U.S. patent application number 13/692374 was filed with the patent office on 2013-06-06 for system, method and computer-accessible medium for generating a puzzle game using various exemplary properties of the visual world.
This patent application is currently assigned to NEW YORK UNIVERSITY. The applicant listed for this patent is New York University. Invention is credited to MARCELO CICCONET, DAVI GEIGER.
Application Number | 20130143632 13/692374 |
Document ID | / |
Family ID | 48524386 |
Filed Date | 2013-06-06 |
United States Patent
Application |
20130143632 |
Kind Code |
A1 |
GEIGER; DAVI ; et
al. |
June 6, 2013 |
SYSTEM, METHOD AND COMPUTER-ACCESSIBLE MEDIUM FOR GENERATING A
PUZZLE GAME USING VARIOUS EXEMPLARY PROPERTIES OF THE VISUAL
WORLD
Abstract
Exemplary systems, methods and computer-accessible mediums can
be provided for generating and playing a game or a puzzle. For
example, it is possible to determine at least one game symbol
corresponding to a portion of a gestalt figure for each location in
a grid. Further, it is possible to provide, to a player, at least
one hint or other information about a location of each symbol in
the grid. A guess and/or a response as to a content of the location
of each symbol can be received from the player.
Inventors: |
GEIGER; DAVI; (New York,
NY) ; CICCONET; MARCELO; (Joacaba, BR) |
|
Applicant: |
Name |
City |
State |
Country |
Type |
New York University; |
New York |
NY |
US |
|
|
Assignee: |
NEW YORK UNIVERSITY
New York
NY
|
Family ID: |
48524386 |
Appl. No.: |
13/692374 |
Filed: |
December 3, 2012 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
|
|
61566504 |
Dec 2, 2011 |
|
|
|
Current U.S.
Class: |
463/9 |
Current CPC
Class: |
A63F 9/1011 20130101;
A63F 2003/0418 20130101; A63F 2009/186 20130101; A63F 9/18
20130101; A63F 9/24 20130101; A63F 2300/8094 20130101 |
Class at
Publication: |
463/9 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A non-transitory computer-accessible medium having stored
thereon computer-executable instructions for generating and playing
a game or a puzzle, wherein, when a computer hardware arrangement
executes the instructions, the computer arrangement is configured
to perform procedures comprising: determining, for each cell of a
grid of the game or the puzzle, at least one game symbol
corresponding to a portion of a gestalt figure; providing, to a
player, information which is (i) at least one hint or (ii) at least
one indication about a location of the cell of the at least one
game symbol in the grid; and receiving, from the player, and
identifying or recording a guess or a response as to at least one
content of the cell of each symbol in the grid.
2. The non-transitory computer-accessible medium of claim 1,
wherein the at least one game symbol is at least one of a nose, a
mouth, a left ear, a right ear, a left eye, a right eye, hair, left
arm, right arm, left leg, right leg, torso, head, or a pair of
eyes.
3. The non-transitory computer-accessible medium of claim 1,
wherein the information comprises a plurality of game symbols and a
location of the cell in the grid of each of the game symbols.
4. The non-transitory computer-accessible medium of claim 1,
wherein the guess comprises a selection of the at least one game
symbol and the location of the cell of in the grid.
5. The non-transitory computer-accessible medium of claim 1,
wherein the grid is at least one of a rectangle or a square.
6. The non-transitory computer-accessible medium of claim 1,
wherein the grid has dimensions of at least one of 4.times.4,
5.times.5, 6.times.6, 7.times.7, 8.times.8, 9.times.9 or
10.times.10.
7. The non-transitory computer-accessible medium of claim 1,
wherein the hint is provided to the player at the beginning of the
game.
8. The non-transitory computer-accessible medium of claim 1,
wherein the at least one hint is provided to the player during the
game.
9. The non-transitory computer-accessible medium of claim 1,
wherein the hardware processing arrangement indicates that the
player wins the game when the player successfully guesses each
correct game symbol for each cell in the grid.
10. The non-transitory computer-accessible medium of claim 1,
further comprising, when executed by the computer hardware
arrangement, displaying a gestalt figure on the side of at least
one row or column in the grid which is updated every time a game
symbol is placed in the corresponding column or grid.
11. The non-transitory computer-accessible medium of claim 1,
wherein the grid comprises sub-grids composed of a plurality of
adjacent locations in the grid.
12. The non-transitory computer-accessible medium of claim 1,
wherein the computer hardware arrangement causes a particular game
symbol to appear once in the grid.
13. The non-transitory computer-accessible medium of claim 1,
wherein the computer hardware arrangement causes the player can
undo the guess.
14. The non-transitory computer-accessible medium of claim 13,
wherein the computer hardware arrangement causes the player to lose
a point when the player undoes the guess.
15. The non-transitory computer-accessible medium of claim 1,
wherein the computer hardware arrangement causes the player to
obtain points for a correct guess.
16. The non-transitory computer-accessible medium of claim 15,
wherein the number of points depends on the amount of time needed
to guess correctly.
17. The non-transitory computer-accessible medium of claim 1,
wherein cells in the grid are color-coded depending on whether the
at least one game symbol is placeable in the cell.
18. The non-transitory computer-accessible medium of claim 1,
wherein the computer hardware arrangement causes the game to end
when all locations of the grid are filled.
19. The non-transitory computer-accessible medium of claim 1,
wherein the computer hardware arrangement facilitates the player to
play against a further player.
20. A system for generating and playing a game or puzzle,
comprising: a computer hardware arrangement configured to:
determine, for each cell of a grid of the game or the puzzle, at
least one game symbol corresponding to a portion of a gestalt
figure; provide, to a player, information which is (i) at least one
hint or (ii) at least one indication about a location of the cell
of the at least one game symbol in the grid; and receive, from the
player, and identify or record a guess or a response as to at least
one content of the cell of each symbol in the grid.
21. A non-transitory computer-accessible medium having stored
thereon computer-executable instructions for generating and playing
a game or puzzle, wherein, when a computer hardware arrangement
executes the instructions, the computer arrangement is configured
to perform procedures comprising: providing, to a player, at least
one game symbol corresponding to a portion of a gestalt feature of
a gestalt figure; receiving, from the player, a location of the at
least one game symbol on a grid of the game or the puzzle; and
removing a portion of the grid when a plurality of game symbols in
the portion of the grid together form the gestalt figure.
22. The non-transitory computer-accessible medium of claim 21,
wherein the grid includes a sub-grid of the grid and is composed of
a plurality of adjacent locations in the grid.
23. The non-transitory computer-accessible medium of claim 22,
wherein the computer hardware arrangement causes a plurality of
game symbols in columns located above the sub-grid that is the
portion which is removed to fall into a next free row.
24. The non-transitory computer-accessible medium of claim 21,
wherein the computer hardware arrangement causes the player to
receive a point when the portion is removed.
25. The non-transitory computer-accessible medium of claim 21,
wherein the computer hardware arrangement causes the game symbols
to be provided randomly.
26. The non-transitory computer-accessible medium of claim 21,
wherein the computer hardware arrangement causes the game symbol to
fall down a column of the grid and to stop at a row having the at
least one game symbol below it.
27. The non-transitory computer-accessible medium of claim 26,
wherein the computer hardware arrangement causes a speed at which
the game symbols fall to increase at preset intervals.
28. The non-transitory computer-accessible medium of claim 26,
wherein the computer hardware arrangement facilitates the player to
manipulate a location of the game symbol only until the at least
one game symbol stops.
29. The non-transitory computer-accessible medium of claim 21,
wherein the computer hardware arrangement facilitates the player to
flip the at least one game symbol in a horizontal direction.
30. The non-transitory computer-accessible medium of claim 21,
wherein the computer hardware arrangement facilitates the player to
undo a placement of a game symbol.
31. The non-transitory computer-accessible medium of claim 21,
wherein the computer hardware arrangement causes the game to end
when the at least one game symbol falls in a column where a top row
of the column already has a game symbol.
32. The non-transitory computer-accessible medium of claim 21,
wherein the computer hardware arrangement facilitates the player to
play against a further player.
Description
CROSS-REFERENCE TO RELATED APPLICATION(S)
[0001] The present application relates to, and claims priority
from, U.S. Provisional Patent Application No. 61/566,504, filed on
Dec. 2, 2011, the entire disclosure of which is incorporated herein
by reference in its entirety.
FIELD OF THE DISCLOSURE
[0002] The present disclosure relates generally to exemplary
electronic games and puzzles, and more specifically, relates to an
exemplary system, method and computer-accessible medium for
generating a puzzle game using various exemplary properties of the
visual world.
BACKGROUND INFORMATION
[0003] Sudoku-type puzzles have been known in the art for many
years, an example of which can be seen in FIG. 1. The puzzle was
popularized in 1986 in Japan under the name Sudoku (See e.g.,
reference 1). The term "sudoku" is Japanese, and means single
number. "Su" means "number" and "doku" means "single". Other
symbols can also be used (e.g., letters). Many different styles and
configurations of sudoku-type puzzles are known in the art. Its
origins date back to Jacques Ozanam in 1725 (in Recreation
mathematiques et physiques) as a puzzle involving playing cards
(See e.g., reference 5), and later studied in depth by Euler, in
late 1700's, as a math problem called "Orthogonal Latin
Squares".
[0004] The Sudoku puzzle is illustrated in the format shown in FIG.
1, and about 25 to 31 of the spaces are filled in by the puzzle
creator. Unique solutions can exist for games with as few as 17
spaces filled in in the case of a 9.times.9 grid. The solver must
fill in the empty squares or cells using numerals 1-9 in the manner
of Sudoku play. The numerals are referred to as game symbols. The
grid size can vary, and can be as small as a 4.times.4 grid size,
with sub-grids of size 2.times.2, or, as at the World Puzzle
Championship, a 6.times.6 grid with 2.times.3 sub-grids, regions or
blocks. Other variants of the game include Hypersudoku, also known
as "NRC Sudoku", "Windoku", "Hyper-Sudoku" and "4 Square Sudoku".
Alphabetical variations have emerged, sometimes called Wordoku,
with no functional difference in the puzzle. In some variants of
Wordoku, a word is completed while playing the game along some
ordered sub-grids of the game, such as a diagonal line or a column
or row, although not limited thereto. In this case, the player
cannot know a priori the word to appear in a given sub-grid,
otherwise the solution would be revealed.
[0005] Another game related to Sudoku is KenKen, an example of
which can be seen on the New York Times, and which has a homepage
of http://www.kenken.com/playnow.html, for the game where it gives
many facts about the game and its creator, Tetsuya Miyamoto. The
rules of KenKen can be described as: [0006] 1. Choose a grid size.
[0007] 2. Fill in the numbers from 1 to grid size. [0008] 3. Do not
repeat a number in any row or column. [0009] 4. The numbers in each
heavily outlined set of squares called cages must combine (in any
order) to produce the target number in the top corner using the
mathematical operations indicated. [0010] 5. Cages with just one
square should be filled in with the target number in the top
corner. [0011] 6. A number can be repeated within a cage as long as
it is not in the same row or column.
[0012] Sudoku and KenKen are based on numbers. A pattern of
numbers, such as their "contiguous" order, is critical to provide
the common experience of these games. It should be noted that very
few play Sudoku on a 9.times.9 grid with nine digits being random
numbers from 1 to 99, and even if one wants to think of single
digits, no one plays Sudoku with some random set of single digits
from 0 to 9, where one of the single digits is absent (not 0 nor
9). It would be too difficult to keep track of which number is
absent. In addition, it is likely that not many would play KenKen
on a 6.times.6 grid, nor Sudoku on a 6.times.6 grid, with a random
set of six single digits from 0 to 9, the game would be much
harder.
