U.S. patent application number 12/713859 was filed with the patent office on 2010-12-30 for computer-implemented method and system for generating and managing customized interactive multiplayer location-based mobile games.
This patent application is currently assigned to SCVNGR, Inc.. Invention is credited to Adam Finkelstein, Valeri Karpov, Seth M. Priebatsch.
Application Number | 20100331089 12/713859 |
Document ID | / |
Family ID | 42666232 |
Filed Date | 2010-12-30 |
United States Patent
Application |
20100331089 |
Kind Code |
A1 |
Priebatsch; Seth M. ; et
al. |
December 30, 2010 |
COMPUTER-IMPLEMENTED METHOD AND SYSTEM FOR GENERATING AND MANAGING
CUSTOMIZED INTERACTIVE MULTIPLAYER LOCATION-BASED MOBILE GAMES
Abstract
A computer-implemented method and system are provided for
generating and managing a customized interactive multiplayer
location-based mobile game. The method includes the steps of: (a)
receiving at a computer system content and high-level game logic
from a game designer to be used in developing a location-based
mobile game; (b) generating a playable location-based mobile game
based on the content and high-level game logic using the computer
system; (c) registering using the computer system a plurality of
players desiring to play the multiplayer location-based mobile game
using their personal mobile communications devices; and (d)
managing execution of the game for each player or group of players
by routing the player or group of players to a plurality of
locations to perform a location-based task at each location, and
interacting with the player or group of players after each of the
location-based tasks has been performed, wherein managing execution
of the game and interacting with the player or group of players
comprises using the computer system to communicate with a personal
mobile communications device of the player or group of players.
Inventors: |
Priebatsch; Seth M.;
(Boston, MA) ; Finkelstein; Adam; (Princeton,
NJ) ; Karpov; Valeri; (Fair Lawn, NJ) |
Correspondence
Address: |
FOLEY HOAG, LLP;PATENT GROUP, WORLD TRADE CENTER WEST
155 SEAPORT BLVD
BOSTON
MA
02110
US
|
Assignee: |
SCVNGR, Inc.
Boston
MA
|
Family ID: |
42666232 |
Appl. No.: |
12/713859 |
Filed: |
February 26, 2010 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
|
|
61156322 |
Feb 27, 2009 |
|
|
|
Current U.S.
Class: |
463/42 |
Current CPC
Class: |
H04L 67/18 20130101;
A63F 2300/6009 20130101; A63F 13/332 20140902; A63F 2300/552
20130101; A63F 13/5375 20140902; A63F 2300/609 20130101; A63F
2300/5546 20130101; H04L 67/38 20130101; A63F 13/46 20140902; A63F
13/12 20130101; H04W 4/02 20130101; A63F 2300/5573 20130101; A63F
13/79 20140902; A63F 2300/406 20130101; A63F 2300/407 20130101;
H04W 4/023 20130101; A63F 2300/204 20130101; A63F 2300/305
20130101; A63F 2300/695 20130101 |
Class at
Publication: |
463/42 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A computer-implemented method for generating and managing a
customized interactive multiplayer location-based mobile game,
comprising the steps of: (a) receiving at a computer system content
and high-level game logic from a game designer to be used in
developing a location-based mobile game; (b) generating a playable
location-based mobile game based on the content and high-level game
logic using the computer system; (c) registering using the computer
system a plurality of players desiring to play the multiplayer
location-based mobile game using their personal mobile
communications devices; and (d) managing execution of the game for
each player or group of players by routing the player or group of
players to a plurality of locations to perform a location-based
task at each location, and interacting with the player or group of
players after each of the location-based tasks has been performed,
wherein managing execution of the game and interacting with the
player or group of players comprises using the computer system to
communicate with a personal mobile communications device of the
player or group of players.
2. The method of claim 1 wherein routing the player or group of
players comprises providing the player or group of players with a
clue hinting at the next location to which the player or group of
players must travel to complete a location-based task.
3. The method of claim 1 wherein interacting with the player or
group of players comprises determining whether a location-based
task has been successfully completed by the player or group of
players.
4. The method of claim 1 wherein each location-based task comprises
solving a riddle relating to the location or capturing an image at
the location and transmitting the image to the computer system.
5. The method of claim 1 further comprising calculating a score for
each player or group of players based on the player's or group of
players' completion of each location-based task.
6. The method of claim 1 further comprising providing a hint to the
player or group of players to assist the player or group of players
in completing the location-based task.
7. The method of claim 1 further comprising running a simulation of
the game before execution of the game and providing suggested
modifications to the game designer based on an analysis of the game
with historical data on execution of other prior games.
8. The method of claim 1 wherein at least some of the personal
mobile communications devices comprise an SMS compatible cellular
telephone.
9. The method of claim 1 wherein at least some of the personal
mobile communications devices comprise a smart phone, and wherein
the game is deployed on a mobile web portal accessed by the smart
phone or using an application downloaded on the smart phone.
