U.S. patent application number 17/023755 was filed with the patent office on 2021-03-25 for internet of things based video game play.
The applicant listed for this patent is Robert Frederick Ford, Paul Reiche. Invention is credited to Robert Frederick Ford, Paul Reiche.
Application Number | 20210086078 17/023755 |
Document ID | / |
Family ID | 1000005148793 |
Filed Date | 2021-03-25 |
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United States Patent
Application |
20210086078 |
Kind Code |
A1 |
Ford; Robert Frederick ; et
al. |
March 25, 2021 |
INTERNET OF THINGS BASED VIDEO GAME PLAY
Abstract
A virtual game world may have game locations based on electronic
devices with communications capabilities. In some embodiments
electronic devices with communications capabilities are identified
to a server, which forms a game location for the identified
devices, or at least some of them. The game locations may have
non-player controlled game characters as inhabitants of the game
locations. One or more characteristics of the inhabitants of a game
location may be based on an aspect relating to the electronic
device with communication capability with which the game location
is associated.
Inventors: |
Ford; Robert Frederick;
(Novato, CA) ; Reiche; Paul; (Novato, CA) |
|
Applicant: |
Name |
City |
State |
Country |
Type |
Ford; Robert Frederick
Reiche; Paul |
Novato
Novato |
CA
CA |
US
US |
|
|
Family ID: |
1000005148793 |
Appl. No.: |
17/023755 |
Filed: |
September 17, 2020 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
|
|
62903435 |
Sep 20, 2019 |
|
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Current U.S.
Class: |
1/1 |
Current CPC
Class: |
A63F 13/35 20140902;
A63F 2300/205 20130101; A63F 13/56 20140902; A63F 2300/407
20130101; A63F 13/87 20140902 |
International
Class: |
A63F 13/56 20060101
A63F013/56; A63F 13/87 20060101 A63F013/87; A63F 13/35 20060101
A63F013/35 |
Claims
1. A method of providing for video game play, comprising: for a
plurality of electronic devices with communication capabilities,
associating each of the electronic devices with communication
capabilities with a corresponding one of a plurality of game
locations; determining at least some characteristics of non-player
controlled game characters associated with each game location based
on information relating to the electronic device with communication
capability associated with the game location; receiving a selection
of a particular game location; and providing information of the
non-player controlled game characters associated with the game
location to a game device, for use in providing game play, on the
game device, including interactions with the non-player controlled
game characters.
2. The method of claim 1, wherein a server associates the each of
the electronic devices with communication capabilities with the
corresponding ones of the plurality of game locations.
3. The method of claim 1, wherein a server determines the at least
some characteristics of non-player controlled game characters
associated with each game location based on information relating to
the electronic device with communication capability associated with
the game location.
4. The method of claim 3, wherein the information relating to the
electronic devices with communication capability comprises a type
of electronic device with communication capability.
5. The method of claim 3, wherein the information relating to the
electronic devices with communication capability comprises a locale
of the electronic devices with communication capability.
6. The method of claim 3, wherein the information relating to the
electronic devices with communication capability comprises a
business associated with the electronic devices with communication
capability.
7. The method of claim 3, wherein the information relating to the
electronic devices with communication capability comprises a
geographic location of the electronic devices with communication
capability.
8. The method of claim 1, wherein the information relating to the
electronic devices with communication capability for at least some
of the electronic devices with communication capability is provided
by a game device.
9. The method of claim 1, further comprising providing game play,
on the game device, including interactions with the non-player
controlled game characters, with the interactions with the
non-player controlled game characters including presenting messages
from the non-player controlled game characters by the game
device.
10. The method of claim 1, further comprising providing game play,
on the game device, including interactions with the non-player
controlled game characters, with the interactions with the
non-player controlled game characters including transporting at
least some non-player controlled game characters from a first game
location to a second game location.
11. A non-transitory computer readable memory storing program
instructions, the program instructions comprising program
instructions to configure at least one processor to: associate an
identified electronic device with communication capability with a
game location in a virtual game world; determine at least one
characteristic for inhabitants of the game location, based on
information relating to the identified electronic device; allocate
inhabitants to the game location; receive a request from a game
device for game play involving the game location; and transmit
information regarding the inhabitants of the game location to a
game device.
12. The non-transitory computer readable memory of claim 11,
wherein the program instructions further comprise program
instructions to: receive a request for available game locations;
and provide available game locations to the game device.
Description
CROSS REFERENCE TO RELATED APPLICATION
[0001] This application claims the benefit of the filing date of
U.S. Provisional Patent Application No. 62/903,435, filed on Sep.