[0013] Another game related to Sudoku is Tetris, which was invented
by Alexey Pajitnov. The pieces used in Tetris are broadly known as
tetraminos or tetrominos. A playing field is introduced where these
shapes fall through. Tetraminos shapes falling in the playing field
can be translated, rotated, and/or flipped by the player. During
the game, the player tries to complete rows with these shapes, and
each completed row is erased. Additional information is available
at http://www.tetris.com/history/index.aspx. In a more recent game,
Drop 7, the idea of a playing field is used, but instead of
tetrominos, numbers fall into the playing field and some number
relations are used to eliminate cells or cell segments along rows
or cell segments along columns. Additional information about drop 7
can be found at http://areacodeinc.com/drop7/.
[0014] An additional game related to Sudoku, for multiple players,
is Bingo. Bingo is typically played with multiple players and an
oracle that produce a sequence of numbers drawn from a set of 1 to
N. Each player receives a card containing a subset of numbers. An
oracle produces a sequence of numbers and players fill their cards
when the number called by the oracle is present in the player's
card. The first player to complete the card wins. Variants of the
game using game symbols other than number also exist (e.g., using
pictures).
[0015] Thus, it may be beneficial to provide an exemplary game or
puzzle can utilize properties of the visual world that could make a
game fun and interesting while maintaining some aspects of the fun
component of logic and thinking used in Sudoku, KenKen, Tetris and
Drop7.
SUMMARY OF EXEMPLARY EMBODIMENTS
[0016] Unless the context requires otherwise, throughout the
specification and claims which follow, the word "comprise" and
variations thereof, such as, "comprises" and "comprising" are to be
construed in an open, inclusive sense, that is, as "including, but
not limited to."
[0017] Reference throughout this specification to "one embodiment",
"an embodiment", or "an exemplary embodiment" means that a
particular feature, structure or characteristic described in
connection with the embodiment is included in at least one
embodiment. Thus, the appearances of the phrases "in one
embodiment", "in one exemplary embodiment" or "in an embodiment" in
various places throughout this specification are not necessarily
all referring to the same embodiment. Furthermore, the particular
features, structures, or characteristics can be combined in any
suitable manner in one or more embodiments.
[0018] The description of exemplary embodiments of the game(s),
system, method and computer-accessible medium for generating a
puzzle game using various exemplary properties of the visual world
is/are not intended to be exhaustive. Various procedures used to
play the game that anyone familiar with Sudoku, KenKen, Tetris,
Drop7, can be inferred, and can be left out of this material. Also,
the exemplary games, system, method and computer-accessible medium
described herein are not intended to be exhaustive, and only as
exemplary.
[0019] Exemplary embodiments of the present disclosure can include
system, method, computer-accessible medium, exemplary games and
puzzles which can be referred to as Facedoku, FaceFace, FaceTetro,
and FacedokuTetro, although not limited thereto.
[0020] These and other objects of the exemplary embodiments of the
present disclosure can be achieved by provision of systems, methods
and computer-accessible mediums for generating and playing a game
or a puzzle. For example, it is possible to determine at least one
game symbol corresponding to a portion of a gestalt figure for each
location in a grid. Further, it is possible to provide, to a
player, at least one hint or other information about a location of
each symbol in the grid. A guess and/or a response as to a content
of the location of each symbol can be received from the player.
[0021] In some exemplary embodiments of the present disclosure, the
game symbol can be a nose, a mouth, a left ear, a right ear, a left
eye, a right eye, hair, left arm, right arm, left leg, right leg,
torso, head, pair of eyes or nose and mouth. The hint can include a
plurality of game symbols and the location of the cell in the grid
of each of the plurality of game symbols. The guess can include a
selection a game symbol(s) and a location of the cell of in the
grid. The grid can be rectangle or a square, and can be sized
4.times.4, 5.times.5, 6.times.6, 7.times.7, 8.times.8, 9.times.9 or
10.times.10. The hint can be provided to the player at the
beginning of the game or during the game. The player can win the
game when the player successfully guesses each correct game symbol
for each cell in the grid.
[0022] In certain exemplary embodiments of the present disclosure,
a gestalt figure is displayed on the side of a row(s) or column(s)
in the grid which is updated every time a game symbol is placed in
the corresponding row(s) or column(s). Sub-grids can be composed of
a plurality of adjacent locations in the grid. In some exemplary
embodiments, a particular game symbol can only appear once in the
grid. The player can undo a guess, and the player can lose a point
when the player undoes the guess. The player can obtain points for
a correct guess, and the number of points can depend on the amount
of time needed to guess correctly.
[0023] In further exemplary embodiments of the present disclosure,
cells in the grid can be color-coded depending on whether a game
symbol can be placed in the cell. The game can end when all
locations of the grid are filled, and the player can play against a
further player.
[0024] A further object of the present disclosure can be achieved
by provision of exemplary embodiments of systems, methods and
computer-accessible mediums for generating and playing a game or a
puzzle. For example, it is possible to provide, to a player, a game
symbol(s) corresponding to a portion of a gestalt feature. It is
possible to receive, from the player, a location of the game symbol
on a grid. A portion of the grid can be eliminated when all of the
game symbols in the portion of the grid together form a complete
gestalt figure.
[0025] In certain exemplary embodiments of the present disclosure,
the portion of the grid can be a sub-grid of the grid and is
composed of a plurality of adjacent locations in the grid, and all
game symbols in columns located above the sub-grid that is
eliminated can fall into a next free row. The player can receive a
point when the portion is removed. In some exemplary embodiments,
the game symbols can be provided randomly, and the game symbol can
fall down a column of the grid stopping at a row having a game
symbol below it. The speed at which the game symbols fall can
increase at preset intervals.
[0026] In some exemplary embodiments of the present disclosure, the
player can manipulate the location of the game symbol only until
the game symbol stops, and the player can flip the game symbol in a
horizontal direction. The player can also undo a placement of a
game symbol. The game ends when a game symbol falls in a column
where a top row of the column already has a game symbol.
[0027] These and other objects, features and advantages of the
exemplary embodiments of the present disclosure will become
apparent upon reading the following detailed description of the
exemplary embodiments of the present disclosure, when taken in
conjunction with the appended claims.
BRIEF DESCRIPTION OF THE DRAWINGS
[0028] Further objects, features and advantages of the present
disclosure will become apparent from the following detailed
description taken in conjunction with the accompanying Figures
showing illustrative embodiments of the present disclosure, in
which:
[0029] FIG. 1 is an exemplary conventional Sudoku game on a
9.times.9 grid;
[0030] FIGS. 2A-2G are exemplary images of exemplary gestalt
features figure according to an exemplary embodiment of the present
disclosure;
[0031] FIG. 3A is an illustration of an exemplary body gestalt
figure according to an exemplary embodiment of the present
disclosure;
[0032] FIG. 3B is an illustration of exemplary symbols according to
an exemplary embodiment of the present disclosure;
[0033] FIG. 4 is an illustration of an exemplary mixing of game
symbols from one gestalt figure with game symbols of another
gestalt figure according to an exemplary embodiment of the present
disclosure;
[0034] FIGS. 5A-5C are exemplary Gestalt figures displayed along
rows and columns and no other sub-grid according to an exemplary
embodiment of the present disclosure.
[0035] FIGS. 6A-6B is an exemplary game board where the game
symbols are shown on the corners of the cells according to an
exemplary embodiment of the present disclosure;
[0036] FIGS. 7A and 7B are illustrations of two possible exemplary
game symbol interface according to an exemplary embodiment of the
present disclosure;
[0037] FIGS. 8A-8C are exemplary figures displayed on each sub-grid
as well as along rows and columns according to an exemplary
embodiment of the present disclosure;
[0038] FIGS. 9A-9C is an illustration of an exemplary Facedoku
being played according to an exemplary embodiment of the present
disclosure;
[0039] FIGS. 10A-10K are illustrations of an exemplary Facedoku
game having face gestalt figures in a 4.times.4 grid of cells with
sub-grids of 2.times.2 according to an exemplary embodiment of the
present discloser;
[0040] FIG. 11 is an illustration of an exemplary graphical
interface for the class MainView of an exemplary Facedoku game
according to an exemplary embodiment of the present disclosure;
[0041] FIG. 12A is an illustration of an exemplary interface for a
hardware device implementation of the version of the Facedoku game
where the gestalts for the blocks are presented according to an
exemplary embodiment of the present disclosure;
[0042] FIG. 12B is an illustration of an exemplary interface for a
hardware device implementation of the version of the game where the
gestalts for the blocks are not presented according to an exemplary
embodiment of the present disclosure;
[0043] FIG. 13A is an illustration of exemplary drawings of
different eyes and mouths according to an exemplary embodiment of
the present disclosure;
[0044] FIG. 13B is an illustration of an exemplary game being
played with different drawings of exemplary eyes and mouths figure
according to an exemplary embodiment of the present disclosure;
[0045] FIGS. 14A and 14B are illustrations of comparisons of the
exemplary FaceFace and the prior art KenKen according to an
exemplary embodiment of the present disclosure;
[0046] FIGS. 15A-15B is an illustration of an exemplary embodiment
of FaceFace with a 4.times.4 grid according to an exemplary
embodiment of the present disclosure;
[0047] FIGS. 16A and 16B are illustrations of an exemplary FaceFace
game with a 4.times.4 grid according to an exemplary embodiment of
the present disclosure;
[0048] FIGS. 17A-17C is an illustration of an exemplary FaceTetro
game board having a grid of 4.times.7 according to an exemplary
embodiment of the present disclosure;
[0049] FIGS. 18A-18E is an illustration of an exemplary FaceTetro
game according to an exemplary embodiment of the present
disclosure;
[0050] FIGS. 19A-19C are illustrations of an exemplary FaceTetro
game according to an exemplary embodiment of the present
disclosure;
[0051] FIGS. 20A-20C are illustrations of a further exemplary
FaceTetro game according to an exemplary embodiment of the present
disclosure;
[0052] FIGS. 21A-21D are illustrations of a further exemplary
FaceTetro game according to an exemplary embodiment of the present
disclosure;
[0053] FIGS. 22A-22F are illustrations of a further exemplary
FacedokuTetro game according to, an exemplary embodiment of the
present disclosure;
[0054] FIGS. 23A and 23B are illustrations of a further exemplary
FacedokuTetro game according to an exemplary embodiment of the
present disclosure;
[0055] FIGS. 24A and 24B are illustrations of a further exemplary
FacedokuTetro game according to an exemplary embodiment of the
present disclosure; and
[0056] FIG. 25 is an illustration of an exemplary block diagram of
an exemplary system in accordance with certain exemplary
embodiments of the present disclosure.
[0057] Throughout the drawings, the same reference numerals and
characters, unless otherwise stated, are used to denote like
features, elements, components, or portions of the illustrated
embodiments. Moreover, while the present disclosure will now be
described in detail with reference to the figures, it is done so in
connection with the illustrative embodiments and is not limited by
the particular embodiments illustrated in the figures, and
exemplary embodiments thereof are defined by the appended
claims.
DETAILED DESCRIPTION OF EXEMPLARY EMBODIMENTS
Exemplary Foundations
[0058] The exemplary systems, methods and computer-accessible
mediums according to exemplary embodiments of the present
disclosure can be based on game symbols that can be based on object
parts of gestalt figures. Exemplary "gestalt" figures are pictures
or drawings of objects that are commonly known to players and can
be composed of parts. The more people recognize an object the
beneficial it is used in the game. The word "gestalt" is translated
from Middle High German as "shape". The meaning in science was
developed in the art and design movement that studies visual
objects as a "whole", and its interplay with its "parts". This
movement stressed that the whole is more than the sum of the parts.
Complete gestalt figures can be such that if some components are
removed from shape, the shape is still recognized as figures (the
whole), even without such component. For example, a face picture or
a face drawing can be typical gestalt figures. The face can be
shown without a nose, and yet it is still recognized as a face.
Furthermore, the lack of a nose in such a gestalt feature can also
be noticeable.