10. The method of claim 1 wherein routing each player or group of
players to the plurality of locations comprises dynamically routing
different players or groups of players through different paths
through the locations.
11. The method of the claim 10 wherein the different paths are
selected based on the distance between the locations or the
relative importance of the locations, or to avoid potential
clustering of players or groups of players at locations.
12. The method of claim 1 further comprising providing a final
location-based task to the first player or group of players to
reach a threshold score, and providing the final location-based
task to other players or groups of players after a time delay based
on their respective scores.
13. The method of claim 1 further comprising determining a location
to route a player or group of players to based on whether a
location-based task has been successfully performed.
14. The method of claim 1 further comprising providing each of the
players or groups of players all location-based tasks of the game
at one time.
15. A computer system for generating and managing a customized
interactive multiplayer location-based mobile game, comprising: a
game development platform configured to receive content and
high-level game logic from a game designer to be used in developing
a location-based mobile game, and to generate a playable
location-based mobile game based on the content and high-level game
logic using the computer system; and a game dynamics engine
configured to register a plurality of players desiring to play the
multiplayer location-based mobile game using their personal mobile
communications devices; and to manage execution of the game for
each player or group of players by routing the player or group of
players to a plurality of locations to perform a location-based
task at each location, and to interact with the player or group of
players after each of the location-based tasks has been performed,
wherein managing execution of the game and interacting with the
player or group of players comprises using the computer system to
communicate with a personal mobile communications device of the
player or group of players.
16. The computer system of claim 15 wherein the game dynamics
engine is configured to route the player or group of players by
providing the player or group of players with a clue hinting at the
next location to which the player or group of players must travel
to complete a location-based task.
17. The computer system of claim 15 wherein the game dynamics
engine is configured to determine whether a location-based task has
been successfully completed by the player or group of players.
18. The computer system of claim 15 wherein the game dynamics
engine is configured to calculate a score for each player or group
of players based on the player's or group of players' completion of
each location-based task.
19. The computer system of claim 15 wherein the game dynamics
engine is configured to provide a hint to the player or group of
players to assist the player or group of players in completing the
location-based task.
20. The computer system of claim 15 wherein the game development
platform is configured to run a simulation of the game before
execution of the game and providing suggested modifications to the
game designer based on an analysis of the game with historical data
on execution of other prior games.
21. The computer system of claim 15 wherein the game dynamics
engine is configured to dynamically route different players or
groups of players through different paths through the
locations.
22. The computer system of claim 21 wherein the different paths are
selected based on the distance between the locations or the
relative importance of the locations, or to avoid potential
clustering of players or groups of players at locations.
23. The computer system of claim 15 wherein the game dynamics
engine is configured to provide a final location-based task to the
first player or group of players to reach a threshold score, and
provide the final location-based task to other players or groups of
players after a time delay based on their respective scores.
24. The computer system of claim 15 wherein the game dynamics
engine is configured to determine a location to route a player or
group of players to based on whether a location-based task has been
successfully performed.
25. The computer system of claim 15 wherein the game dynamics
engine is configured to provide each of the players or groups of
players all location-based tasks of the game at one time.
26. A computer program product residing on a computer readable
medium having a plurality of instructions stored thereon which,
when executed by a computer processor, cause that processor to: (a)
receive content and high-level game logic from a game designer to
be used in developing a location-based mobile game; (b) generate a
playable location-based mobile game based on the content and
high-level game logic; (c) register a plurality of players desiring
to play the multiplayer location-based mobile game using their
personal mobile communications devices; and (d) manage execution of
the game for each player or group of players by routing the player
or group of players to a plurality of locations to perform a
location-based task at each location, and interact with the player
or group of players after each of the location-based tasks has been
performed, wherein managing execution of the game and interacting
with the player or group of players comprises communicating with a
personal mobile communications device of the player or group of
players.
27. The computer program product of claim 26 further comprising
instructions for providing the player or group of players with a
clue hinting at the next location to which the player or group of
players must travel to complete a location-based task.
28. The computer program product of claim 26 further comprising
instructions for calculating a score for each player or group of
players based on the player's or group of players' completion of
each location-based task.
29. The computer program product of claim 26 further comprising
instructions for providing a hint to the player or group of players
to assist the player or group of players in completing the
location-based task.
30. The computer program product of claim 26 further comprising
instructions for running a simulation of the game before execution
of the game and providing suggested modifications to the game
designer based on an analysis of the game with historical data on
execution of other prior games.
31. The computer program product of claim 26 further comprising
instructions for dynamically routing different players or groups of
players through different paths through the locations.
32. The computer program product of claim 31 wherein the different
paths are selected based on the distance between the locations or
the relative importance of the locations, or to avoid potential
clustering of players or groups of players at locations.