20, 2019, the disclosure of which is incorporated by reference
herein.
BACKGROUND OF THE INVENTION
[0002] The present invention relates generally to video games, and
more particularly to a network device-based world for video
games.
[0003] Video games provide fun and enjoyment for many. Video games
allow game players to participate in a variety of simulated
activities. Video games allow game players to perform roles and
experience activities that the game players may not be able or
desire to experience directly, whether due to cost, danger, or
equipment concerns, or simply due to a role or activity being
fantastical.
[0004] Video game play may take place in a world of game play. The
world of game play may be an entirely virtual world or include some
real-world location components.
[0005] For some video games the world of game play may be
pre-specified by game developers. For example, the game developers
may painstakingly specify every detail of the world of game play,
including the landscape, structures, objects, and non-player
controlled characters that may be found in that world. This level
of specificity, however, may be daunting to provide, particularly
for game play worlds that may be extensive.
[0006] Some video games may make use of game play worlds that are
procedurally generated. For example, the game play worlds may have
a variety of pre-specified constructs, or general forms of
pre-specified constructs, with combinations of the constructs
and/or their details procedurally generated based on pseudo-random
numbers, for example. Procedurally generated game play worlds may
be unsatisfying for a variety of reasons, however, for example as
being too random or being too divorced from reality.
[0007] Some video games may make use of game play worlds that are
specified by those who actually engage in game play. Such user
generated content may effectively provide for large numbers of game
world "developers," who in theory at least could have insight as to
desirable features of games worlds. Unfortunately, quality of such
generated game worlds may vary.
BRIEF SUMMARY OF THE INVENTION
[0008] In some embodiments game world locations are based on
devices with electronic communication capabilities. In some
embodiments the electronic communication capabilities are one,
some, or all of WiFi, Bluetooth, NFC, and/or RFID communication
capabilities. In some embodiments the devices are devices
connected, directly or indirectly, to a network. In some
embodiments the network is the Internet. In some embodiments the
devices are devices of the Internet-of-Things (IOT). In some
embodiments non-player controlled game characters are associated
with each of the game world locations. In some embodiments the
non-player controlled game characters have characteristics with a
relationship to a type of device on which a game world location is
based. In some embodiments the non-player controlled game
characters have characteristics with a relationship to a type of
location at which the device is located in the real world.
[0009] Some embodiments provide a method of providing for video
game play, comprising: for a plurality of electronic devices with
communication capabilities, associating each of the electronic
devices with communication capabilities with a corresponding one of
a plurality of game locations; determining at least some
characteristics of non-player controlled game characters associated
with each game location based on information relating to the
electronic device with communication capability associated with the
game location; receiving a selection of a particular game location;
and providing information of the non-player controlled game
characters associated with the game location to a game device, for
use in providing game play, on the game device, including
interactions with the non-player controlled game characters.
[0010] Some embodiments provide a non-transitory computer readable
memory storing program instructions, the program instructions
comprising program instructions to configure at least one processor
to: associate an identified electronic device with communication
capability with a game location in a virtual game world; determine
at least one characteristic for inhabitants of the game location,
based on information relating to the identified electronic device;
allocate inhabitants to the game location; receive a request from a
game device for game play involving the game location; and transmit
information regarding the inhabitants of the game location to a
game device.
[0011] These and other aspects of the invention are more fully
comprehended upon review of this disclosure.
BRIEF DESCRIPTION OF THE FIGURES
[0012] FIG. 1 is a networked system in accordance with aspects of
the invention.
[0013] FIG. 2A is a map of game locations associated with IOT
devices in accordance with aspects of the invention.
[0014] FIG. 2B is a further map of game locations associated with
IOT devices in accordance with aspects of the invention.
[0015] FIG. 3 is a flow diagram of a process for providing for game
play in accordance with aspects of the invention.
[0016] FIG. 4A is a flow diagram of a process for providing
non-player controlled communication interactions in accordance with
aspects of the invention.
[0017] FIG. 4B is a flow diagram of a process for providing
non-player controlled transportation interactions in accordance
with aspects of the invention.
[0018] FIG. 4C is a flow diagram of a process for providing
strategy game play in accordance with aspects of the invention.
[0019] FIG. 5 is a flow diagram of a process for determining game
world locations and inhabitants in accordance with aspects of the
invention.
[0020] FIG. 6 is a flow diagram of a process for determining game
world inhabitants associated with a game location in accordance
with aspects of the invention.