[0059] The exemplary systems, methods and computer-accessible
mediums can utilize game symbols used in games that can be
components of the gestalt figure, such as the nose of the face.
These components can be referred as object parts. Instead of
numbers (e.g., Sudoku), tetrominos (e.g., Tetris) or letters (e.g.,
Wordoku), the elements of the exemplary systems, methods and
computer-accessible mediums can be elements of a priori known
gestalt figures. Tetrominos, are not elements of a gestalt figure.
Letters, when played to complete gestalt words, can only be part of
unknown gestalt words (if known, the solution is provided) and
still the use of it is for very special game structures that are
not used much in a game unless the game is cross word puzzle.
[0060] FIGS. 2A-2D show illustrations of exemplary face gestalt
figures and four elements (e.g., game symbols). Four game symbols
are shown: right eye (FIG. 2A), left eye (FIG. 2B), nose (FIG. 2C),
mouth (FIG. 2D). The complete face gestalt figure can be produced
by automatically placing the four game symbols in the proper and
predefined location of the boundary circle (FIG. 2E). FIG. 2F shows
an exemplary face gestalt figure without one eye (e.g., a partial
gestalt figure), and FIG. 2G shows an exemplary face gestalt figure
without the nose (e.g., a further partial gestalt figure).
[0061] FIG. 3A shows an exemplary body gestalt figure made of nine
(9) game symbols: a1. left leg, a2. right leg, a3. torso, a4. right
arm, a5. left arm, a6. head, a7. hair, a8. "pair of eyes", a9.
"mouth-nose". FIG. 3B shows am exemplary chair gestalt figure made
of four (4) game symbols. b1. arm, b2. seat, b3. legs, b4. back
support.
[0062] The gestalt figure with all its elements (e.g., all game
symbols) can be referred to as a complete gestalt figure. The
exemplary systems, methods and computer-accessible mediums can
incorporate the concept of gestalt figures (e.g., objects) and game
symbols (e.g., object parts) to well-known structures of games
similar to Sudoku, KenKen, Tetris, Drop7 and Bingo.
[0063] The exemplary systems, methods and computer-accessible
mediums can use gestalt figures, complete gestalt figures, and game
symbols as elements of gestalt figures, and apply it to games in
grids of N.times.M cells, in order to fill and complete rows, fill
and complete columns, fill and complete cages, and/or fill and
complete sub-grids is new.
[0064] In order to develop the exemplary systems, methods and
computer-accessible mediums a significant problem was faced when
displaying the gestalt figures, and updating them accordingly as
the game is played. In the games of Sudoku, KenKen, Tetris, Drop 7
and Bingo, there are no extra gestalt figures to be displayed. In
the exemplary systems, methods and computer-accessible mediums, the
game symbols (typically single digits, or letters) are displayed at
the cells and can be all that is needed. Here, displaying the
gestalt figure can be challenging. Therefore, the exemplary
systems, methods and computer-accessible mediums can display
gestalt figure for rows and columns on the sides of the grid, while
for sub-grids and cages, they can be displayed in some center of
the sub-grid or center of the cage. The definition of center can be
adapted depending on the games. The exemplary systems, methods and
computer-accessible mediums may not need to display the game
symbols in the cells of the grid, even though they are placed in
the cells of the grid. Instead, the game symbols placed in the
cells of the grid can "make their way into the display" by having
the corresponding gestalt figure, which is not complete, updated
with such game symbols. This can be significantly different than
Sudoku, KenKen, Tetris, Drop 7 and Bingo, where it is needed that
all game symbols placed in the cell can be displayed as such in the
cell.
Exemplary Description of Structural Elements
[0065] The exemplary systems, methods and computer-accessible
mediums can incorporate different aspects of the elements according
to each exemplary the game Facedoku, FaceFace, FaceTetro,
FacedokuTetro and variants of these games.
[0066] The exemplary systems, methods and computer-accessible
mediums can incorporate grid sizes of N.times.M, where N can take
any suitable value (e.g., 4-10, although not limited thereto),
while M can be equal to or larger than N. The exemplary systems,
methods and computer-accessible mediums can have M=N (e.g., there
are as many columns as rows). The possible values of N can be the
same as the ones used for the game of Sudoku or KenKen. For every
grid size where the game of Sudoku or KenKen can be played,
Facedoku or FaceFace or FacedokuTetro, can be played.
[0067] FIGS. 5A-5C show illustrations of exemplary Gestalt figures
displayed along rows and columns but no other sub-grid. For
example, FIG. 5A shows an exemplary initialization of the game
Facedoku. After each row and column a partial gestalt figure can be
placed. The game symbol placed on a selected game cell is not
displayed at the cell, and instead is placed at the gestalt figures
along the row and column defined by the cell. Cells can have one of
the three labels and colors: available cells 505 can be colored
white, occupied cells 505 can be colored light gray and hint cells
510 can be colored dark gray. The availability of a cell can
signify that the cell can be edited and that it was never edited.
Occupied cells can mean the cell can be edited even though it has
already been edited with a game symbol. Hint cells can mean that
the cell cannot be edited because there is a game symbol already in
the cell from the beginning of the game (thus are hints for the
player, and should not be replaced). FIG. 5B shows an exemplary new
game symbol that is placed at the second row and first column on
the game, colored in light gray to indicate the cell was labeled
available, and is now labeled occupied. The game symbol placed can
be a "mouth", as it is the only valid solution there. Game updates
are displayed on the two face gestalt figures (partial gestalt
figures) corresponding to the selected cell, in this case along the
second row and along the first column. FIG. 5C shows that the above
can be applied to the left of the row or top of the columns.
[0068] FIGS. 6A-6B show an exemplary game board where the game
symbols are shown on the corners of the cells. For example, FIG. 6A
illustrates an exemplary initial Facedoku display that is, e.g.,
the same instance of a game as shown in FIG. 5A. However, the game
symbols are displayed at cells that are already occupied (e.g., the
cells using the labels occupied and hint also display the game
symbol placed at them). Lighter gray values indicate occupied and
editable cells while darker gray cells indicate a hint and not
editable. FIG. 6B shows the game updated by a move on row 2 and
column 1, placing a game symbol "mouth" (e.g., a logic solution at
that cell, given the two gestalt figures along row 2 and column
1.)
[0069] FIGS. 15A-15B show illustrations of an exemplary embodiment
of the exemplary FaceFace with a grid of 4.times.4 which can be
implemented by the exemplary system, method and/or
computer-accessible medium, and with cages being delineated by dark
black lines. Cells that are available 1500 are shown in white, and
cells that are occupied 1505 are shown in dark gray. An exemplary
configuration of the FaceFace game after a few plays are
illustrated in FIG. 15A. The gestalt figures can be shown along
rows and columns outside the grid similar to the Facedoku game, and
can reveal game symbols placed at corresponding cells which can be
labeled as "occupied". On column 1, e.g., an empty gestalt figure
can indicate that no game symbols have been placed in the first
column yet. As shown in FIG. 15B, a placement of the game symbol
"nose" can be made at cell (4,1) satisfying the cage constraint.
The "nose" is updated on the gestalt figures along row 4 and column
1, and the gestalt figure at the corresponding cage can be updated.
The "nose" can be removed from a gestalt figure at the
corresponding cage. Note that all cages where all the cells are
occupied have the corresponding cage gestalt figures empty due to
the removal of the game symbols placed in the cage. The
multiplicity of game symbols higher than one is not revealed by the
gestalt figure (e.g., the display will only show it once). One can
indicate multiplicity of game symbols by coloring the game symbols
or by placing a numeral next to them.
Exemplary FaceTetro
[0070] The exemplary systems, methods and computer-accessible
mediums can be used to extend the columns to an arbitrary large
number of cells (e.g., the grid can be made of M rows and N
columns, where M is equal to or larger than N). Each of the N
columns in FaceTetro can have M cells. The value of M can vary,
although it is predefined and known to the player, and limited by
the screen size of the medium where the game is played.
[0071] FIGS. 17A-17C show an exemplary FaceTetro game board having
a 4.times.7 grid shown at three different times of a game, with
gestalt figures along rows and columns displaying the game symbols.
Every game symbol can fall on the playing field that includes the
grid, and can fall on a cell on top of a column (e.g., top of the
top column element). If a column is empty, it falls all the way to
the bottom cell. For example, cells that are labeled empty and may
not be occupied at this time are shown in white 1700. Cells that
are labeled available 1705 (e.g., where a game symbol can land at
this time), are shown in color light gray. Cells that have already
been occupied display the game symbol and have the label occupied.
At each play one can only place at most one game symbol per column,
either in the bottom of the column or above a cell labeled
occupied. FIG. 17A shows that only game symbol "right eye" is
placed in the grid, cell (1,3) (e.g., at column 3 and row 1). A
corresponding gestalt figure can be displayed. There are four cells
labeled that are available, which is the maximum number of cells
that can be available for a game with N=4. FIG. 17B shows an
exemplary new game symbol that is a mouth and that starts to fall
in the playing field. The illustration of FIG. 17C indicates that
after a game symbols is placed on a cell, a new game symbol falls
on the playing field, and in this exemplary case, the player
chooses the fourth column to land, cell (1,4). The corresponding
gestalt figures along the row and column can be updated accordingly
by adding a "mouth" game symbol to them.
Exemplary Sub-Grids and Cages
[0072] In Facedoku and FacedokuTetro, the concept of a sub-grid
(e.g., from Sudoku) can be provided, pre-defining a set of cells
forming a geometric structure in the grid. For Facedoku and
FacedokuTetro, similar to Sudoku, the sub-grid is typically some
set of L.times.K cells such that the result are N sub-grids of this
size forming a total grid of size N.times.N. Examples can include a
total grid of size N=4 with four sub-grids of size L=2 and K=2, a
total grid of size N=6, with six sub-grids of size L=2 and K=3, or
a total grid of size N=9 with nine sub-grids of size L=3 and
K=3.
[0073] FIGS. 8A-8C show exemplary figures displayed on each
sub-grid, as well as along rows and columns. There is no
restriction on the size of the gestalt figures as long as the
sub-grid to which they correspond is evident. The exemplary
systems, methods and computer-accessible mediums according to the
present disclosure can utilize the full sub-grid space to create
the gestalt face figure. Each game symbol placed in a cell should
be placed on the gestalt figure containing the cell, as well as the
gestalt figures along the row and column of the cell. Cells that
are occupied 805 are indicated using the gray color, while cells
that are available 800 are indicated by the white color. FIG. 8A
illustrates an exemplary initial configuration of a Facedoku of a
4.times.4 grid size. FIG. 8B shows that an exemplary update of the
cell at row 2 and column 1 is made adding a "mouth" game symbol,
and the corresponding gestalt figures are updated. FIG. 8C shows a
further exemplary update where the gestalt figures along rows and
columns are shown before the rows and columns.
[0074] FIGS. 9A-9C show an exemplary Facedoku being played. FIG. 9A
shows an initialization of the game played only with columns and
rows gestalt figures. White cells are available 900 and are
displayed without a game symbol placed at them. Hint cells are
displayed with game symbols placed at them. FIG. 9B shows a
possible consistent solution to the game, but one that would not
satisfy a sub-grid solution. FIG. 9C shows an exemplary unique
solution where the sub-grid constraints are required.
[0075] FIGS. 22A-22F show an exemplary FacedokuTetro game. Each
exemplary game board of FIGS. 22A-22F illustrates the same sequence
of frames representing the same manipulations by the player and
updates of the display system. Cells color white are not-available
2200 or empty and not-editable as no game symbol can be placed at
them at this moment. Cells colored dark gray are occupied 2205 and
likely not-editable as they contain a game symbol in them. Cells
colored light gray are available 2210 as they are empty and a game
symbol would land in them if placed in their column. FIG. 22A shows
a game symbol "right eye" already placed and displayed in the
start, and a game symbol "mouth" falling from the top right into
the playing field. FIG. 22B shows the symbol falling into the
playing field that has been translated all the way to the second
column, and will land on the available cell (1,2) a light gray one.