33. The computer program product of claim 26 further comprising
instructions for providing a final location-based task to the first
player or group of players to reach a threshold score, and
providing the final location-based task to other players or groups
of players after a time delay based on their respective scores.
34. The computer program product of claim 26 further comprising
instructions for determining a location to route a player or group
of players to based on whether a location-based task has been
successfully performed.
35. The computer program product of claim 26 further comprising
instructions for providing each of the players or groups of players
all location-based tasks of the game at one time.
Description
CROSS REFERENCE TO RELATED APPLICATION
[0001] This application claims priority from U.S. Provisional
Patent Application Ser. No. 61/156,322, filed on Feb. 27, 2009,
entitled The HuntBuilder (A User-Driven Method for Dynamically
Generating and Orchestrating Location Based Mobile Games), which is
hereby incorporated by reference.
BACKGROUND
[0002] The present application relates to methods and systems for
generating and managing customized interactive multiplayer
location-based mobile games.
BRIEF SUMMARY OF EMBODIMENTS OF THE INVENTION
[0003] In accordance with one or more embodiments, a
computer-implemented method is provided for generating and managing
a customized interactive multiplayer location-based mobile game.
The method includes the steps of: (a) receiving at a computer
system content and high-level game logic from a game designer to be
used in developing a location-based mobile game; (b) generating a
playable location-based mobile game based on the content and
high-level game logic using the computer system; (c) registering
using the computer system a plurality of players desiring to play
the multiplayer location-based mobile game using their personal
mobile communications devices; and (d) managing execution of the
game for each player or group of players by routing the player or
group of players to a plurality of locations to perform a
location-based task at each location, and interacting with the
player or group of players after each of the location-based tasks
has been performed, wherein managing execution of the game and
interacting with the player or group of players comprises using the
computer system to communicate with a personal mobile
communications device of the player or group of players.
[0004] In accordance with one or more further embodiments, a
computer program product is provided. The computer program product
resides on a computer readable medium and has a plurality of
instructions stored thereon which, when executed by a computer
processor, cause that processor to: (a) receive content and
high-level game logic from a game designer to be used in developing
a location-based mobile game; (b) generate a playable
location-based mobile game based on the content and high-level game
logic; (c) register a plurality of players desiring to play the
multiplayer location-based mobile game using their personal mobile
communications devices; and (d) manage execution of the game for
each player or group of players by routing the player or group of
players to a plurality of locations to perform a location-based
task at each location, and interact with the player or group of
players after each of the location-based tasks has been performed,
wherein managing execution of the game and interacting with the
player or group of players comprises communicating with a personal
mobile communications device of the player or group of players.
[0005] In accordance with one or more further embodiments, a
computer system is provided for generating and managing a
customized interactive multiplayer location-based mobile game. The
computer system includes a game development platform and a game
dynamics engine. The game development platform is configured to
receive content and high-level game logic from a game designer to
be used in developing a location-based mobile game, and to generate
a playable location-based mobile game based on the content and
high-level game logic using the computer system. The game dynamics
engine is configured to register a plurality of players desiring to
play the multiplayer location-based mobile game using their
personal mobile communications devices. The game dynamics engine is
also configured to manage execution of the game for each player or
group of players by routing the player or group of players to a
plurality of locations to perform a location-based task at each
location, and to interact with the player or group of players after
each of the location-based tasks has been performed. Managing
execution of the game and interacting with the player or group of
players involves using the computer system to communicate with a
personal mobile communications device of the player or group of
players.
[0006] Various embodiments of the invention are provided in the
following detailed description. As will be realized, the invention
is capable of other and different embodiments, and its several
details may be capable of modifications in various respects, all
without departing from the invention. Accordingly, the drawings and
description are to be regarded as illustrative in nature and not in
a restrictive or limiting sense, with the scope of the application
being indicated in the claims.
BRIEF DESCRIPTION OF THE DRAWINGS
[0007] FIG. 1 is a simplified illustration of an exemplary network
in which a game generation and management system in accordance with
one or more embodiments can be implemented.
[0008] FIG. 2 is a simplified flowchart illustrating an exemplary
player registration process in accordance with one or more
embodiments.
[0009] FIG. 3 is a simplified flowchart illustrating an exemplary
game execution process in accordance with one or more embodiments.
(FIG. 3 is comprised of FIGS. 3A and 3B, which are collectively
referred to as FIG. 3.)
DETAILED DESCRIPTION
[0010] The present application is directed to a computer
implemented method and system for generating and managing or
orchestrating the execution of complex customized interactive
multiplayer location-based mobile games. By way of example, such
games can include so-called scavenger hunts, in which individual
players or teams of players are routed to a series of locations to
perform location-based tasks (such as collecting items, answering
questions, or taking photographs at the location). In accordance
with one or more embodiments, a computer system is provided for
generating the game and managing execution of the game by
interacting with players through their personal mobile devices.