DETAILED DESCRIPTION
[0021] FIG. 1 is a networked system in accordance with aspects of
the invention. In FIG. 1 a server is in communication with a
plurality of game device 115a-e over a network. The server is shown
in FIG. 1 as a stand-alone server. In various embodiments, however,
functions of the server may instead be performed by a game device
or game devices. Some of the game devices are, in turn, in
communication with a variety of electronic devices with
communication capabilities 117a-e. In some embodiments the
electronic devices with communications capabilities, or some of
them, are devices in an Internet-of-Things (IOT). In many
embodiments, the system may include many, many more game devices
and many, many more electronic devices with communications
capabilities. In addition, as the phrase electronic devices with
communications capabilities is somewhat unwieldy, for convenience
the electronic devices with communications capabilities may be
subsequently referred to herein as IOT devices. It should be
recognized, however, that specific electronic devices with
communications capabilities may themselves not be
Internet-of-Things devices, and not all embodiments may include
Internet-of-Things devices.
[0022] As examples, in FIG. 1 game device 115a is in communication
with a fitness watch 117a, for example using Bluetooth
communications, and a first network router 117b, for example using
WiFi communications. Similarly, game device 115b is in
communication with a smart refrigerator, game device 115c is in
communication with a television, and game device 115e is in
communication with a second network router 117e and a smart speaker
for a virtual assistant. The game devices generally include at
least one processor, a display, input devices, and communication
capabilities, wireless communications capabilities in many
embodiments. The game devices are shown in FIG. 1 as smartphones.
In various embodiments the game devices may comprise tablet
computers, and in some embodiments the game devices may comprise
laptop computers, personal computers, and/or game consoles
(generally with associated game controllers and display
devices).
[0023] The game devices are configured for play of a video game. In
some embodiments the video game is a single player video, in some
embodiments the video game is a multi-player video game. During
play of the video game, a game player utilizes input devices of a
game device to interact with non-player controlled game characters,
and in some embodiments to control one or more game characters
associated with the game player. In some embodiments, during game
play, the game player may interact with non-player controlled game
characters, with for example the game player using inputs to the
game device to provide messages to or commands with respect to the
non-player controlled game characters, and the display and/or audio
output devices of the game device indicating activities of the
non-player controlled game characters. In some embodiments, during
game play, the game character controlled by the game player may,
responsive to commands inputs to the game device, may be in and
interact with a virtual world and its other inhabitants, some of
whom may be game characters controlled by other game players and
some of whom may be non-player controlled game characters.
[0024] In some embodiments the game devices detect the IOT devices
and provide information regarding the IOT devices to the server. In
some embodiments the game devices provide one, some, or all of an
IOT device type, an IOT device GPS location, and/or a type of
locality of the IOT device. In some embodiments the device GPS
location may be in the form of a GPS location of the game device
detecting the IOT device, with the locations of the two devices
assumed, for purposes of the game, to be the same at a time of
detection of the device. In some embodiments the type of locality
of the IOT device is a type of location of the IOT device, for
example a residential or commercial location, a type of commercial
location (e.g. coffee house, grocery store, etc.), or a particular
brand of store.
[0025] In some embodiments the server receives information from the
game devices regarding the IOT devices and creates locations in the
game world based on IOT device related information. In some
embodiments the locations in the game world are populated with
inhabitants, which are non-player controlled game characters, as
determined by the server. In some embodiments the server provides
information regarding locations in the game world to the game
devices. In some embodiments the server provides information
regarding inhabitants of a particular location in the game world to
a game device, in some embodiments in response to receiving a
request from a game device. In some embodiments the request from
the game device specifies the particular game world location.
[0026] In some embodiments the server provides the game devices
information regarding activities or characteristics of the game
location inhabitants. In some embodiments the game devices are
configured to determine activities or characteristics of the game
location inhabitants. In some embodiments the server receives
information regarding game play status from the game devices, with
the game server distributing the game play status to various game
devices. In some embodiments the game server may instead receive
requests for game character actions or characteristics from the
game devices, with the game server determining game play status and
distributing information regarding game play status to the game
devices.
[0027] FIG. 2A is a map of a game world having game locations
associated with IOT devices in accordance with aspects of the
invention. In some embodiments the IOT devices are IOT devices that
have been identified to a server, for example as later discussed
with respect to FIG. 5 or elsewhere herein. The map indicates eight
game locations 211a-h in the game world. In various embodiments
there may be different numbers of game locations in the game world,
and in some embodiments there may be many, many more game locations
in the game world. In some embodiments there may be thousands of
game locations in the game world. In various embodiments the map
may only indicate some of the locations in the game world. In
various embodiments game locations may be indicated in ways other
than through use of a map, for example in some embodiments tables,
listings, or other displays may be used instead or in addition to
use of a map.