FIG. 22C shows a "mouth" game symbol landing on cell (1,2).
Additionally, the cell (1,2) becomes occupied and non-editable
(dark gray) with the game symbol being displayed, while cell (2,2)
becomes available (light gray). FIGS. 22D-22E illustrate the same
configuration as that of FIGS. 22A-22C, respectively, although the
cells do not display game symbols, and instead the sub-grids
2.times.2 contain gestalt figures.
[0076] In the exemplary FaceTetro, the sub-grids can be defined
dynamically. The sub-grid can be considered to be a dynamic
template that can be translated to any cell in the grid. One can
limit the translation to only vertical moves, thus maintaining a
column structure for the sub-grid.
[0077] FIGS. 20A-20C show another exemplary FaceTetro game. For
example, a sub-grid structure 2.times.2 can be used in a dynamic
way respecting columns such that the columns can be predefined by
separating them in two groups, column one and two can be one group,
while column two and three can be the other group. The dynamic
aspect of the sub-grid can be that the sub-grid can start at any
row. FIG. 20A illustrates an exemplary frame of a game at a stage
where the score is already 3, and a new game symbol "left eye"
starts falling to the playing field. FIG. 20B shows the player
identifying that the symbol is falling straight on column 4, and
will create a complete 2.times.2 "sub-grid" as shown outlined by a
thick line 200 (using rows two and three). It can be a complete
sub-grid because all game symbols are different, and they complete
a gestalt figure. A gestalt figure is not shown in FIGS. 20A-20C,
and it is not necessary since the game symbols are displayed. FIG.
20C shows an erased sub-grid (e.g., removed), and the gestalt
figures are updated and the player scores one more point, now the
score is 4.
[0078] FIGS. 21A-21D show a further exemplary FaceTetro game. For
example, a predefined sub-grid structure 2.times.2 can be used.
Note that the maximum column height is M=8 (e.g., 8 rows and not 7
as in the previous exemplary game. Gestalt figures can be displayed
for each sub-grid, and the game symbols may not be displayed at the
cells. Occupied cells 2105 are colored with dark gray, available
cells 2110 are colored light gray, and not-available cells 2100 (or
empty but not editable) are colored white. FIG. 22A shows an
exemplary frame of the game at the same stage as the game shown in
FIG. 20B, with the same game symbols placed at the same cells. Here
the game symbols are not shown in the cells, but the gestalt
figures can be displayed in the sub-grids instead. It should be
noted that the dynamic sub-grid structure of the example shown in
FIGS. 20A-20C are no longer applicable here, and no sub-grid is
complete (e.g., no gestalt figure is complete). The score here can
be also 3. A new game symbol "left eye" can fall in the playing
field. FIG. 21B shows the player translating the new piece and
letting it fall on column 1 to complete the second row. FIG. 21C
shows that the row is removed, and the cells above fall on one row,
and all the gestalt figures are updated accordingly. A new empty
row is added to the top. FIG. 21D shows that all game symbols of
the sub-grid are removed, and all cells above fall to rows below,
and all gestalt figures are updated accordingly. The player scores
and now the score is 5.
[0079] It is possible to provide a fixed sub-grid structure,
pre-defined before the game starts (e.g., FIGS. 21A-21D), like
Facedoku or FacedokuTetro. In this case, the column height M cannot
be an arbitrary integer value larger than N. Each sub-grid must
have N cells, since this is the number of game symbols. Thus, for a
sub-grid of size L.times.K cell N can be a multiple of L and M is a
multiple of K.
[0080] In the exemplary FaceFace, the sub-grid can be similar to
the cage concept in KenKen (e.g., cages can be contiguous sets of
cells forming arbitrary shapes such that they partition the
N.times.N grid). Cages can be connected subset of cells in the
grid, much like cages can be defined in the KenKen game. Cages can
be referred to as a special sub-grid.
[0081] FIGS. 14A and 14B provides illustrations of comparisons of
the exemplary FaceFace and the prior art KenKen, and display the
cages and constraints in a 4.times.4 grid, where cages 1400 can be
delineated by dark black lines. For example, FIG. 14A shows an
exemplary solution of a possible KenKen game noting that the
constraints at the cages are not shown. FIG. 14B shows an exemplary
one-to-one mapping of numerals similar to the KenKen game in FIG.
14A. The mapping can be, for example, "1" of KenKen.fwdarw.
.rarw."left eye" of FaceFace, "2" of KenKen.fwdarw. .rarw."right
eye" of FaceFace, "3" of KenKen.fwdarw. .rarw."nose" of FaceFace,
"4" of KenKen.fwdarw. .rarw."mouth" of FaceFace. The cage
constraints can be shown with partial gestalt faces. Note that on
the top right corner, the face gestalt constraint includes multiple
uses of the game symbol "mouth" (or numeral 4 in FIG. 14A). The
multiplicity can be indicated by having the number "2" next to the
"mouth" in the cage gestalt figure. The exemplary systems, methods
and computer-accessible mediums may not provide such information
(e.g., the player may have to consider either two "right eye" game
symbols or two "mouth" game symbols as possible solutions for the
cage). The solution can also include a read scenario; multiplicity
zero is allowed and the player may also have to consider solutions
with three "mouth" game symbols or three "right eye" game symbols
in the cage. The multiplicity of the game symbols can also be
provided and color coded. For example, the "mouth" game symbol can
be shown in color red, while the "right eye" can be shown in
regular black color indicating a multiplicity of one.
Exemplary Game Symbols
[0082] In Facedoku, FaceFace, FaceTetro, and FacedokuTetro, the
configuration of 2 can further comprise N game symbols that are
drawings representing some object part of a gestalt figure. N can
equal 4, and the four game symbols can have drawings representing a
"mouth", "left eye", "right eye", and "nose", as they are object
parts of a "face" object (FIGS. 2A-2D) or "face" gestalt figure.
The gestalt figure can include the concept of "partial gestalt
figure" where not all object parts are shown (e.g., not all game
symbols are shown). Humans can still recognize the figures, and the
game can be more interesting (see e.g., FIGS. 2E-2G). The exemplary
concept of the outline of a face can be already given. Therefore,
one can have, for example, a picture or drawing of an animal (e.g.,
a "bear") to start the game and the game symbols can be pieces of
clothes or tools that the "bear" wears, similar to the game called
"dress the bear" (See e.g., references [8] and [9]). Examples can
include game symbols such as a "shirt", "hat", "trousers", and a
"hammer" to fill the gestalt "bear" picture. Again, a bear with a
"shirt" and a "hat" is a semi-dressed bear that can be easily
recognized. Players can also know which game symbols, or pieces,
are missing giving a partial gestalt figure, and a list or
"vocabulary" of game symbols. Each game symbol can be inscribed in
equal size rectangles of a predefined length and width, typically
these rectangles are squares (e.g., length=width), although not
limited thereto.
[0083] In FaceTetro and FacedokuTetro, the game symbols can be very
different from the tetrominos shapes used in Tetris. The game
symbols here can be all presented within one equal shape (e.g., a
rectangle). The difference from one rectangle to another is the
content which can be an element of the gestalt figure. In
Tetrominos, the difference from one shape to another is the shape
itself, and not elements of any gestalt figure.
Exemplary Gestalt Figures Display in Rows and Columns
[0084] In Facedoku, FaceFace, FaceTetro, and FacedokuTetro, the
configuration can further comprise a display for the gestalt
figures which can correspond to the rows and columns. The display
corresponding to a column and row can be placed on the right side
of the rows grid and below the bottom of the columns grid (FIG. 5A,
FIGS. 17A-17C, FIGS. 22A-22F). In addition, as seen in FIGS. 15A
and 15B, the column can have gestalt figures to be displayed on top
of the columns grid. As shown in FIG. 5C, the row of gestalt
figures can be displayed on the left hand side of the grid. Note
that an outline of the face is placed next to columns and rows
before any of the game symbols are added to it.
Exemplary Gestalt Figures Display in Sub-Grids
[0085] Further, in Facedoku, FacedokuTetro and FaceTetro, a display
of a sub-grid gestalt figure can be provided in FIG. 8A. The
exemplary displays of the gestalt figures can be seen in FIG. 8C.
For example, when the game cells display the game symbols on them,
it can be less confusing to not show the gestalt figures
corresponding to the sub-grid of Facedoku (FIGS. 9A and 9C), in
FaceTetro, (FIGS. 20B and 21A-21D), and in FacedokuTetro (FIGS.
22A-22C). When the game cells do not display the game symbols, the
gestalt figures corresponding to the sub-grids can be shown (e.g.,
Facedoku of FIGS. 8A-8C). In addition, FaceTetro (examples shown in
FIGS. 21A-21D), and FacedokuTetro (examples shown in FIGS.
22D-22F). There are likely no such gestalt figures in Tetris,
Drop7, Sudoku, nor KenKen.
[0086] In FaceFace, a sub-grid can be similar to what is known as a
cage in the game of KenKenA display of a cage gestalt figure of one
exemplary embodiment of the present disclosure as shown in FIGS.
14A and 14B. In case where there are multiple game symbols
associated to a cage, it is possible to select whether to reveal
such information. Where the exact multiplicity is not revealed, the
gestalt figure in a cage displays the game symbols that cannot be
placed in the cage. In this exemplary manner, the multiplicity is
not specified. Another exemplary way not to reveal the multiplicity
is to create an interface only allowing the user to place game
symbols that are allowed, no matter what the multiplicity is. (See
FIGS. 16A and 16B). Where the exact multiplicity is displayed,
gestalt figures are colored with different colors according to
their multiplicity. Game symbols that appear once are shown in
black and game symbols that are shown twice are shown in red.
Multiplicity can be indicated two by simply writing the numeral "2"
under the game symbol. Typical games do not have more than a
multiplicity of two, but the extension for higher multiplicities is
straightforward.
Exemplary Display of multiple game symbols
[0087] In addition, with Facedoku, FaceFace, and FacedokuTetro,
multiple copies of a game symbol can be placed along a row, column
or sub-grid. Such multiplicity will not allow a player to complete
the puzzle, with the exception of some cages in FaceFace. In
FaceFace, one can have as the true solution a multiplicity within a
cage, as long as it is not along the same row or same column. When
multiple copies of a game symbol are made where they are not
allowed, an indication of such a mistake can be provided to the
user. In FacedokuTetro, and similarly for Facedoku and FaceFace
game, an angry face can be displayed on the gestalt figure
corresponding to the multiple copies of a game symbol.
[0088] FIG. 24A shows an exemplary game symbol "right eye" falling
on to the playing field. In FIG. 24B, it is placed on the fourth
column and first row, cell (4,1). Note that there was already the
same game symbol along the row. Exemplary gestalt figures
displaying "angry" faces are shown in the first row and a sub-grid
corresponding to it, where multiple game symbols "right eye" are
placed. The 4.sup.th column gestalt figure does not contain
multiple games symbols, and thus displays the corresponding gestalt
figure with a game symbol "right eye". Similarly, one can display
angry gestalt figures for the games of FaceFace and Facedoku.
[0089] For example, an "undo" button can bring the game to its
previous state before the game symbol was placed (e.g., in Facedoku
and FaceFace, the player can then choose another game symbol and in
FacedokuTetro, another game symbols falls to the playing field). In
FacedokuTetro, the exemplary game can also end when such a mistake
is made.
[0090] In FaceTetro, multiple copies of the game symbol can be
allowed and can be part of the game. In this case, one must resolve
how to display the gestalt figure corresponding to it. The gestalt
figure along a row can simply show all game symbols along a row
without displaying the multiplicity.