[0011] The system can also be used to generate and manage a variety
of games other than scavenger hunt type games. The term "game" is
used herein to generally describe a variety of interactive
location-based activities involving players, groups, or teams.
These activities can be a variety of fields and can be used for
various purposes as described in further detail below.
[0012] FIG. 1 is a simplified illustration of an exemplary network
in which computer-implemented game generation and management system
102 in accordance with various embodiments can be implemented. The
game system 102 includes a game development platform or game
builder 104 that can be used by a game designer or organizer 106 to
generate customized interactive location-based games as described
in further detail below. The game designer or organizer 106 can,
e.g., be any individual desiring to build and/or manage an
interactive location-based game for a variety of purposes. For
example, the game designer or organizer 106 can be an individual
associated with an organization, place, or event (e.g., a
university, museum, company, city, or convention) wishing to use
the game to provide an interactive experience associated with a
place for multiple players.
[0013] For ease of explanation, the term "game designer" is used
herein to identify someone building or organizing the game, and the
term "game administrator" is used to identify someone managing the
execution of the game. It should be understood, however, that in
many cases, the game designer and game administrator will be the
same person.
[0014] The games can be played by multiple players (individually or
in groups or teams) through their personal mobile devices 108. The
mobile devices 108 can include a variety of portable communications
devices such as, e.g., cellular telephones, smart phones, portable
digital assistants, and the like. By way of example, a mobile
device 108 can include an SMS compatible cellular phone or a smart
phone capable of accessing the game through a mobile web
portal.
[0015] The game system 102 can communicate with game designers or
administrators 106 and players 108 over a variety of communications
networks including, without limitation, wired and wireless networks
such as the Internet, intranets, cellular communications networks,
mesh networks, wireless local area networks, and other
connections.
[0016] The game system 102 can include an enterprise-level server
or other computer server system for performing the functions
described herein. The functions of the game system 102, including
generating games through the game development system 108 and
managing execution of games through a game-dynamics or game-play
engine 110, can be distributed across one or more virtual or
physical computer systems.
[0017] The game development platform 104 allows non-technical game
designers to quickly and easily build sophisticated location based
mobile games using software that is accessible online. Users can
input their custom game data and location-based content and program
in high-level game logic, which the game development platform 104
then interprets. The platform 104 can also implement pre-loaded
game-dynamics as will be described in further detail below. In
accordance with one or more embodiments, the game can be deployed
across virtually all mobile devices 108 and all carriers. The
game-dynamics engine 110 manages execution of fast-paced game-play
interactions, and can automate scoring and tracking and mapping
user-submitted photos to clue/challenge tasks and associated
locations.
[0018] The platform 104 allows non-technical users to take
advantage of powerful pre-built game components and lets them
program in high-level game logic, thereby allowing dynamic
interactive games to be created with ease. By allowing users to
customize location based content using the game development
platform software, location based games can be built without the
expense and complexity of doing it by hand. By automatically
deploying games across all carriers and all mobile devices, the
system 102 removes the time and effort needed to code for various
mobile devices or achieve carrier provisioning for mobile
messaging. By utilizing personal devices of individual players, the
system 102 avoids the expense of purchasing and distributing (and
perhaps even producing) proprietary mobile devices. Additionally,
the game engine 110 can handle dynamic two-way interactions
involving game-logic and user generated response on the fly,
removing the need for vast manpower resources to monitor and manage
the game and enabling easy scaling to increase the number of
participants. The system 102 thereby makes building location-based
mobile games faster, less expensive, and easier for the game
organizers or designers, and the fast-paced dynamic content makes
the game more enjoyable to play for the participants.
[0019] By way of example, the game development platform 104 in
accordance with one or more embodiments can be used to build games
as follows:
[0020] The user, i.e., game designer or organizer, is prompted to
input their game content and to select one of several built-in game
dynamics. For example, the content requested is delineated below
and is preferably, though not necessarily, inputted in this
order:
[0021] The game designer can select from one of the pre-packaged
game dynamics. The game designer can then continue through the
process and customize it as desired. Four exemplary prepackaged
game dynamics, which are described in greater detail below, are
identified as Hunt, SCRMBL, Adventure, and ToDo.
[0022] The game designer is then prompted to input game
information, including, e.g., a keyword that players will send to
the system 102 to enroll in the game, a game title to provide a
reference to the game administrator, a game location to help the
system geo-code and center the map's game area.
[0023] The game designer is then prompted to enter information on
the duration of the game including, how long the game will last for
each team. The game designer also indicates when the game is active
to start being played by participants. The game designer indicates
whether the game has a defined start and end-time or is an ongoing
event.
