U.S. patent number 3,874,669 [Application Number 05/344,628] was granted by the patent office on 1975-04-01 for electronic device for the simulation of an animated game, in particular the game of football.
Invention is credited to Rosalba Ariano, Bartolomea Fontanella.
United States Patent |
3,874,669 |
Ariano , et al. |
April 1, 1975 |
**Please see images for:
( Certificate of Correction ) ** |
Electronic device for the simulation of an animated game, in
particular the game of football
Abstract
An electronic device is disclosed which can simulate any
animated game between two single players or two teams. Said device
can be preselected for three types of game; manual with the direct
piloting by two rival operators; semiautomatic wherein only one
operator pilots his player or team against the automatically
piloted adversaries; automatic wherein the game has no intervention
from man. OR circuits, logic and memory blocks, through suitable
decoding and amplification circuits set the zone of the playground
wherein play will take place at a given moment and the relevant
signals are represented on a visualization plane by distinct
luminous points or on a television cinescope by a continuous
display, preferably in a polychromatic manner.
Inventors: |
Ariano; Rosalba (20097 S.
Donato, Milanese, IT), Fontanella; Bartolomea (20138
Milan, IT) |
Family
ID: |
23351298 |
Appl.
No.: |
05/344,628 |
Filed: |
March 26, 1973 |
Foreign Application Priority Data
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Sep 11, 1969 [IT] |
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21900/69 |
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Current U.S.
Class: |
463/4;
345/473 |
Current CPC
Class: |
A63F
13/005 (20130101); A63F 13/426 (20140902); A63F
13/812 (20140902); A63F 2300/8011 (20130101) |
Current International
Class: |
A63F
13/00 (20060101); A63f 009/00 () |
Field of
Search: |
;273/1E,85R,DIG.28
;340/324A |
References Cited
[Referenced By]
U.S. Patent Documents
Primary Examiner: Shapiro; Paul E.
Attorney, Agent or Firm: Browdy and Neimark
Claims
What we claim is:
1. An electronic device for the simulation of an animated game
between two teams moving a ball or other projectile across a
playing field, said device comprising:
a. a display plane representing the playing field;
b. means for displaying at any time on said display plane the
position of each of said team members;
c. means for representing on said display plane at any time the
position of said ball;
d. means for comparing the position of said ball with the positions
of the closest players of each team and for deriving signals
representing the direction of each of said closest players
therefrom;
e. means for changing the positions of said closest players toward
the position of said ball, said comparing means indicating when the
position of one of said closest players and said ball
coincides;
f. and means for automatically causing said ball to move to a new
position, said new position being dependent upon which of said
closest players reached said ball and the probable direction in
which said ball would be projected by said player.
2. The device defined in claim 1 wherein said display plane is
divided into zones, one zone for each player position on said
teams.
3. The device defined in claim 2 wherein said means for indicating
player and ball positions includes means for illuminating said
display at said positions.
4. The device defined in claim 3 wherein said means for indicating
the positions of said players comprises for each player a pair of
counters, each of said counters representing one coordinate axis of
a pair of axes and the value in said counters at any time
representing a coordinate of the player position at that time,
means for stepping said counters, and control means for causing
said counters to step and to select the direction in which each
steps.
5. The device defined in claim 4 wherein said stepping means
includes a source of electrical pulses, and wherein said control
means includes gating means having as one input the output of said
pulse source.
6. The device defined in claim 5 wherein said comparing means
includes at least one comparator for each coordinate axis, each of
said comparators having at least two outputs, one of said outputs
becoming energized when the coordinate value of the ball's position
is greater than the coordinate value of the player's position and
the other of said outputs being energized when the coordinate value
of the player's position is greater than that of the ball's.
7. The device defined in claim 6 further including means for
connecting one output of said comparator to said gating means to
cause said counters to count in a first direction, and means for
connecting the other output of said comparator to said gating means
to cause said counters to count in the other direction.
8. The device defined in claim 7 wherein each of said comparators
also includes a third output which is energized when the
coordinates of said ball and player coincide, and means for
connecting said third output to said gating means to halt further
stepping of said counters.
9. The device defined in claim 4 wherein said means for causing
said ball to move to a new position includes at least a ball
counter for each coordinate axis, the value of the contents of each
said ball counter representing the coordinate position of said
ball, means to step said ball counter, and ball gating means
connected between said ball stepping means and said ball counter to
control the stepping of said ball counter.
10. The device defined in claim 9 further including a weighting
counter, means to step said counter to cause said counter to
produce a sequentially changing number of output pulses, a decoder
having inputs, means for applying the output pulses from said
weighting counter and the output from said comparator to the inputs
of said decoder to produce a decoded output therefrom, and means
for applying the output from said decoder to said ball counters to
step said counter and determine a new position for said ball.