[0091] FIGS. 19A-19C illustrate an exemplary FaceTetro game. For
example, a sequence of frames can be seen representing
manipulations by the player and updates of the display system,
culminating with column two top segments being complete and erased.
The top segment of a column can be the largest set of contiguous
game symbols in a column, starting from top to bottom, where all
game symbols can appear once on the gestalt figure. The top segment
of column 2 is highlighted in each frame by a thicker outline 1900.
FIG. 19A shows column 2 containing a top column segment made of a
"right eye", "left eye", and "mouth" game symbols, outlined by a
thick outline, and reflected in the display of the gestalt figure.
The three game symbols below the "mouth", namely a "right eye",
"mouth", and "nose", are not part of the top column segment. As
such, there is no "nose" shown in column two of the gestalt figure.
The score of the game is 8 as indicated on top and a new game
symbol labeled "nose" is falling into the playing field. Gray cells
1905 can indicate cells that are where a game symbol can land. FIG.
19B shows an illustration which provides that an exemplary new game
symbol "nose" can be placed on column two and can now be part of
the top column segment, outlined by a thick outline 1900, and
reflected on the gestalt figure associated with column two. The
gestalt figures corresponding to this new game symbol, "nose", can
be updated accordingly. On column two, all cells are occupied 1905
(e.g., there are no gray cells available). The column top segment
of column two is now complete, and outlined in thick line, with
four different game symbols yielding a complete gestalt figure as
shown on the column gestalt figure. FIG. 19C shows that the column
top segment can therefore be erased, and the column gestalt figures
can be updated with the new column top segment, which can be made
of the three game symbols left in column two. The player scores a
point for completing a column top segment, and now the total score
is updated to 9 points.
[0092] When the multiplicity occurs along a column, the gestalt
figure will only display the column's top segment game symbols. The
column's top segment can be the largest set of contiguous game
symbols in a column, starting from top to bottom, where all game
symbols appear once on the gestalt figure. For FIGS. 19A-19C, e.g.,
there is no multiplicity in a top-segment of a column. When a
sub-grid constraint applies with a gestalt figure display, the
gestalt figure can show all game symbols without displaying the
multiplicity (similarly to the row case).
Exemplary Updating Gestalt Figures
[0093] In Facedoku, FaceTetro and FacedokuTetro, each time a game
symbol is placed in a cell, the corresponding gestalt figures must
be updated with the game symbol. The game symbol is simply added to
it. (See FIGS. 5B, 8B, 15B, 19B, 22C, and 22F). In FaceFace, the
gestalt figures along rows and columns can be updated with the game
symbol placed on the cell. Updating the gestalt figures in the
cages can require consideration of special cases where multiple
game symbols are allowed in a cage.
[0094] Each time a cell is updated with a new game symbol, the
gestalt figure displaying the constraints needs to be updated.
FIGS. 15A and 15B show the cage gestalt figure representing the
game symbols that are allowed in the cage (e.g., without indicating
the multiplicity.) Thus, after adding a game symbol to the cage,
the game symbol can be automatically removed from the cage gestalt
figure. If, however, due to multiplicity the game symbol is still
allowed in the cage to be placed in some other cell, then the cage
figures can simply not be modified after this game symbol is still
allowed in the cage. If the gestalt figure represents the game
symbols that are not allowed, the same procedure can result except
instead of the removal of game symbols, there is the addition of
game symbols.
[0095] The multiplicity can be represented by colors, where "red"
represents multiplicity two and "black" represents multiplicity
one. In this case the first game symbol just placed in a cell that
has multiplicity two in the cage will have its displayed color on
the gestalt figure changed from "red" to "black", indicating one
game symbol is already played. If the game symbol is placed again
on another cell of the same cage, then the game symbol can
removed.
Exemplary Revealing Cell Values
[0096] In Facedoku, FaceFace, FacedokuTetro and FaceTetro, there
can be an option to reveal the game symbol from each cell that
contains a game symbol. Where the game is revealed (FIGS. 9A-9C for
Facedoku), (FIGS. 17A-17C for FaceTetro), and (FIGS. 22A-22C for
Facedokutetro). The player "clicks" on a cell that has a game
symbol in it, but is not revealed, and the game symbol icon
associated with the cell, and displayed on the bottom of the
display screen, becomes highlighted.
[0097] FIGS. 7A and 7B show two possible exemplary game symbol
interfaces. FIG. 7A shows exemplary game symbols displayed at the
bottom of the game. The player can select a cell and select one of
the game symbols to place at the chosen cell. If the cell already
contains a game symbol, it will be highlighted on the corresponding
icon of the display. FIG. 7B shows an exemplary popup menu
displayed each time the player clicks on a cell and can also
highlight a game symbol if there is one present in the selected
cell.
Exemplary Cell labels
[0098] Exemplary cells can carry two exemplary sets of labels, one
set of labels can be "empty" or "occupied", and another set of
labels can be "editable" or "non-editable". A cell can only take
one label from each set. Labels can include "empty" (e.g., at any
time where no game symbol is placed it is labeled empty or labeled
"occupied" (e.g., at any time in a cell where a game symbol is
placed is labeled occupied, although not limited thereto. Set can
be labeled "editable". At any given time in a cell where a game
symbol can be placed, it can be labeled editable. This can include
cells labeled "empty" or "occupied". If a cell is labeled
"occupied" and "editable" at a given time, it means this cell
already has a game symbol in it (e.g., "occupied") and, at this
time, one can replace it by another game symbol (e.g., "editable").
If a cell is labeled "empty" and "editable", at a given time, it
means this cell does not have a game symbol in it (e.g., "empty")
and, at this time, one can place a game symbol in it (e.g.,
"editable"). A cell can also be labeled "non-editable". At any
given time, a cell where a game symbol cannot be placed is labeled
"non-editable". This can include cells labeled "empty" or
"occupied". If a cell is labeled "occupied" and "non-editable" at a
given time, it means this cell already has a game symbol in it
(e.g., "occupied") and, at this time, one cannot replace it by
another game symbol (e.g., "non-editable"). If a cell is labeled
"empty" and "non-editable" at a given time, it means this cell does
not have a game symbol in it (e.g., "empty") and at this time, one
cannot place any game symbol (e.g., "non-editable"). Thus, there
can be four possible label configurations for each cell. However,
some games described here may not have cells with some of the label
configurations.
[0099] In FaceFace, only two pairs of labels can be considered,
"empty" and "editable", and "occupied" and "editable". Cells
labeled "empty" and "editable" can also be called "available" since
the cells are available to receive a new game symbol. Cells labeled
"occupied" and "editable" occur where game symbols placed get the
label "occupied" and "editable". They can have the game symbol
changed, typically because a player made a mistake and wants to
modify the game symbol in it. These cells can be labeled as
"occupied" and "editable" or simply as "occupied". Thus, all cells
labeled "available" in FaceFace are can also be labeled "empty",
and all cells labeled "occupied" can also labeled "non-editable".
(See FIGS. 15A and 15B).
[0100] In Facedoku, three pairs of labels can be considered, (i)
"empty" and "editable", (ii) "occupied" and "editable", and/or
(iii) "occupied" and "non-editable". This means that the pair of
labels "empty" and "non-editable" does not apply in the game of
Facedoku. The first two pairs of labels can be the same as in the
game of FaceFace, already described above. At the beginning of the
game, some cells are already labeled "occupied" with a game symbol
in it. They are hints for the player to start the game, which can
be similar to the digits provided in Sudoku at the start of the
game. These cells with hints labeled "occupied" at the beginning of
the game, can also be labeled "non-editable" since these are game
symbols that are not to be replaced. These cells can be referred to
as "hints". Cells labeled "hint" can be colored in dark gray, cells
labeled "occupied" can be colored light gray, and cells labeled
"available" can be colored white. (See FIGS. 8A-8C).
[0101] In FaceTetro and FacedokuTetro, labels "occupied" and
"editable" are not used. Instead, labels of "empty" and
"non-editable" are used. Three pairs of labels are considered, (i)
"empty" and "editable", (ii) "occupied" and "editable", and (iii)
"empty" and "non-editable". Cells labeled "empty" and "editable"
can be referred to as "available". Cells labeled "empty" are all
cells in the grid that do not contain a game symbol in it. The set
of cells that are labeled "available" are the cells labeled "empty"
and if a cell labeled "occupied" exists in the column and is not
the top cell, than the cell on top of it is labeled "editable", or
if no cell is labeled "occupied" in a column, then the bottom cell
of a column is labeled "editable". (See FIGS. 17A-17C; 19A-19C).
Note that columns whose Mth element (e.g., top element) is labeled
"occupied" will have no cells labeled "available" (FIG. 19B),
otherwise, columns will have one and only one cell labeled
"available."
[0102] As the game progresses, cells where game symbols are placed
can get the label "occupied" and they cannot be modified. Thus,
cells that are labeled "occupied" can be `non-editable", just like
in Tetris and Drop7. These cells can be referred to as "occupied"
and "non-editable", or simply as "occupied" (e.g., label
"non-editable" is omitted) when referring to these cells. Note that
here the meaning of the label "occupied" is different than in the
games of Facedoku or FaceFace, since there, they are "editable"
while here they are "non-editable".
[0103] FIGS. 23A and 23B show an exemplary FacedokuTetro game with
the sequence of two frames representing a game ending successfully.
For example, the cells labeled "not-available" (or "empty" and
"not-editable") are no longer present. as no game symbol can be
placed in them. Cells 2300 colored dark gray are "occupied" and
"not-editable" as they contain a game symbol in them. Cells 2305
colored light gray are "available" as they are labeled "empty" and
a game symbol will land in them if placed in their column. In FIG.
23A, there is only one cell labeled "available" left to be filled,
(4,3), and a game symbol "right eye" is falling to the playing
field. Note that there are no "empty" and "non-editable" cells at
this point in the game. FIG. 23B shows the symbol falling in cell
(4,3) and all gestalt figures corresponding to the rows, columns
and sub-grids are successfully completed. The game ends and the
player wins.
[0104] Cells labeled "empty" and "non-editable" can be referred to
by the label "not-available". These cells are "empty" at a given
time, and at that time, they cannot host a game symbol. They are
all cells in a column above the cell labeled "available".
[0105] In FaceFace, only two pairs of labels are considered,
"empty" and "editable", and "occupied" and "editable". Cells
labeled "empty" and "editable" can be referred to by a new label
"available" since the cells are available to receive a new game
symbol. Cells labeled "occupied" and "editable" can have the game
symbol changed, typically because a player made a mistake and wants
to modify the game symbol in it. These cells can be referred to as
"occupied" (e.g., the label "editable" is omitted when referring to
these cells). Thus, all cells labeled "available" in FaceFace are
also labeled "empty", and all cells labeled "occupied" are also
labeled "non-editable". (See FIGS. 15A and 15B).
[0106] In Facedoku, three pairs of labels are considered, (i)
"empty" and "editable", (ii) "occupied" and "editable", and (iii)
"occupied" and "non-editable". This means that the pair of labels
"empty" and "non-editable" does not apply in the game of Facedoku.
The first two pairs of labels are the same as in the game of
FaceFace, already described above. The third pair of labels labeled
"occupied" and "non-editable" are already labeled "occupied" with a
game symbol in it. They are hints for the player to start the game
with and can be very similar to the digits provided in Sudoku at
the start of the game. These cells with hints labeled "occupied" at
the beginning of the game are also labeled "non-editable" since
these are game symbols that are not to be replaced. In Facedoku
these cells can be referred to by the label "hint". As shown in
FIGS. 8A-8C, cells labeled "hint" can be colored in dark gray,
cells labeled "occupied" can be colored light gray, while cells
labeled "available" can be colored white.