[0024] In addition, for SCRMBL games (which are described in
further detail below), the game designer is asked to enter the
following information: the point threshold to trigger the scramble,
the time threshold to trigger the scramble, the initial time offset
to award to the first team, the penalty per point in seconds to
deduct from other teams, and the number of minutes (after the first
team finishes the final riddle) the game ends.
[0025] The game designer can input a message that goes out to all
participants to start off the game, as well as a message that goes
out to all participants to close the game.
[0026] A warning message can be input that goes out to all
participants a certain number of minutes before the game ends. This
applies only to non-SCRMBL game dynamics.
[0027] For SCRMBL games, winning and losing messages can be input
by the game designer.
[0028] The game designer can also specify whether the game is open
or private. This defines whether or not players need a password to
participate in the game. If the game designer selects private, then
he or she is prompted to enter an access password, which
participants will need to register for the game.
[0029] The game designer can specify a particular routing
algorithm, which will be described in further detail below, to be
used for the game. If the game designer is building an Adventure
game, he or she will be building their own routing algorithm and
therefore this field will not show up.
[0030] The game designer can specify whether or not the
participants start the game by sending in a start message, or when
the administrator starts the game by sending in special pass-code.
The game can also be auto-started, in which case the game starts
for the player as soon as he or she registers.
[0031] The game development platform 104 includes a Clue/Challenge
Sequence Creator in accordance with one or more embodiments. A clue
is a riddle that hints at a location and requests, as its answer,
the name of the location. A challenge is typically a more difficult
riddle that is intended to be solved at that specific location,
thus impelling the participant to actually travel to the location.
Clue/Challenge sequences can contain multiple sub-elements. The
clue/challenge sequences are translated into loosely connected
sub-graphs, which players travel through and then (using the
preselected routing dynamic are transported to another
clue/challenge sequence to continue their game).
[0032] The game designer inputs the title of each clue/challenge
sequence for reference, the text of the clue, and an optional hint.
The designer also inputs answers, which can be comma delimited for
each clue. The system 102 can be configured to handle
misspelling.
[0033] The game designer also inputs the text for the first
challenge, and can choose to add additional challenges. The game
designer can also input an optional hint for each challenge. The
game designer also inputs the answers for the challenge. If the
challenge is a photo based challenge (i.e., one that requires a
player to send in a photo), then any answer sent in can be deemed
acceptable. In an Adventure game, the game designer also specifies
to what clue a correct answer sends the players and to what clue an
incorrect answer would send the players. The game designer can also
choose to break their answers into different answer sets and
associate a next clue location with each given answer set.
[0034] The game designer can specify the number of points each
component of the clue/challenge is worth or the number of points to
be deducted for using hints and providing wrong answers. The game
designer then geo-tags the location of that clue/challenge
sequence.
[0035] In accordance with one or more embodiments, a landing page
can be provided for game designers that can be used by participants
to register for the game using a website instead of registering
from their cell phones. The landing page can include text and
images input by the game designer.
[0036] In accordance with one or more embodiments, the game
development platform 104 can run a simulation of a game designed by
game designer, and provide statistics about the game and offer
suggestions based on the statistics analyzed against past games
that have been run. The platform 104 can use a system of metrics
culled from a large number of anonymized past interactions to come
up with these suggestions.
[0037] Using either a cellular phone or an iPhone (or other smart
phone) emulator on the screen, the game designer can demo their
game and then edit it, if needed, before deploying it.
[0038] The game development platform 104 takes the game content and
high level game logic entered in by game designers and runs it
through a provisioning process to compile it into a playable game
that can be played from virtually any cell phone or mobile device
108. The game can be deployed across multiple platforms (e.g., SMS,
Mobile Web, Native Phone Applications). The games are provisioned
with generally all the major carriers to be playable from any
SMS-compatible cell phone. The games can also be deployed on a
mobile web portal for smart-phones and on native phone
applications, e.g., the iPhone, and Android, Symbian, and RIM
phones.
[0039] FIG. 2 illustrates an exemplary player registration process
in accordance with one or more embodiments. In this example, a team
of players is registered. A similar process can be used to register
individual players. As shown in FIG. 2, a user desiring to register
a team can register for the game by text message (at step 204),
mobile web (at step 206), or by a native phone application (e.g.,
iPhone App) (at step 208). If the user registers by text message,
he or she sends a given keyword to a specified number as
illustrated at 210. If the user desires to register by mobile web,
he or she can navigate to a particular site to register as
illustrated at 211. If the user desires to register by a native
phone application, he or she can download the native phone
application, open it, and use a given keyword to register for the
game as illustrated at 212. At step 214, the user receives a
response with a team code and the welcome message entered by the
game designer.
[0040] At step 215, other team members may join the user's team by
sending in the team code. The other team members can choose to
become pilot or copilot of the team, if desired. Each team member
receives a response with the welcome message.