11. The device defined in claim 1 wherein said display plane
comprises the face of a cathode ray tube and wherein said means for
indicating the positions of said players and said ball comprises
the cathode ray of said cathode ray tube, a video generator
circuit, and means for connecting said means for changing the
positions of said players and said means for causing said ball to
move to said video generating circuit.
12. The device defined in claim 11 wherein said connecting means
includes digital-to-analog converters.
Description
BACKGROUND OF THE INVENTION
The present invention relates to an electronic device capable of
automatically simulating a sports match, in particular a match
between two adversaries or rival teams, and more particularly a
soccer match.
At present in commerce, especially in public places, machines which
aim to simulate sports matches such as table football, pinball etc.
are well known. These machines are based on electromechanical
systems which present the disadvantage of not being able to imitate
the game in such a way as to reproduce reality with sufficient
realism. In fact, none of the machines existing at present is
capable of endowing the moving bodies in a game which is manifested
in multiple elements of movement, a movement which results
naturally in a satisfactory manner avoiding at the same time the
phenomena of mechanical friction which are always present.
Moreover, the machines existing at present for the simulation of
animated games are either completely passive with respect to man,
who must each time intervene with his own intelligence to give to
the chosen piece the desired movement, bearing in mind also the
rules of the game, or present a limited grade of automation.
SUMMARY OF THE INVENTION
It is an object of the present invention to provide a machine for
the simulation of animated games which allows the elimination of
any element which might generate friction, thanks to the use of
static electronic components.
Another object of the present invention is to provide a machine
which is not a passive element for man, but on the contrary can
react to the different situations of the game according to the
rules of the game itself.
According to the invention, the possibilities of the game can be
theoretically infinite, as can the actions and reactions of each
single player, respecting all the rules laid down by the ruling
which are not comprised within the scope of this invention and in
practice will be limited solely for economic reasons but not for
conceptual reasons.
This is achieved through the use of the most advanced techniques,
such as integrated circuits on module cards with printed circuit,
magnetic memories, trnasistors and in general solid components
exploiting modular techniques which are the most recent novelties
in the field of industrial components suitable for resolving
logical problems.
It is not to be excluded however that at least partly the circuits
and the blocks defined hereafter are realizable with
electromechanical components (relays etc.) rather than
electronic.
Another fundamental characteristic of the device according to the
present invention regards the representation of the game which
takes place on a plane and is visualized through the use of
conventional luminous points of a proper colour and form, capable
of simulating the bodies in movement or by means of a television
representation which would give a "continuous" simulation of the
mobile bodies.
A most important advantage of the machine according to the present
invention is that of giving the possibility of choosing one among
three different programmes of play through the operation of a
single selector. These three programmes for the operation of the
machine are: "manual" in which two operators respectively pilot one
of the two rival teams; "semiautomatic," in which an operator
pilots a team against the rival team piloted completely
automatically; "automatic" in which two rival teams compete between
themselves without any external intervention from man.
In order to give a simple valuation of the capacities and means of
representation of the device, the following description refers to
the game of soccer, certainly the most widespread and well-known
throughout the world, naturally without excluding the fact that the
same principles can be applied, with the necessary modifications,
to other games such as baseball, rugby, etc. or even more simply to
games between single adversaries such as tennis.
BRIEF DESCRIPTION OF THE DRAWINGS
The present invention will be fully described in relation to an
embodiment and two different systems of visual representation,
given by way of a non-limiting example of the invention, with
reference to the attached drawings, in which:
FIG. 1 shows the plane of representation of the field of play for
the simulation of a soccer game between two teams, each of seven
elements;
FIG. 2 represents the general block diagram of the machine
according to the present invention in the case of "semi-automatic"
operation;
FIG. 3 represents a functional scheme for the tranformation of the
information from the block diagram of FIG. 2 into signals capable
of being continuously displayed through a television cinescope;
FIG. 4A is a detailed representation of the basic circuits of the
machine;
FIG. 4B is a representation of an example of the various play-zones
in relation with the outputs of the line and column counters for
the ball; and
FIG. 4C shows an example of allocation of the probabilities
relating to the direction of movement of the ball for reaching an
aim from any point X of a generical zone.
FIG. 4D Shows the legend.
DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
FIG. 1 shows the plane of the playground subdivided into 6+2 parts
(zones) for a match between two teams, each of seven elements. Of
course the game could also take place between two teams of 11
elements, in which case the zones would be 10+2, this being
considered a simple extension of the case described without
involving any conceptual modification. The players of the team M
are indicated with black rings and the players of the team A with
white rings, while the black and white ring represents the ball.