[0107] FIGS. 10A-10K show an exemplary Facedoku game of face
gestalt figures in a 4.times.4 grid of cells with sub-grids of
2.times.2. Here cells 1000 marked "available" are colored with the
same gray value of the background. Cells 1005 that are initially
marked "hint" (and not editable) are colored with a lighter gray
value. When an "available" cell 1010 is labeled "occupied" (and
editable), the cell is colored dark gray. Note that ten (10) cells
are still marked "available" and therefore it will take 10 steps to
complete the game assuming that in every step a correct game symbol
is placed in an "available" cell, turning "available" cells into
"occupied" cells. FIG. 10A shows an exemplary face gestalt figure
of row 1 indicating that cell (1,3), row 1 and column 3 has a label
of "available," and according to the gestalt figure of row 1, it
can only take the possible game symbols "right eye" or a "nose." It
cannot be a "right eye" according to the gestalt figure of column
3, so it must be a "nose", and thus, the first action is taken to
place the game symbol "nose" at the cell (1,3), updating all three
gestalt figures associated to the cell (1,3) and marking the label
"occupied" to the cell. The label "occupied" (and editable) is now
shown in dark color. The player can distinguish "hint" and not
editable cells created at the beginning of the game, colored in
light gray, from "occupied" and editable cells due to the player
action during the game (colored in dark gray).
[0108] FIG. 10B shows an exemplary gestalt figure of the sub-grid
associated with cell (1,2) to be completed. For example, the only
"available" cell in the sub-grid is cell (2,4) and thus, it should
be a "left eye" game symbol. The gestalt figures associated with
the cell (2,4) are updated and the cell is now marked "occupied"
and "editable", coloring it with a dark gray value. As shown in
FIG. 10C, for the gestalt figure of row 1 to be completed, a game
symbol "right eye" should be placed at the only marked "available"
cell in row 1, namely cell (1,2). Thus, the gestalt figures
associated to the cell (1,2) can be updated and the cell can now be
marked "occupied", coloring it with dark gray. In FIG. 10D, for the
gestalt of column 4 to be completed, a game symbol "nose" must be
placed at the only marked "available" cell in column 4, namely
(4,4). Thus, the gestalt figures associated with the cell (4,4) can
be updated and the cell can now be marked "occupied", coloring it
with dark gray. As shown in FIG. 10E, cell (2,1) is marked
"available", and can be a game symbol "right eye" or "mouth",
according to the gestalt figure of column 1. However, the exemplary
gestalt figure of the sub-grid associated to the cell (2,1)
indicates that it cannot be a game symbol "right eye", so cell
(2,1) must be occupied by the game symbol "mouth". Thus, the
exemplary gestalt figures associated to the cell (2,1) are updated
and the cell is now marked "occupied", coloring it with dark
gray.
[0109] In FIG. 10F, for the gestalt figure of row 2 to be
completed, the only cell marked "available" along the row, cell
(2,2), should receive the game symbol "nose". Thus, the exemplary
gestalt figures associated with the cell (2,2) can be updated and
the cell can now be marked "occupied", coloring it with dark gray.
In FIG. 10G, for the gestalt of column 2 to be completed, the only
cell marked "available" along the column, cell (3,2), should get
the game symbol "mouth". Thus, the gestalt figures associated to
the cell (3,2) can be updated and the cell can now be marked
"occupied", coloring it with dark gray. In FIG. 10H, for the
gestalt of column 1 to be completed, the only cell marked
"available" along the column, cell (4,1), should get the game
symbol "right eye". Thus, the gestalt figures associated with the
cell (4,1) can be updated and the cell can now be marked
"occupied", coloring it with dark gray.
[0110] In FIG. 10I, for the gestalt figure of row 3 to be
completed, the only cell marked "available" along the row, cell
(3,3), must get the game symbol "left eye". Thus, the gestalt
figures associated to the cell (3,3) can be updated and the cell
can now be marked "occupied", coloring it with dark gray. In FIG.
10K, for the gestalt of row 4 to be completed, the only cell marked
"available" along the row, cell (4,3), must get the game symbol
"mouth". Thus, the gestalt figures associated to the cell (4,3) can
be updated and the cell can now be marked "occupied", coloring it
with dark gray. The game is finally completed as all gestalt
figures are completed. Of course, all cells are now marked with the
label "occupied". The light gray cells indicate that they were at
the label "occupied" at the beginning of the game.
[0111] In FaceTetro and FacedokuTetro, the pairs of cells labeled
"occupied" and "editable" are not considered. However, cells
labeled "empty" and "non-editable" are considered. Cells labeled
"empty" and "editable" can be referred to as "available". Cells
labeled "empty" can be all cells in the grid that do not contain a
game symbol in it. The set of cells that are labeled "available",
can be the cells labeled "empty" and if a cell labeled "occupied"
exist in the column and is not the top cell, than the cell on top
of it is labeled "editable", or if no cell is labeled "occupied" in
a column, than the bottom cell of a column is labeled "editable".
Note that columns whose Mth element (e.g., top element) is labeled
"occupied" will have no cells labeled "available" (FIG. 19B),
otherwise, columns will have one and only one cell labeled
"available."
[0112] Cells where a game symbol is placed get the label "occupied"
and they cannot be modified. Thus, cells that are labeled
"occupied" are "non-editable", just like in Tetris and Drop7. These
cells referred to as "occupied" and "non-editable" can be simply
referred to as "occupied". Note that here the meaning of the
(abused) label "occupied" is different than in the games of
Facedoku or FaceFace, since there, they are "editable" while here
they are "non-editable". Cells labeled "empty" and "non-editable"
can be referred to as "not-available". These cells are "empty" at a
given time, and at that time, they cannot host a game symbol. They
are all cells in a column above the cell labeled "available".
Exemplary Sequence of Game Symbols
[0113] FaceTetro and FacedokuTetro are, e.g., games comprised of a
random sequence of game symbols that can fall down a playing field,
similar to Tetrominos shapes falling down a playing field in the
popular game of Tetris, and more recently numbers falling in the
game of Drop7. At any time in the game, only one game symbol falls
into the playing field until it is placed such that another game
symbol can then start to fall the playing field.
[0114] A portion of the playing field can be partitioned in columns
whose width is the same as each game symbol width. Thus, each
column can contain many game symbols, one on top of the other.
There are N columns and N game symbols to compose a complete
gestalt figure. The height of each column can be made of M
cells.
Exemplary Mechanism to Select and Manipulate A Game Symbol
[0115] In Facedoku and FaceFace, the player can select a game
symbol from the N game symbol options. FIGS. 7A and 7B show two
exemplary illustrations which can be used for Facedoku. Similar
mechanisms can be provided for FaceFace.
[0116] FIGS. 16A and 16B illustrate an exemplary FaceFace game with
a 4.times.4 grid. The constraints can be displayed through limiting
the use of game symbols in a cage. FIG. 16A shows an exemplary
configuration of the FaceFace game with all game symbols listed
below. FIG. 16B shows the player attempting to place a game symbol
at cell (4,1), displayed in light gray. The cage constraint only
allows game symbols "nose" or "mouth" to be played, and the
constraint can be displayed by "inhibiting" the other game symbols
from use (e.g., the bottom of the grid), only allowed game symbols
are still highlighted. This way of presenting the cage constraints
can provide essentially the same or similar form of information of
the game as in FIGS. 15A and 15B. Multiplicity zero is possible
(e.g., to let the player know that game symbols highlighted do not
mean the game symbols must be played, only that it is allowed to be
played). The only difference between this display choice and all
the others above is that with this display mechanism, the player
does not have simultaneous access to all cage constraints. The
player has to choose a cage to see the cage constraints. One can
combine this mechanism with the presence of the cage gestalt
figures.
[0117] In FaceTetro and FacedokuTetro, a sequence of game symbols
fall into the playing field such that game symbol to be played at
any given time is not chosen by the player, but rather it is
generated by the game itself. The player can manipulate the given
game symbols via translation of the game symbol, and for some
pieces, flipping is allowed. For example a "left eye" game symbol
can be flipped to become a "right eye" game symbol, and vice-versa.
A "left ear" can be flipped to become a "right ear" and vice
versa.
[0118] FIGS. 18A-18E illustrates another exemplary FaceTetro game
showing a Sequence of frames representing manipulations by the
player, and updates of the display system, culminating with a row
being complete and erased (e.g., the second one, on top of the base
row). For example, the grid itself is not displayed for clarity of
the presentation. In addition, multiple copies of a "mouth" game
symbol are placed along the first row by a player. The gestalt
figure along the row does not display such multiplicity, instead it
can show all game symbols along the row as if they appear once.
FIG. 18A shows an exemplary new game symbol "right eye" starting to
fall (from top right) into the playing field. At this moment of the
game the player has scored 3 points as shown on top of the game.
FIG. 18B shows the game symbol is falling into the playing field,
and it has been translated all the way to the first column. FIG.
18C shows that the player "flips" the game symbol into a "left
eye". The player has a button that can flip game symbols that are
allowed to be flipped. FIG. 18D shows the "left eye" game symbol
finally landing on the first column, on top of the game symbol
"mouth" and the gestalt figures associated to this position are
updated. Consequently this row is complete, as one can see the
gestalt figure associated to this row is complete, all game symbols
associated to the gestalt figures are present along this row,
namely from left to right are the game symbols "left eye", "nose",
"right eye", and "mouth". FIG. 18E shows that the complete row can
be erased before the row gestalt figure becomes empty, and all
column gestalt figures can be updated. The player scores a point,
and now the total is 4 points. The cells on rows above fall one row
and a new row on top can be added so that the game is always played
with a fixed number of rows. In the example shown there are a total
of seven rows (the number of gestalt figures displayed on the right
hand column.)
[0119] According to the above exemplary description, the flip can
mean a horizontal flip (e.g., to apply mirror symmetry with respect
to an imaginary vertical line placed on one side of the rectangle
(square) box containing the game symbol). These operations of
translation and flipping can be similar to the ones in Tetris.
Similar to Tetris one can use left and right arrow key buttons to
allow the player to control translations of one column, translation
per key pushed, and a "flip" button to allow flipping. In some
exemplary variants, the player can also delete game symbols that
fall into the playing field, and if there is a score mechanism, the
player should pay some penalty to use the delete button.
[0120] In FacedokuTetro, when the deletion or undo operation is not
allowed in the game, the sequence of game symbols falling down into
the playing field must be exactly N.sup.2 (square of N) game
symbols. Note the sequence of N.sup.2 game symbols does not have to
contain exactly N copies of each game symbol, since as described
above, some game symbols can become a different game symbol under
"flipping" (e.g., the player can transform a "right eye" into a
"left eye" or a "right ear" into a "left ear" as the pieces are
falling into the playing field).
Exemplary Mechanism to Place Game Symbols And Update The Gestalt
Figure
[0121] In Facedoku and FaceFace, the player can select a cell
labeled "available" to place a game symbol. Then, the player can
select a game symbol from the list of N game symbols. As described
above, if the cell labeled "available" is also labeled "occupied"
(e.g., if there is a game symbol already there), such game symbol
will be highlighted in the set of N game symbols displayed for use.
The player can select another game symbol to replace it.
[0122] In FacedokuTetro and FaceTetro, each time a new game symbols
fall into the playing field, the player can manipulate the game
symbol with translation (e.g., flipping or deletion). The player
must make a decision where to place the game symbol by moving the
piece to a selected column. The game symbol simply falls down the
column and lands on top of the lowest possible cell, the cell
labeled "available" in the column, if a cell labeled "available"
exists. For example, if a column does not have a cell labeled
"available", then it may not be possible to have the game symbol
placed there. In addition, the game symbol that just felt in a
column will become the top game symbol of the selected column. The
cell above, if it exists (there are only M cells in a column),
becomes the new labeled "available" cell in the column. So at any
time in these games, there is at most N cells labeled "available"
(e.g., there is one cell on top of each column), except there are
no cells labeled "available" if the top cell in a column is the
M.sup.th cell. In the FacedokuTetro game, e.g., M=N.