[0041] If the game was set up as a user-started a game, the pilot
of the team can start the game by sending in a given start message,
e.g., "SCVNGR START" to begin the game (at step 218). The game then
begins. If the game designer had set up the game as auto-start,
then the players skip to the next step as indicated at 220. If the
game designer had specified that the game be started only by the
game designer or administrator, then the administrator sends in a
special command at 222 to begin the game and all of the players
would then be moved to the next step.
[0042] FIG. 3 illustrates an exemplary game execution process in
accordance with one or more embodiments. The game dynamics engine
110 analyzes the game-content and game-area inputted by the game
designer and dynamically selects a first clue/challenge sequence
for the team at step 302 based on the routing-dynamic selected by
the game designer and the relevant algorithm for that dynamic. If a
linear routing was specified, the engine 110 follows the order
specified by the game designer at 304. If "Smart Route" routing
(which will be described in further detail below) was specified,
the engine 110 selects a clue based on parameters such as the
current positioning of other teams and proximity to next locations
at step 306. If random routing was specified, the engine 110
selects randomly among available clues at step 308. If Adventure
routing was specified, the engine 110 finds the starting clue at
309 as defined in a custom routing algorithms specified by the game
designer.
[0043] At step 310, the first component of a clue/challenge is
delivered to the team members (pilots and copilots).
[0044] At step 312, the team solves the first component and submits
its answer. The game dynamics engine 110 analyzes the answer,
preferably using an edit-distance program to account for
misspellings, and compares the answer against the game designer
inputted answer variations to attempt to determine if the answer
submitted is correct or incorrect.
[0045] If the answer is incorrect, the team loses points and
receives notification of their incorrect answer. Depending on the
number of times that this clue can be answered incorrectly (as
specified by the game designer), the team may be given multiple
attempts. The game dynamics engine 110 decrements the number of
attempts available to the user at step 314 for each answer
provided. If the user still has attempts left, the user receives
notification that they were incorrect and loses points at 316 and
is given an opportunity to submit another response at 312. If there
are no attempts left, the user can be notified at 318 and provided
the next clue at 302.
[0046] If the answer is correct, the user is awarded points at step
320. The game dynamics engine 110 then searches for any challenges
or other components associated with this clue. If one is found,
that challenge is delivered to the team at step 322. The team
submits their response at step 312.
[0047] If this is the final challenge for this clue/challenge
sequence, then the team is sent to step 302.
[0048] At any point during the game, the teams can access various
interactive commands including, e.g., the following: SCORE (to get
their current score and rank), HELP (to get help with the game),
REPEAT (to get their last message again), PILOT (to become the team
pilot), COPILOT (to become a copilot), HINT (to get a hint on their
current clue/challenge), SKIP (to skip to the next clue/challenge
at step 302), QUIT (to quit or exit from the game entirely).
[0049] At any point during the game, the game administrator can
access a variety of interactive commands, including, e.g., the
following: RANK N (to get the top N ranked teams, where N is a
positive integer), and BROADCAST <Keyword> <Message>
(to send anything in the <message> parameter to all of the
teams currently in the game with keyword equal to the
<keyword> parameter).
[0050] If the game administrator has inputted a warning message to
go out a certain period of time before the game is over (and the
game is not using a SCRMBL game-dynamic), then all teams will
receive the warning message when they have that period of time
left.
[0051] When teams run out of time or finish the game by completing
all of their remaining clues at 334, they will receive a
notification with their score and an ending message at 336 that was
entered during game development.
[0052] After the game, the participants may sign up for another
game, or send in SCORE to receive their final score again.
[0053] A post game summary report can be sent to game
administrators (e.g., to their online accounts), which allows them
to view details about the game such as: the teams, their players,
their scores, the paths they took, how long they played for, and a
number of statistics about the game including the average number of
clue/challenge sequences solved, etc. These statistics can be
calculated after the first team finishes the game and are updated
as other teams finish.
[0054] In an ongoing game having an extended duration (e.g., one
that lasts for several days, weeks, or months), it is possible for
a game administrator to examine the post-game review data and then
determine that parts of the game should be edited. In this case,
the game administrator may return to the game development process,
select and edit a desired field, and then have the revised game be
active for the next round of the game.
[0055] The four exemplary game dynamics mentioned above (Hunt,
SCRMBL, Adventure, and ToDo) are now described in further
detail.
[0056] Hunt: This game-dynamic can include any number of
clue/challenge sequences. Teams can be routed from one
clue/challenge sequence to another based on the routing algorithm
chosen by the game designer. The routing algorithm choices can be
linear (in which the clue/challenge sequences are delivered in a
specific order one after the other), random (in which a teams next
clue/challenge sequence is chosen randomly), or by a so-called
SmartRoute routing algorithm. SmartRoute can dynamically generate
unique but intelligent paths for each team, generally ensuring that
they travel through an optimal path based on several parameters,
including distance to other potential locations, clustering of
teams at other potential locations, and other parameters such as
the relative importance of those locations. SmartRoute is described
in further detail below.