[0028] In the map of FIG. 2A, each game location has an associated
label. For example, game location 211a has an associated label 213a
underneath the game location 211a. The associated label may provide
information regarding the game location. For example in some
embodiments the associated label may indicate a type of IOT device
with which the game location is associated. Also for example, in
some embodiments the associated label may indicate an owner of an
IOT device with which the game location is associated, or a number
of game world inhabitants associated with the game location, a type
of game world inhabitants associated with the game location, or
some other information regarding the game location.
[0029] In some embodiments the game locations may correspond to a
game location for a particular video game. For example, in some
embodiments a video game may include a plurality of discrete game
levels, game areas, or other virtual areas in which the game may be
played. In such embodiments, those game levels, game areas, or
other virtual areas may be each associated with a corresponding IOT
device. With such an association, the associated label may indicate
a name of the game area for the particular video game, or other
information, for example the name of the particular video game.
[0030] In some embodiments, and as illustrated in FIG. 2A, each
game location has a further associated label. For example, game
location 211a has a further associated label 215a underneath the
associated label 213a. In some embodiments the further associated
label indicates a geographic location of an IOT device with which
the game location is associated. For example, in some embodiments
the indication of the geographic location may be the name of a
city, a name of a neighborhood, or a GPS location. In some
embodiments, however, the further associated label may indicate
information as discussed with respect to the associated label.
[0031] Information of the map, or some of it, may, for example, be
transmitted from a server to a game device. In some embodiments the
map of game locations may be displayed on a display of a game
device, and a game player using the device may select a particular
one of the game locations, which may be any of the game locations
in some embodiments. In some embodiments the particular one of the
game locations may be selected through use of a touchscreen input
device of the game device, but in various embodiments other input
mechanisms or procedures may be used for selection of the
particular one of the game locations. Further, in various
embodiments, game locations may instead be presented on the game
device display as a list, in a table, or in some other format, with
the particular one of the game locations selected from the list,
table, or other format. In some embodiments game locations in the
game world may be searched or filtered by a game player based on
such information regarding the game location.
[0032] Once the particular one of the game locations is selected,
the game device may present an activity of an inhabitant or
multiple inhabitants of the game location. In some embodiments the
presentation is by way of a display device of the game device, and
in some embodiments the presentation is instead or in addition by
way of an audio output device of the game device. In some
embodiments the activity of the inhabitant is a message. In some
embodiments the message is presented in text on a display device of
the game device. In some embodiments the message is presented
audibly by an audio output of the game device. In some embodiments
a visual representation of the inhabitant is also displayed on the
display device of the game device.
[0033] In some embodiments the game player may interact with the
inhabitant or multiple inhabitants by way of responding to the
message. In some embodiments the game device determines a
responsive message to the inhabitant by receipt of one or more
inputs to the game device provided by the game player. In some
embodiments the responsive message is selected from a plurality of
potential responsive messages. In some embodiments the responsive
message is a message, for example a text message, entered using an
input device of the game device.
[0034] In various embodiments the inhabitant, or multiple
inhabitants, may respond to the responsive message, the game player
may provide, by way of the input device of the game device, further
responsive messages, and so on.
[0035] In some embodiments, game player interaction may comprise
other interactions with the inhabitants. For example, in some
embodiments the game player may control, using the game device
inputs, a game character that virtually interacts with the
inhabitants, the game player may provide to or remove from the
inhabitants some resource or objects (e.g., food, water, money,
building supplies, weapons, vehicles, etc.), or the game player may
take some other game play action with respect to the
inhabitants.
[0036] In some embodiments, for example embodiments in which the
game location is a game location in another video game, selection
of the particular one of the game locations may serve as a gateway
to entering into gameplay of the other video game. In such
embodiments, the server may provide game play information for play
of the other video game, for the game location in the other video
game. FIG. 2B is a further map of a game world having game
locations associated with IOT devices in accordance with aspects of
the invention. The map of FIG. 2B differs from the map of FIG. 2A
in that real world locations are shown, with IOT device locations
in the real world indicated. In some embodiments the IOT device
locations are shown with specificity. In other embodiments the IOT
device locations may be shown more generally, for example simply
within a particular city or particular neighborhood, without
disclosing an exact location of the IOT devices.
[0037] FIG. 2B generally shows physical features of a part of the
real world of the San Francisco bay area, including portions of the
San Francisco peninsula 221, portions of Main County 223 and
portions of the East Bay 225. The game world location 211a is shown
as located south of the city of San Francisco, the game world
location 211d is shown as located in the city of San Francisco, and
the game world location 211g is shown as in the East Bay, for
example roughly as the location of the Berkeley campus of the
University of California. Each of the game locations corresponds,
at least generally, to a location of an IOT device with which the
game location may be associated. Each of the game locations also
has the associated label, with for example game location 211g
having an associated label 213g.