Exemplary Erasing Complete Rows Or Erasing Complete Column Top
Segments Or Erasing Top Sub-Grids, And Scoring A Point.
[0123] In FaceTetro, each time a row is completed, it can
automatically be erased, and a point can be scored. A complete row
can be a row composed of all different game symbols that form a
complete gestalt figure, thus composing a complete gestalt figure
along the row. (See FIGS. 18A-18E). In FIGS. 18A-18E, e.g., the
bottom row has game symbols placed at each entry, but it is not a
complete row as there are two "nose" game symbols and there is no
"left eye" game symbol (e.g., the gestalt figure associated with
the row (shown on the right side of the frame) is not complete.
Erasing rows has resemblance to the game of Tetris but here a
concept of complete is specific for the gestalt figures while in
Tetris complete simply means filled in.
[0124] Each time the column top segment is complete, the player
scores a point, followed by the column top-segment getting erased
and a new column top-segment is automatically computed (possibly an
empty one). The new gestalt figure can reflect the new column
top-segment. The column top segment can be complete if all game
symbols in it complete a gestalt figure. It can be equivalent to
say that when a complete gestalt figure associated to the column is
created, the column top segment is erased and a point is scored.
(See FIGS. 19A-19C).
[0125] In one variant of the game, each time a sub-grid is
complete, the player scores a point, followed by the sub-grid
getting erased. The sub-grid can be pre-defined, as in the game of
Facedoku (FIGS. 21A-21D), or dynamically evaluated (FIGS. 20A-20D)
and then the set of possible sub-grids to be considered is much
larger (all possible translation of the sub-grid translated in the
grid). One only needs to evaluate the sub-grids that include the
cell where the last placement of a game symbol occurred since it is
the only sub-grids that have changed and thus can now be complete
and erased.
Exemplary Termination of The Game
[0126] In FaceTetro, the game can terminate (ends) when a piece is
placed on top of a column where the maximum height is already
reached. The maximum height (or maximum number of rows allowed) in
the playing field can be M, and can be predefined and can vary
according to the media one plays on, and its screen size. Larger
screen sizes can accommodate for a larger number of rows or a
larger maximum height. As seen in FIGS. 19A-19C and FIGS. 20A-20C,
according to one exemplary embodiment, the maximum height can be
seven (M=7), which can be the number of rows or number of gestalt
figures displayed in the right hand side.
[0127] In Facedoku and FacedokuTetro, the game can terminate (ends)
when all cells of the grid are filled (not one cell is left with
the label "empty"). The game is successfully completed (thus called
a puzzle) if all gestalt figures associated to all N rows, N
columns, and if applicable all N sub-grids, are complete. Thus, the
final configuration of the game is a N.times.N grid containing one
and only one type of game symbol per column, and one and only one
type of game symbol per row, and if applicable, one and only one
type of game symbol per sub-grid. (See FIGS. 23A and 23B).
[0128] In FaceFace, the game can terminate (ends) when all cells of
the grid are filled (not one cell is left with the label "empty").
The game is successfully completed (thus called a puzzle) if all
gestalt figures associated with all rows, columns are complete
while the constraints at the cages are satisfied.
Exemplary Time, Speed, Scores And Measuring Difficulty of Playing
Games
[0129] All games described above can be made of successive
placements of game symbols in the grid. Each placement takes time
as the player must choose where to place the game symbol, and in
some cases, the game symbols fall to a playing field, which also
takes time. A measurement of performance of a player is therefore
how long a player takes to complete the task for each of these
games.
[0130] In Facedoku, FaceFace, and FacedokuTetro, a score can be
just the inverse of the time it takes to complete these games (and
the higher the score the better). In FacedokuTetro and FaceTetro,
the speed in which a game symbol falls the playing field implies a
level of difficulty. The faster a game symbol falls, the harder it
is to make a good decision on what to do with the game symbol
(e.g., the harder it is to decide to which column to move the game
symbol, or to apply a flip or not to the game symbol (if possible),
or to delete or not the game symbol (if possible)). Tetris has such
a mechanism to increase the speed in which the Tetraminos fall the
playing field to make the game more difficult.
[0131] In FaceTetro, exemplary scores can be achieved when a row
gets completed (and erased), when a top segment of a column gets
completed (and erased) and if applicable, when a sub-grid gets
completed (and erased). Therefore, as the speed of the game symbols
falling in the playing field increases, the harder it is score (or
the faster the player has to make a decision where to place the
game symbol the harder is to make a good decision).
[0132] In FacedokuTetro, there is a sequence of exactly N.sup.2
game symbols to fall the playing field when the game does not
include the option to delete a game symbol that is falling. For
example, the game exhibits different levels of difficulty according
to different sequences of N.sup.2 game symbols. An empirical study
can be carried out to evaluate the difficulty of each sequence of
N.sup.2 game symbols with N different game symbols. Alternatively,
it can be possible to evaluate, for each play, a measure of
difficulty at each time. Each cell labeled "available" can allow a
small set of game symbols to be placed. The allowed set can be made
of game symbols that are not multiples along rows, column and
sub-grid (if applicable). The union of all sets of labels coming
from the cells labeled "available" can be the set of allowed game
symbols at each play. Note that some game symbols can show up on
multiple allowed sets of various cells labeled "available". One can
then assign the difficulty playing a game symbol according to how
many cells are labeled "available" in the set of allowed game
symbols. The more cells labeled "available", the easier is to place
it. A game is thus difficult or easy if the sequence of game
symbols produced is taken from examining how difficult or easy each
play is. If all game symbols are selected based on the most
difficult game symbol for each play, the game is considered
difficult. This exemplary method can be expanded to evaluate a
predefined sequence of plays, invoking probability calculations to
what a player may do given a game symbol falling to the playing
field.
[0133] In FacedokuTetro, a specific sequence of N.sup.2 game
symbols can be given. For example, the player has the option to
place all the game symbols on the proper columns (to land on the
cell "available") to complete the game. Instead, the player can
arrive in the middle of the game with a configuration that for the
next game symbol there is no play to make that will lead to a
possible solution. In this exemplary case, no matter where this new
game symbol is placed, it will cause an "angry face" to appear
(FIGS. 24A and 24B). In one variant of the FacedokuTetro game, the
player would play the game again, with the same specific sequence
of N.sup.2 game symbols. Now the player can remember the previous
game and determine a way to play to avoid getting into the
impossible situation as before. The player plays again, and if a
situation occurs again, a new chance is given. So in this variant
of FacedokuTetro, while playing the same specific sequence of
N.sup.2 game symbols several times, the player can learn what a
solution of the puzzle can be. The challenge of this variant of
FacedokuTetro is to learn how to play this specific sequence of
N.sup.2 game symbols. The score can be based on the number of times
the game must be played in order for the player to get a good
placement of the sequence of N.sup.2 game symbols. The more games
are needed the worse the score is.
Exemplary Multiplayer
[0134] In Facedoku, FaceFace, FaceTetro, and FacedokuTetro, the
score of a game facilitates a player to know if the player is
improving his ability to play the game by tracking his own score.
In such exemplary games, different players can compare their
performances, and thus have the game to be played with multiple
participants. Alternatively or in addition, a unique game can be
played by several players one against each other. For each round,
one player plays a game symbol. In FaceTetro, whoever places the
last game symbol to complete a row or column top segment or
sub-grid (if applies) scores the corresponding point. In Facedoku,
FaceFace, and FacedokuTetro, a player scores a point if the
placement of the game symbol is valid. Thus, if one player makes a
mistake, the game symbol is not placed (it is deleted from the
game) but the player does not score a point. An extra score is made
for the player to make the final placement of a game symbol that
completes the puzzle. Additionally, and as an option, the players
can have a limited time to make a play.
[0135] One possible exemplary rule to add is similar to that of the
game "Wheel of Fortune". If the player makes a good play, the
player is given another chance to play. A good play is the one in
which the player scores a point. It is also possible to reduce the
time for each consecutive play, so that it gets harder and harder
to make good decision, as a player scores consecutive points. In
this exemplary way, the games can be played with friends at home,
on physical devices, on a television shows similar to "Wheel of
Fortune", or on the Internet via software and computer devices. It
is also possible for games to be played on social networks.
Exemplary Multiplayer Bingo
[0136] In Facedoku, FaceFace, FaceTetro, and FacedokuTetro, it is
possible play these games with one separate grid for each player.
Each player can play his/her own grid, independent of the other
player's grid. This Bingo version starts with each player being
given an initial grid.
[0137] In Facedoku and FaceFace Bingo, each player's initial grid
can be different, but to be fair it is reasonable to provide all
with the same degree of difficulty. The criteria of Sudoku can be
used where one can use the number of revealed cells as a measure of
difficulty and the required methods needed to solve the puzzle. The
fewer logic rules are needed to solve a puzzle, the easier it is.
In Facedoku and FaceFace, all cells that are labeled "occupied" can
also not be "editable". Once a game symbol is placed, no changes
are possible.
[0138] In FaceTetro and FacedokuTetro Bingo, the game symbols
falling into the playing field are the same for all players, and it
is the choice of each player which column to let them fall that
will allow players to solve the FacedokuTetro puzzle faster or to
score more points in the FaceTetro game. At each time step of the
global game the following exemplary procedure could take place:
[0139] a. A game symbol is randomly selected and announced to all
players.
[0140] b. A limited and agreed on time is then allotted for each
player to select a cell in their respective grid (or game), and
place the game symbol.
[0141] c. During the allotted time, each player chooses one cell in
their grid. Note that for FacedokuTetro and FaceTetro, the choice
is for a column, but for each column only one cell will receive the
game symbol. So one can refer to this procedure as selecting a
cell. If a correct cell was selected for the placement of the game
symbol announced, the gestalt figures are updated accordingly. If
the player did not select a cell, or if the cell selected did not
allow the game symbol announced, the game is not updated (the game
symbol is deleted). Note that here all cells that have a game
symbol placed cannot be modified (e.g., cells labeled "occupied"
are all also labeled "not-editable"). Thus, a player may not be
able to place a game symbol if all cells containing the game symbol
announced are already occupied.
[0142] Steps a,b,c can be repeated until a termination point
(either time expires or a player completes a puzzle). For example,
FaceTetro is not a puzzle to be completed so it can terminate when
time expires and the player with highest scores wins.
[0143] In Facedoku, FaceFace, and FacedokuTetro, in a N.times.N
matrix game and N game symbols, each symbol should be announced at
least N times (minus the number of starting values) in order to
complete all the gestalt figures, since each game symbol is placed
at N cells to complete Facedoku game. In one exemplary variant,
once a game symbol is called the minimum number of times, it will
not be called again. In this exemplary case, after all game symbols
have been drawn N times (minus the number of starting values), the
winner or winners of the game are the ones that revealed more
cells. In another exemplary variant, game symbols can be called as
many times as needed until the first player (or first players)
complete their respective grid. In this case, it is possible that
after repeated game symbol announcements, there are no more cells
to place a game symbol in a player's grid game. Note that each
player is playing a different instance of a game, so one cannot
copy the solution from the other player, as the solutions can be
different.
[0144] In FacedokuTetro, it is possible to copy the other player,
although exactly copy would be made of all the same moves. As such,
this is not a good game to cheat at. These games are inspired by,
e.g., bingo, but are different games from bingo. Not only because
the game symbols are drawings, and not numbers, but because each
step of the game requires a player to resolve one step of the
puzzle-like game. In Bingo, at each step, the player simply
verifies if a symbol is present or not on the player's card. Thus,
the question at each game symbol announcement is not whether the
game symbol can be placed on each of the player's grid, but rather
if a player is fast enough (within the given limited and agreed
time) to find a valid cell where to place the game symbol.
Exemplary Multiple Feature Display
[0145] Different game symbol drawings can be provided to represent
the same symbol. For example, a "mouth" symbol can be drawn
differently (including colored in different ways or any other way a
"mouth" can be represented differently), (See FIG. 13A for
different drawing representation of some game symbols).