[0057] SCRMBL: A SCRMBL (pronounced `scramble`) is a game dynamic
that involves ongoing calculations to repeatedly alter timing for
delivery of clues in response to interactive user-generated events.
Every team's actions during the game can have the opportunity to
affect the game path that other teams experience. From the user
perspective, the game can operate, e.g., as described below.
[0058] SCRMBL game operates in a similar fashion to a regular
scavenger hunt with teams solving clue/challenge sequences and
being routed to the next clue/challenge sequence based on, e.g.,
the SmartRoute routing algorithm. However, rather than trying to
win by accruing the most points in a given time period, teams in a
SCRMBL are racing to reach a point threshold. The first team to
reach this point threshold receives the final clue (which can,
e.g., be an especially difficult riddle) and also triggers a
"land-rush" phase of the game. During the land-rush phase, every
other team also begins receiving the final clue after a time-delay
based on their current score. The difference between any team's
current score and the point threshold can be multiplied by some
administrator-supplied constant (in seconds of delay/point) and
added to an initial time offset in seconds (also supplied by the
game administrator) to calculate the time delay that a team must
suffer before receiving the final clue. During this time, the team
may continue to solve other clue/challenge sequences to earn more
points and thus decrease their time delay. The SCRMBL also has a
time-threshold that can trigger the land-rush phase of the game. If
no team receives enough points to trigger the point threshold
before the time-threshold is reached, then the scramble will be
triggered and the final clue will be delivered according to the
method described above.
[0059] The Adventure game dynamics enables a game designer to
easily program in game logic to create a customized low-level
interactive routing-algorithm. This ability offers great
flexibility to game administrators, enabling them to build reactive
games that can receive user input and alter their path based on
that input.
[0060] In the Adventure framework, the game designer builds out
clues following the protocol described above, but also includes
additional pieces of data. The designer defines what next location
the team will be routed to if they complete the clue/challenge
sequence correctly, where they will be routed if they complete it
incorrectly, and optionally, where they will be routed based on
different answers or answer sets (e.g., comma delimited strings of
acceptable answers to initiate a given routing action). As an
example, a designer may decide that answering RED to a clue should
route the team to clue/challenge sequence 7, while BLUE would route
them to clue/challenge sequence 8, and GREEN might route them
somewhere else entirely. An incorrect answer, might also take the
team to some other part of the game. This system offers low-level
routing logic to be programmed into a complex system.
[0061] ToDo is a game dynamic that supplies all of the
clue/challenge sequences to players immediately and enables them to
solve them in the order they desire. The system 102 can provide
instantaneous feedback to the participants as they solve the clues
and then deliver the associated challenges for that location.
[0062] The SmartRoute routing algorithm can free game
administrators from having to handle game-routing logic and can
provide intelligent routes for each team. SmartRoute seeks to
optimize the routes of each team based on given parameters such as
the proximity to available clue/challenge sequences and the
clustering patterns of teams at those locations. Other parameters
can include user-supplied information about the relative importance
of those locations (whether or not they want participants to reach
them with high probability) and difficulty of the clue/challenge
sequence at that location. By optimizing with even just the two
parameters mentioned above, SmartRoute can dynamically generate
unique paths for each team that can be randomized (and made
unpredictable for the end user), but intelligent (meaning that they
travel, e.g., to nearby locations that are not currently crowded
with other teams). This routing leads to enjoyable game play with
teams not running into or following one another and also not being
forced on overly long treks to reach their next location. The
results of this routing pattern are particularly valuable in
moderate sized game areas such as, e.g., university campuses and
cities and areas where clustering could be problematic, such as
museums and other indoor spaces.
[0063] By way of example, using those two initial parameters as a
guide, the following is a mathematical description of how the
scoring of each of the available locations is calculated according
to the SmartRoute routing algorithm:
[0064] To choose what location to send a team to next, the
algorithm begins by assigning a relative score si to all possible
next locations i. Previously visited locations have a score of
zero, and otherwise the score balances between distance traveled
and the goal of avoiding clustering, as follows:
si = ( k 1 ( di D ) + ( ni ei ) k 2 ) - k 3 ##EQU00001##
[0065] where:
[0066] di is the distance to location i,
[0067] D is the diameter of the entire game (or maximal distance
between any two locations),
[0068] ni is the number of teams that would be at location i if
this team went there (i.e., one greater than the current
number),
[0069] ei is the expected number of teams at location i (it could
be set globally, e.g., as the total number of teams divided by
total number of locations, or could be set or adjusted per location
by hand to cause some locations to get more or less
clustering),
[0070] k1.gtoreq.0 is a constant that says how important distances
are relative to clustering (high values favor short distances
whereas low values more strongly avoid clustering, and good values
in many cases seem to range between 3 and 40)
[0071] k2.gtoreq.0 is a constant that shapes the response to
clustering (1/2 to 2 can be a good range in many cases)
[0072] k3.gtoreq.1 is a constant that shapes the overall scoring
function (values between 2 and 3 work well in many cases, and in
the limit of a large k3, say over 10, a single largest score will
dominate all others).