[0038] Game players may interact with game inhabitants associated
with each game location, for example as discussed with respect to
FIG. 2A and elsewhere herein. In some embodiments, however,
interactions with game inhabitants associated with a particular
game location may only be available to a game player if a game
device associated with the player is within a predetermined
distance of the particular game location, or within a predetermined
region of the game location. For example, in some embodiments
interactions with game inhabitants of game location 211d, in the
city of San Francisco, may only be available if the game device is
located within the city of San Francisco, for example as indicated
by GPS related circuitry of the game device.
[0039] In some embodiments geo-locating a game location in the real
world, for example as illustrated in FIG. 2B, may provide for other
or additional aspects of game play. Such aspects may extend beyond
merely restricting availability of game play based on game device
location. For example, in some embodiments, inhabitants may be
moved from one game location to another game location, for example
based on movement of a game device from the one game location to
the other game location. Such embodiments may also make use of
communicative interactions between game players, by way of their
game devices, and game location inhabitants, for example
communications from game location inhabitants requesting moves to
other game locations. For example, the game may provide a
communication to a game device from an inhabitant of the game
location 211d, in the city of San Francisco, with the communication
being a request to be moved to game location 221g, in the
University of California campus. In addition, movement of game
location inhabitants may form part of play of a strategy based
game. In addition, instead of moving game location inhabitants,
game play may also involve movement of other in-game items such as
resource or objects (e.g., food, water, money, building supplies,
weapons, vehicles, etc.). In some embodiments, inhabitants at
various game locations may request or supply certain types of
in-game items and the game player may move those in-game items from
the supplier to the requester. In some embodiments, such movement
of inhabitants or in-game items may result in an in-game benefit
for the game player (e.g., more points, resources, currency, lives,
etc.).
[0040] In some embodiments, game players may participate in loyalty
or rewards programs tied to the aspects of the game locations and
earn loyalty or rewards points for interacting with or being in
proximity to those aspects of the game locations. For example, game
players may be a part of loyalty or rewards programs for various
products or services such as beverage or food brands, clothing
stores or brands, fitness trackers, electronics brands, or any
other type of product or service. Game locations may be associated
with one or more of these products or services, and when a game
player is at the game location, the game player may earn a
predefined amount of rewards. For example, a game player may earn
rewards for a coffee store when the player is at the coffee shop,
or a game player may earn rewards for a fitness tracker when the
game player is at any location known to be gym. In some
embodiments, the points or rewards earned in the game may also be
used to purchase real-world goods and services at these
locations.
[0041] FIG. 3 is a flow diagram of a process for providing for game
play in accordance with aspects of the invention. In some
embodiments the process is performed by a game device. In some
embodiments the game device is a smart phone. In some embodiments
the process is performed, at least in part, by a server. In some
embodiments the process is performed by a server and a game device.
In some embodiments the process, or parts of the process, is
performed by at least one processor, for example a processor
executing program instructions. The program instructions may be
stored in non-transitory computer readable media available to the
processor. In some embodiments the process is performed by a
system, for example the system of FIG. 1. In some embodiments the
process is performed by a part or parts of a system, for example a
part or parts of the system of FIG. 1.
[0042] In block 311 the process determines if a game location has
been selected. In some embodiments a game location is a virtual
location associated with an IOT device. In some embodiments the IOT
device is a node on a network, and selection of the game location
may be considered selection of an IOT node for gameplay. In some
embodiments the process determines if an input to a game device
indicates a request for selection of a game location. In some
embodiments the request is for selection of a particular game
location of a plurality of game locations. In some embodiments the
process determines that a game location has been selected if the
input to the game device indicates a request for selection of the
game location. In some embodiments the process determines that a
game location has been selected if the input to the game device
indicates a request for selection of the game location and the game
device itself is located within a predetermined real world region,
for example a region associated with a real world location of the
IOT device. In some embodiments whether the game device is located
within the predetermined real world region is determined using GPS
location information of the game device, for example as indicated
by GPS related circuitry of the game device.
[0043] Responsive to the game location being selected, the process
proceeds to block 313.