[0146] FIG. 13B shows an exemplary game played with different
drawings of a mouth and eyes. The row and column gestalt figures
considered only one fixed drawing representation of the eyes and
mouth. Only the sub-grid gestalt figures utilize the different
drawing representation of eyes and mouth. One could also update all
gestalt figures according to the cells choice of drawing
representation of the game symbol. Note that one would find it more
unpleasant to play the game with different drawings of "left eye"
and "right eye" as the gestalt figures would mix them.
[0147] The exemplary gestalt figures along the row and columns only
display a default game symbol, but the sub-grids display the game
symbols associated to that sub-grid. One sub-grid can display
different pairs of eyes and/or different mouth drawings. These
exemplary differences only reflect on the display since for the
game to be played and be valid, it makes no difference if the
player uses one drawing representation of a "mouth" or multiple
drawing representation of a "mouth" to play. Some or all face
gestalt figures corresponding to a game symbol can display the
drawing representation of the chosen game symbol. In this case, the
face gestalt figures associated with a cell where a "mouth" is
selected can look different than the face gestalt figures
corresponding to another cell where a "mouth" is selected,
according to which "mouth" drawings are included.
[0148] FIG. 4 shows an exemplary mixing of game symbols from one
gestalt figure with game symbols of another gestalt figure, which
can produce a set of game symbols that make it difficult to play.
For example "left arm" (a5), "two eyes" (a8), "head" (a6), "chair
seat" (b2), cannot be combined in a meaningful gestalt figure.
Exemplary Devices
[0149] To add a game symbol to a cell, an exemplary mechanism can
be provided. (See, e.g., FIGS. 7A and 7B). For example, each time a
player adds a symbol in a cell, the exemplary gestalt figures at
the row and column (and all other sub-grids) associated with the
cell need to be updated with the new symbol. (See FIGS. 5B and 8B).
Facedoku can use a mechanism that can make modifications of a
gestalt figure originated from game symbols at any time, as well as
a mechanism that keeps track of the information of which game
symbol is placed at each cell, even if it is not displayed to the
player.
[0150] In some media, one can also generate animations. In these
cases, the innovation for the display of the Faceboku, of
displaying gestalt figures to play the game, leads to the
possibility that animations on these gestalt figures can be
introduced. For example, when the game ends, one can create an
animation of all gestalt figures shown on the sub-grids
(submatrices) according to the object they represent. If they are
"face gestalt figures" they can "smile, if they are full body, they
can dance, and so on and so forth according to the animation choice
of the animator. Of course, the media must support animations.
Exemplary Software Arrangement and/or Computer Accessible
Medium
[0151] The mechanisms above can be implemented in software for a
computer device by one having ordinary skill in the art of
programming with graphical interfaces. This can include the
development of applications for iPhone or iPad, Android,
Blackberry, Windows Phone, other smart phones, tablets or desktop
platforms. One software embodiment of the game can be readily
implemented using any Object-Oriented programming language. The
following is a description of such an implementation for a
4.times.4 version of the game.
[0152] According to one exemplary embodiment, there can be nine (9)
principal classes: Controller, MainView, Block, GridBackground,
Cell, Hint, InfoView, SettingsView and GameModel. The Controller
class can instantiate the MainView, which can initialize 4
instances of Block, one instance of Grid Background and 8 instances
of Hint (4 of which will be the gestalts for the rows, and the
remaining, the gestalts for the columns). The MainView can also
initialize the GameModel (the class responsible for the game
itself), 4 buttons for entering the four symbols in the cells, 1
button for erasing a symbol in an editable cell, 1 button for
starting a new game, 1 button for triggering the SettingsView
(which allows choosing one between 3 levels of game difficulty:
Easy, Medium, Hard), and one button for triggering the InfoView
(which explains how to play the game). Each Block can be
responsible for instantiating its 4 cells.
[0153] FIG. 11 shows a possible exemplary graphical interface for
the class MainView. Some cells are initially painted with a color
different from the background color of the interface (e.g., light
gray), indicating that they cannot be edited (colors of cells are
controlled by the GridBackground class). The remaining cells can be
marked to be edited by touching them. Once a cell is marked for
editing (in which case it appears highlighted, for example, in a
white color), a button with a face feature (right eye, left eye,
nose or mouth) can be touched/clicked to set the corresponding
feature to that cell, after which a color for the label "occupied"
is set to such a cell. A color different from the color occupied
from the beginning cells (e.g., non-editable cells) and from the
background color of the interface (e.g., dark gray) can be set to
such cell. A cell marked "occupied", but not from the beginning of
the game, can be a cell that can be edited and have its current
associated symbol deleted by touching/clicking the button labeled
with an "x".
[0154] Once all cells are completed, the GameModel can verify if
the solution is correct. If it is, a message of congratulations is
presented to the player. If not, a message that something is wrong
with the game is presented.
Exemplary Hardware-Game
[0155] The exemplary game can also be provided as an exemplary
embodiment that uses a physical device, e.g., with hardware (e.g.,
one or more processors), that can be purchased in electronic
stores. The device could resemble an electronic calculator, with
buttons and displays, and possibly with buttons that are also
displays. In FIGS. 12A and 12B, two possible exemplary hardware
implementations are shown. The interfaces are very similar to the
software interface shown in FIG. 11. The device can support both
the versions of the game with and without the gestalts for the
blocks (see FIGS. 12A and 12B, respectively. There are buttons for
setting a new game ("New"), setting the level of the game ("Easy",
"Med", for Medium, and "Hard"), buttons for setting a feature in a
cell and a button for erasing a feature of a cell. In the version
with gestalt figures for the blocks, cells should be both buttons
and displays, since they have to illustrate exemplary features (or
part of features) of the gestalt figure. In the version without the
gestalt figures for the blocks, cells can at least be buttons that
can change the associated color.
Exemplary Mechanical Systems
[0156] Facedoku can be implemented on a physical media as a
mechanical system. For example, similar to the TV show "Wheel of
Fortune", where players guess correct letters, physical squares can
turn around (turn on) and reveal the chosen "correct" letter. One
could play Facedoku in a TV show, where at any time a player guess
the correct game symbol for a square all the gestalt figures
associated to that square could turn to reveal the chosen game
symbol. Also, the selected square can turn a particular color
(e.g., gray) to indicate, it has already been played.
[0157] An exemplary Facedoku game can also be provided for purchase
at regular toy stores using some physical media for game symbols,
such as the ones used in the game Scrabble. The player would update
the gestalt figures along the row, column and possibly sub-grid.
So, each time a game symbol is placed on some squares of the
N.times.N matrix, the square turns some color (e.g., gray) to
indicate it has been played, and the player would update all the
gestalt figures associated to that square. One could even possibly
build a mechanical mechanism to simultaneously update all gestalt
figures along a row and a column and on the sub-grid via one move
by the player. One can be able to control some of the cells via
software, or mechanically one can develop mechanisms to create some
simple level of animation, e.g., a "mouth" game symbol can produce
a smile by opening it.
Exemplary Paper and Pencil System
[0158] Facedoku can be embodied in a paper and pencil setting, and
the player may only require some pencil or pen or marker to play
the game. The game can be printed with its initial configuration.
The player must simply choose a play (update an unoccupied cell
with some game symbol), and draw the game symbol at each gestalt
figure along the row, column and possibly sub-grid corresponding to
the selected cell. Moreover, the player must also mark the cell as
occupied. It is possible to mark the occupied cells by drawing on
them with a pencil (e.g., turning white into gray). Where sub-grids
are also required to host a gestalt figure, then one can mark the
cells with a clear dot on the corner of the cells while drawing the
game symbol in the appropriate place on the sub-grid. It is also
possible to color the cells as light gray colors not to obstruct
the drawing of a game symbol over the same cell space. (See FIGS.
7A and 7B). It is further possible for the player to try to draw
game symbols on the corners of the square (See FIGS. 6A and
6B).
[0159] FIG. 25 shows an exemplary block diagram of an exemplary
embodiment of a system according to the present disclosure. For
example, the exemplary tool and/or procedures in accordance with
the present disclosure described herein can be performed by a
processing arrangement and/or a computing arrangement 2510. Such
processing/computing arrangement 2510 can be, e.g., entirely or a
part of, or include, but not limited to, a computer/processor 2520
that can include, e.g., one or more microprocessors, and use
instructions stored on a computer-accessible medium (e.g., RAM,
ROM, hard drive, or other storage device).
[0160] As shown in FIG. 25, e.g., a computer-accessible medium 2530
(e.g., as described herein above, a storage device such as a hard
disk, floppy disk, memory stick, CD-ROM, RAM, ROM, etc., or a
collection thereof) can be provided (e.g., in communication with
the processing arrangement 2510). The computer-accessible medium
2530 can contain executable instructions 2540 thereon. In addition
or alternatively, a storage arrangement 2550 can be provided
separately from the computer-accessible medium 2530, which can
provide the instructions to the processing arrangement 2510 so as
to configure the processing arrangement to execute certain
exemplary procedures, processes and methods, as described herein
above, for example.
[0161] Further, the exemplary processing arrangement 2510 can be
provided with or include an input/output arrangement 2570, which
can include, e.g., a wired network, a wireless network, the
internet, an intranet, a data collection probe, a sensor, etc. As
shown in FIG. 25, the exemplary processing arrangement 2510 can be
in communication with an exemplary display arrangement 2560, which,
according to certain exemplary embodiments of the present
disclosure, can be a touch-screen configured for inputting
information to the processing arrangement in addition to outputting
information from the processing arrangement, for example. Further,
the exemplary display 2560 and/or a storage arrangement 2550 can be
used to display and/or store data in a user-accessible format
and/or user-readable format.
[0162] The foregoing merely illustrates the principles of the
disclosure. Various modifications and alterations to the described
embodiments will be apparent to those skilled in the art in view of
the teachings herein. It will thus be appreciated that those
skilled in the art will be able to devise numerous systems,
arrangements, and procedures which, although not explicitly shown
or described herein, embody the principles of the disclosure and
can be thus within the spirit and scope of the disclosure. Various
different exemplary embodiments can be used together with one
another, as well as interchangeably therewith, as should be
understood by those having ordinary skill in the art. In addition,
certain terms used in the present disclosure, including the
specification, drawings and claims thereof, can be used
synonymously in certain instances, including, but not limited to,
e.g., data and information. It should be understood that, while
these words, and/or other words that can be synonymous to one
another, can be used synonymously herein, that there can be
instances when such words can be intended to not be used
synonymously. Further, to the extent that the prior art knowledge
has not been explicitly incorporated by reference herein above, it
is explicitly incorporated herein in its entirety. All publications
referenced are incorporated herein by reference in their
entireties.
EXEMPLARY REFERENCES
[0163] The following references are hereby incorporated by
reference in their entirety. [0164] [1] Hayes, Brian, "Unwed
Numbers", American Scientist, Volume #94, pp. 12-15 (2006). [0165]
[2] http://www.kenken.com/playnow.html [0166] [3] Raghavarao, D. et
al., "Block Designs: Analysis, Combinatorics and Applications",
World Scientific (2005). [0167] [4] Street, Anne Penfold et al.,
"Combinatorics of Experimental Design", Oxford U. P. [Clarendon],
pp. 400+xiv (1987). [0168] [5] Knuth, Donald, TAOCP, "Volume 4,
Fascicle 0: Introduction to Combinatorial Algorithms and Boolean
Functions", pp. vi+240, (Addison-Wesley Professional, April 28)
[0169] [6] http://www.tetris.com/history/index.aspx [0170] [7]
http://areacodeinc.com/drop7/ [0171] [8]
http://www.preschoollearningonline.com/Games/DressABear.html [0172]
[9] http://akidsheart.com/holidays/tbearday/dresstbear.htm
* * * * *
References