[0073] To see the impact of distances, consider the exemplary case
where all locations have the same ni, and for simplicity assume
that it is ei so the second term in parentheses is 1. Also, suppose
a specific di is small, say very near zero. In this case the score
will be 1. On the other hand, if di is large, then the score will
be a large number to a negative power, i.e., very small.
[0074] To see the impact of the clustering term, consider the case
where all distances are the same; it is easiest to suppose they are
all 0. Then all scores become
( n 1 e 1 ) - k 2 k 3 . ##EQU00002##
[0075] So for locations that have few teams there already, the
score will be high, and for locations with many teams there, the
score will be very low. The exact shape of that function depends on
the constants -k3 is discussed above, and k2 says how much the
algorithm will work to avoid over-crowding at some location.
[0076] The next step is to choose randomly among all possible next
locations, with probability pi proportional to the scores:
p i = s i / j s j ##EQU00003##
[0077] This may be accomplished in linear time by calculating the
cumulative distribution function:
c i = j .ltoreq. i p j ##EQU00004##
[0078] next choosing a random number r between 0 and 1, and finally
selecting the lowest value of I for which ci.gtoreq.r.
[0079] The game generation and management system 102 in accordance
with various embodiments can be used in a variety of fields for
multiple purposes. These include, e.g., the educational field,
where the technology can be used to conduct campus-wide activities,
orientations, team-building exercises, and educational tours. In
the corporate world, the system 102 can be used, e.g., for
high-tech promotions and for executive team-building. Museums and
cultural institutions can use this system for inexpensively
implementing interactive mobile tours. Cities can use the system
for a similar purpose to offer self-guided user-driven tours around
a tourist site. Conventions can use the system 102 to guide
conventioneers around a conference or booth-floor and drive booth
attendance in an easily trackable fashion. In addition, the system
102 can be used by individuals for many creative uses, generally
centered around building location-based mobile games to be played
by friends and family or to be deployed on the system 102 and
played by the community at large.
[0080] Some of the underlying technology in the game-play engine
110 that handles the routing of teams based on their current
location, proximity to other locations, the clustering of other
teams and many other variables, has applications far beyond those
listed above. The dynamic nature of this routing algorithm can make
it valuable in situations that need one central source to control
the paths of many other groups within a pre-defined area. This
routing technology could be useful, e.g., in amusement parks and
other real-world game areas as discussed above, but also in the
field of virtual gaming.
[0081] In virtual gaming, there often exist scenarios in which
interactions between virtual players must be coordinated to achieve
some optimal path based on certain parameters. While these
parameters may include those discussed above (e.g., proximity and
clustering), the system 102 could be easily adapted to include
other parameters that would make the underlying routing more
applicable to games within virtual worlds such as, e.g., Second
Life or other digital games. The game-dynamics engine 110 could
also be used in an online virtual dating world, where different
avatars are routed to meet others based on similar parameters
currently used in routing teams around a real-world game area. The
routing algorithm can thereby be transitioned from the real to the
virtual worlds.
[0082] It is to be understood that although the invention has been
described above in terms of particular embodiments, the foregoing
embodiments are provided as illustrative only, and do not limit or
define the scope of the invention. Various other embodiments,
including but not limited to the following, are also within the
scope of the claims. For example, elements and components described
herein may be further divided into additional components or joined
together to form fewer components for performing the same
functions.
[0083] The game development platform 104, the game dynamics engine
110, and other processes described herein may be implemented in
software, hardware, firmware, or any combination thereof. The
processes are preferably implemented in one or more computer
programs executing on a programmable computer including a
processor, a storage medium readable by the processor (including,
e.g., volatile and non-volatile memory and/or storage elements),
and input and output devices. Each computer program can be a set of
instructions (program code) in a code module resident in the random
access memory of the computer. Until required by the computer, the
set of instructions may be stored in another computer memory (e.g.,
in a hard disk drive, or in a removable memory such as an optical
disk, external hard drive, memory card, or flash drive) or stored
on another computer system and downloaded via the Internet or other
network.
[0084] Each computer program may be implemented in any programming
language including, e.g., an assembly language, a machine language,
a high-level procedural programming language, or an object-oriented
programming language. The programming language may, e.g., be a
compiled or interpreted programming language.
[0085] Having described preferred embodiments of the present
invention, it should be apparent that modifications can be made
without departing from the spirit and scope of the invention.
[0086] Method claims set forth below having steps that are numbered
or designated by letters should not be considered to be necessarily
limited to the particular order in which the steps are recited.
* * * * *