[0044] In block 313 the process provides for interactions with
non-player controlled game characters associated with the game
location. In some embodiments the non-player controlled game
characters associated with the game location may be considered
inhabitants of the game location. In some embodiments the
interactions with the inhabitants comprise communications with the
inhabitants. In some embodiments the interactions with the
inhabitants comprise a transportation action with respect to at
least one of the inhabitants. In some embodiments the interactions
with the inhabitants comprise a game strategy action involving the
inhabitants. In some embodiments the interactions comprise
providing or removing an in-game item from the inhabitants. In some
embodiments the interactions with the inhabitants comprise game
play including game player control of a game character battling the
inhabitants, or at least one inhabitant.
[0045] In some embodiments the process may instead or in addition
provide other items responsive to the game location being selected.
For example, in some embodiments selection of a game location may
result in the process making available for control by a game player
a virtual game character in another game.
[0046] The process thereafter returns.
[0047] FIG. 4A is a flow diagram of a process for providing
non-player controlled communication interactions in accordance with
aspects of the invention. In some embodiments the process of FIG.
4A performs operations of block 313 of the process of FIG. 3. In
some embodiments the process is performed by a game device. In some
embodiments the game device is a smart phone. In some embodiments
the process is performed, at least in part, by a server. In some
embodiments the process is performed by a server and a game device.
In some embodiments the process, or parts of the process, is
performed by at least one processor, for example a processor
executing program instructions. The program instructions may be
stored in non-transitory computer readable media available to the
processor. In some embodiments the process is performed by a
system, for example the system of FIG. 1. In some embodiments the
process is performed by a part or parts of a system, for example a
part or parts of the system of FIG. 1.
[0048] In block 411 the process generates a message. The message is
indicated as being from one or more inhabitants of a game location
or from the game itself (e.g., an in-game narrator or guide). In
some embodiments the game location is a game location selected by a
game device. In some embodiments the message is generated by the
game device, for example in accordance with program instructions
for game play. In some embodiments the message is generated by a
server, and transmitted to the game device. In some embodiments the
message represents a message from one or more inhabitants of a game
location to a game player.
[0049] In some embodiments the message is based, at least in part,
on a characteristic of inhabitants of the game location or the game
location itself. In various embodiments the characteristic, in
turn, is based on information relating to an IOT device associated
with the game location. For example, the game location may be
associated with an IOT device in the form of a fitness watch, and
the characteristic of the inhabitants may relate to physical
fitness. Also for example, the game location may be associated with
an IOT device located in a coffee shop, and the characteristic of
the inhabitants may relate to a perceived energy level of the
inhabitants.
[0050] In block 412 the process presents the message using a game
device. In some embodiments the game device displays the message on
a display device of the game device. In some embodiments the game
device instead, or in addition, provides an audio representation of
the message using an audio output of the game device.
[0051] In block 415 the process receives a further message in
response to the message. In some embodiments the game device
receives the further message. In some embodiments the game device
receives the further message by way of an input device of the game
device. In some embodiments the game player enters the further
message using the input device of the game device.
[0052] In block 417 the process determines if an additional message
should be generated. In some embodiments the determination of
whether the additional message should be generated is based on
information of the further message. In some embodiments the
determination of whether the additional message should be generated
is based on a state of game play.
[0053] If an additional message should be generated the process
goes to block 411. Otherwise the process returns.
[0054] FIG. 4B is a flow diagram of a process for providing
non-player controlled transportation interactions in accordance
with aspects of the invention. In some embodiments the process of
FIG. 4B performs operations of block 313 of the process of FIG. 3.
In some embodiments the process is performed by a game device. In
some embodiments the game device is a smart phone. In some
embodiments the process is performed, at least in part, by a
server. In some embodiments the process is performed by a server
and a game device. In some embodiments the process, or parts of the
process, is performed by at least one processor, for example a
processor executing program instructions. The program instructions
may be stored in non-transitory computer readable media available
to the processor. In some embodiments the process is performed by a
system, for example the system of FIG. 1. In some embodiments the
process is performed by a part or parts of a system, for example a
part or parts of the system of FIG. 1.
[0055] In block 421 the process virtually boards an inhabitant of
or in-game items relating to a game location onto a game device. In
some embodiments the process boards the inhabitant or item onto the
game device in response to receiving a boarding selection made on
the game device. In some embodiments the boarding selection is made
using an input device of the game device. In some embodiments an
option to make the boarding selection is presented on a display of
the game device as part of generating a message from the
inhabitant, item, or game, for example as discussed with respect to
block 411 of the process of FIG. 4A. In some embodiments the option
to make the boarding selection is presented on the display of the
game device in response to receipt of a further message, for
example as discussed with respect to block 415 of the process of
FIG. 4A. In some embodiments the option to make the boarding
selection is only presented if the game device is located within a
predetermined region surrounding an IOT device associated with the
game location.
