Among other things it is useful under the aspect of system
security, but also under the aspect of processing capacity, to have
an embodiment of the game manager storage unit provided as a
module, more or less integrated into a game console, or into a
computer system, in particular as a circuit board, or plug in card,
in the case of high data volume, or quasi permanently running net
games. The game manager functions, at least certain base functions,
which are unchanged during the game, can be realized in these
embodiments in the form of software routines, which are accordingly
installed in a solid state on the conductor card, or in memory
elements disposed in the module, in particular ROM, PROM, or
EPROM.
[0056] Eventually it is also possible to install the game manager
storage unit in the form of a program or software module, installed
in a game console, a local computer, or a host computer, and
protected by the typical safety features.
[0057] FIG. 7 shows an exemplary embodiment of a game manager
storage unit provided as a plug in module 90 for an application in
a modified game console 100. The game console 100, with respect to
its exterior configuration, mostly corresponds to the known
embodiment according to the state of the art, shown in FIG. 1. It
also has the keyboards 6 and the display 7, as well as the reader
devices 9 for the autonomous storage unit 10. Furthermore an
interface 110 for a communication with the external net 65, in
particular the internet is provided. The interface is provided
according to the state of the art standards. In the embodiment
shown in FIG. 7, the plug in module 90 performs the previously
described functions and process steps at least for the game console
provided here. The game console 100 from FIG. 7 thus forms the
hardware equipment platform for the game manager function. With
respect to the external network 65 the game console 100 is defined
through the plug in module 90, more or less an independent area of
superimposed the network game. The game console 100 forms the
location where the participating players physical log into the game
operation running on the network 65, from where they interact with
other players on the network.
[0058] Though the method according to the invention was described
with reference to exemplary embodiments, it is appreciated that a
person skilled in the art can perform numerous useful changes,
additions or deletions, without going beyond the basic scope of the
invention. Further embodiments can be derived in particular through
useful combinations of the dependent claims.
Designations
[0059] 5 Game console
[0060] 6 Keyboard
[0061] 8 Network Interface
[0062] 9 Reader device
[0063] 10 Autonomous storage device
[0064] 20 Score keeping device
[0065] 21 Game Status
[0066] 30 Game manager storage unit
[0067] 40 First register data set
[0068] 41 Second register data set
[0069] 50 Memory Identifier
[0070] 50a First component
[0071] 50b Second component
[0072] 51 Game manager identifier
[0073] 51a First component
[0074] 51b Second component
[0075] 60 Superimposed data base
[0076] 61 Network access
[0077] 65 Network, in particular internet
[0078] 70 Game manager card
[0079] 75 Base Body
[0080] 80 Memory chip
[0081] 85 Data transmission device
[0082] 86 Keyboard
[0083] 90 Plug in module
[0084] 100 Game console
[0085] 110 Network interface
* * * * *