[0056] In block 423 the process determines if the inhabitant or
item boarded onto the game device may be dropped off at another
game location. In some embodiments the process determines that the
inhabitant or item may be dropped off if the game device has
selected another game location which is indicated as being a game
location at which the inhabitant or item may be dropped off. In
some embodiments the game device stores in game device memory, for
example as part of storing game play related information and/or
program instructions, an indication that the game location is a
game location at which the inhabitant or item may be dropped off.
In some embodiments a server stores the indication that the game
location is a game location at which the inhabitant or item may be
dropped off, with the server communicating the indication to the
game device. In some embodiments the process determines that the
inhabitant or item may be dropped off if the game device indicates
that the game device is located within a predetermined region
surrounding an IOT device associated with the game location.
[0057] If the process determines that the inhabitant or item
boarded onto the game device may be dropped off at the other game
location, the process continues to block 425.
[0058] In block 425 the process drops off the boarded inhabitant or
item at the other game location. In some embodiments the process
drops off the boarded inhabitant or item in response to the game
device receiving an indication of a drop off option. In some
embodiments the dropped off inhabitant or item becomes an
inhabitant or item at the other game location.
[0059] The process thereafter returns.
[0060] FIG. 4C is a flow diagram of a process for providing
strategy game play in accordance with aspects of the invention. In
some embodiments the process of FIG. 4C performs operations of
block 313 of the process of FIG. 3. In some embodiments the process
is performed by a game device. In some embodiments the game device
is a smart phone. In some embodiments the process is performed, at
least in part, by a server. In some embodiments the process is
performed by a server and a game device. In some embodiments the
process, or parts of the process, is performed by at least one
processor, for example a processor executing program instructions.
The program instructions may be stored in non-transitory computer
readable media available to the processor. In some embodiments the
process is performed by a system, for example the system of FIG. 1.
In some embodiments the process is performed by a part or parts of
a system, for example a part or parts of the system of FIG. 1.
[0061] In block 431 the process receives a deployment order. In
some embodiments the deployment is received by way of an input
device of a game device. In some embodiments the deployment order
is a request for inhabitants of a game location to take some
action. In some embodiments the deployment order specifies the game
location and the action to be taken by the inhabitants. In some
embodiments the action to be taken is for the inhabitants to move
to another game location. In some embodiments the action to be
taken is some other action, for example an action to assume a
defensive position, an action to develop resources, an action to
move resources to or from another game location, or some further
action.
[0062] In block 433 the process determines effect of the
deployment. In some embodiments the effect of the deployment is to
change a state of the game. In some embodiments the effect of the
deployment is to change a state of a multiplayer game. In some
embodiments the effect of the deployment is to change game play
ownership, by a game player, of a game location. In some
embodiments the effect of the deployment is to change an amount of
resources available for use in game play by inhabitants of the game
location.
[0063] In block 435 the process displays aspects of status of the
game on the game device. In some embodiments the aspects of status
of the game that are displayed are the aspects of status that have
changed due to the effect of the deployment.
[0064] The process thereafter returns.
[0065] FIG. 5 is a flow diagram of a process for determining game
world locations, inhabitants, and items in accordance with aspects
of the invention. In some embodiments the process is performed by a
game device. In some embodiments the game device is a smart phone.
In some embodiments the smart phone is in communication with a
local area network. In some embodiments the smart phone is in
communication with devices on a local area network. In some
embodiments the process is performed, at least in part, by a
server. In some embodiments the process is performed by a server
and a game device. In some embodiments the process, or parts of the
process, is performed by at least one processor, for example a
processor executing program instructions. The program instructions
may be stored in non-transitory computer readable media available
to the processor. In some embodiments the process is performed by a
system, for example the system of FIG. 1. In some embodiments the
process is performed by a part or parts of a system, for example a
part or parts of the system of FIG. 1.
[0066] In block 511 the process discovers electronic devices with
communication capabilities. In some embodiments the game device
transmits requests for identification of electronic devices with
communication capabilities directly to the electronic devices with
communication capabilities. In some embodiments the game device
transmits requests for identification of electronic devices with
communication capabilities to a node on a local area network, for
example a router. In some embodiments the game device requests
device information from the electronic devices with communication
capabilities, for example a type of device or other information
regarding the device. In some embodiments device owners may provide
an indication of existence of a device. In some embodiments the
game device uses a software application configured to determine
devices on a network, and identifying information regarding the
devices, to discover devices.
[0067] In block 513 the process provides device information. In
some embodiments the game device provides the device information to
a server. In some embodiments device owners provide the device
information to the server. In some embodiments the device
information comprises a type of device. In some embodiments the
device information comprises a locale of the device, for example a
business with which the device is associated or a neighborhood in
which the device is located. In some embodiments the device
information comprises a geographic location of the device, for
example a city or GPS location of the device. In some embodiments
the device information may be generic information, for example if a
type or locale of the device is unknown, or, in some embodiments,
if the device is a secure device.
[0068] In block 515 the process determines a location of the
devices in a game world topology. In some embodiments the game
world topology is in a form of an ordered list. In some embodiments
the game world topology is in a form of a tree. In some embodiments
devices are placed in the ordered list or tree according to a
predetermined criteria. In some embodiments the game world topology
reflects a network topology of one or more networks in which the
devices may be found. In some embodiments devices are
pseudo-randomly distributed in the game world topology. In some
embodiments the game world topology reflects real world locations
of the devices. In some embodiments devices meeting predetermined
criteria are excluded from the game world topology. For example, in
some embodiments certain types of devices, or devices expected to
perform certain functions, or secure devices are excluded from the
game world topology.
[0069] In some embodiments the game world topology includes
predefined game play areas, game levels, or other virtual areas in
a game world, and in such embodiments the game world topology may
be predefined. For such embodiments game devices may be associated
with game world locations in the predefined topology,
pseudo-randomly in some embodiments or based on some metric in
other embodiments.
[0070] In block 517 the process determines inhabitants and items to
populate game world locations associated with each device. In some
embodiments the process determines one or more characteristics of
the inhabitants or items for a game world location based on a type
of device associated with the game world location. In some
embodiments the process determines one or more characteristics of
the inhabitants or items for a game world location based on a
locale or location of the device associated with the game world
location. In some embodiments the game world locations are
predefined with respect to inhabitants or items, and the
inhabitants or items are simply determined to be those inhabitants
or items already in those game world locations.
[0071] In block 519 the process stores device related information
in memory, for example in a form of a database. In some embodiments
the device related information comprises identifiers of game world
locations, their location in the game world topology, and
information regarding inhabitants and items of the game world
locations. In some embodiments the database is accessed to provide
game play information to game devices taking part in a game.
[0072] The process thereafter returns.
[0073] FIG. 6 is a flow diagram of a process for determining game
world inhabitants and items associated with a game location in
accordance with aspects of the invention. In some embodiments the
process of FIG. 6 performs operations of block 517 of the process
of FIG. 5. In some embodiments the process is performed by a game
device. In some embodiments the game device is a smart phone. In
some embodiments the smart phone is in communication with a local
area network. In some embodiments the smart phone is in
communication with devices on a local area network. In some
embodiments the process is performed, at least in part, by a
server. In some embodiments the process is performed by a server
and a game device. In some embodiments the process, or parts of the
process, is performed by at least one processor, for example a
processor executing program instructions. The program instructions
may be stored in non-transitory computer readable media available
to the processor. In some embodiments the process is performed by a
system, for example the system of FIG. 1. In some embodiments the
process is performed by a part or parts of a system, for example a
part or parts of the system of FIG. 1.
[0074] In block 611 the process categorizes an IOT device. In some
embodiments the IOT device is categorized by a type of device. For
example, in some embodiments the IOT device is categorized as one
of a fitness watch, a refrigerator, a router, a computer
peripheral, or some other type of device. In some embodiments the
IOT device is categorized based on information relating to a name
of the device, a communication protocol to be used in communicating
with the device, or other information regarding the device. In some
embodiments the other information regarding the device may be a
name of entity associated with the device, for example a name of a
business, or an indication of a neighborhood or other location of
the device. In some embodiments the information regarding the
device is information provided by the device, in some embodiments
the information regarding the device is information provided by
another device, for example a computer or game device in
communication with the device, and such information may be
generated by the computer or game device, and not the IOT device
itself.
[0075] In block 613 the process determines a category of
inhabitants to be located at a game location associated with the
device. In some embodiments the category is based on the category
of the IOT device. In some embodiments categories of inhabitants
are based on one or more characteristics of inhabitants. For
example, in some embodiments inhabitants may be characterized based
on one or more of health levels, energy levels, areas of expressed
interest and/or knowledge, etc. As an example, the process may
determine that the category of inhabitants for a game location
associated with a fitness watch is inhabitants with high health
levels. Also as an example, the process may determine that the
category of inhabitants for a game location associated with a IOT
device located at a coffee shop is inhabitants with high energy
levels.
[0076] The process thereafter returns.
[0077] Although the invention has been discussed with respect to
various embodiments, it should be recognized that the invention
comprises the novel and non-obvious claims supported by this
disclosure.
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