According to the figure, the field is subdivided into six equal
zones Z1.div.Z6, three on one side and three on the other with
respect to the central line, as well as two extreme zones ZM and ZA
reserved for the goal-keepers. In each of these six zones a pair of
players from the rival teams can move, as for example the right
back of team M and the left wing of team A and viceversa, or the
center half-back of team A and the centre forward of team M and
viceversa.
It should be remembered that each of these pairs of players has
autonomy only in its own zone which limits the area of action of
both. The ball on the other hand has a liberty of maneuver (that is
it can move) on all the field, occupying any zone. The zone which
in a given instant is occupied by the ball becomes automatically
"active", that is only the two players relative to that zone
compete directly for the possession of the ball and successively to
effect a "rational" step to other zones or towards the opposite
goal.
Manual operation
In this case the operator has only a limited possibility of
intervening directly in the game as certain functions will remain
completely automized in order to obtain an equilibrium of forces
and to introduce the probabilistic factor into the game for both
teams. In fact, in this case, the operator can act only upon a
selector with eight positions (N-NE-E-SE-S-SW-W-NW) and a neutral
(see FIG. 2). In this way, the operator can in every instant impose
only the "direction" that must be followed by this own player in
the active zone, while the other actions take place in a completely
automatic and rational manner, that is according to the reality of
a soccer match. These actions are: the advance of the player
himself, the acknowledgement of the possession of the ball, the
direction in which the ball in possession is kicked. In the case of
the "manual" game, also the adversary operator will have at his
disposition a selector with which he will be able to pilot the
players of his own team. For this type of game all the game rules
previously introduced will be respected automatically and equally,
in particular the points will be counted automatically, and the
game will cease automatically when a certain time established at
the beginning has elasped; the score acquired by the two teams will
determine the victory of one or a draw.
Semi-automatic operation
The game takes place as described in the "manual" case, with the
only difference that one operator pilots his own team against an
automatic adversary which controls the other team. The game is
therefore characterized by the antagonism between man and machine
which should make this type of action interesting and appealing. We
have tried to maintain certain conditions of equality in such a
game, as on one hand limited possibilities of operation are given
to man and on the other hand, for the automatic adversary there is
a limited, even if precise, intelligence in the execution of the
maneuvers. Moreover for both teams probability conditions have been
introduced in order to avoid a constant prevalence of play for one
of the two parties. For example, the machine could erroneously be
conceived in such a way that when one player enters in possession
of the ball, he infallibly kicks it into the goal scoring a point.
Instead, to make the game more realistic and interesting, as will
be described in detail hereafter a generator of probability has
been introduced which, for example according to the position of the
ball, the zone occupied and the player who has taken possession of
the ball, determines the direction in which the ball will be kicked
in a probable and rational manner. At the end of every action
(goal, off-side, corner etc.) the ball will take up a proper
position according to the rules of football. While the players
under control of the operator receive directly from him the
direction of movement required, those of the automatic adversary
receive orders from special circuits which compare the position of
the players with that of the ball and which will be described
hereafter with reference to the block diagram of FIG. 2 and even in
greater detail with reference to FIG. 4A.
Automatic operation
The competition takes place as described for the "semi-automatic"
game, the only difference being that two automatic adversaries
pilot their respective teams without the intervention of man.
Choice of the type of operation
One or the other of these basic programmes of operation, (manual,
semi-automatic or automatic) can be chosen acting on a pre-selector
with three position M-SA-A placed at the input to a block LP of
programming logic. The FIG. 2, which represents the general diagram
of the machine, refers to the "semi-automatic" programme which is
the most complete as it includes as secondary cases the "manual"
and "automatic" programmes. In this type of operation one of the
two manual selectors (S2) is excluded and the blocks B7 and B8,
identical to the blocks B7' and B8' operate only as "coincidence"
circuits and not in the general sense of "comparison". The parts of
the diagram not in function in the case given as example have been
drawn in dashed lines and it will be simple even from reading the
following description to understand how the diagram itself will be
modified in the other two programmes of play.
Description of the block diagram
Referring to FIG. 2, the selector operating for the "manual"
programme is indicated by S1 while the complex of the sub-circuits
included in the area A1 represent the logic of piloting the players
of the team M (manual) relative to the operator. In particular, the
block B1 decodifies the eight above-mentioned directions which can
be chosen by the operator himself through the selector S1 and also
executes the control of the chosen direction. The selectors S1 and
S2 comprise four contacts, two of which (N, S) actuate, as will be
better explained with reference to FIG. 4A, line counters and the
other two (E, W) column counters. The two contacts of each pair of
contacts cannot be closed at the same time but so can N with E or W
as well as S with E or W. The signal corresponding to the selected
direction (among the possible eight) reaches blocks B2 and B3
wherein it is translated into a command for "forward" or "back" or
"stop" for the reversible line and column counters contained
respectively inside these blocks. In FIG. 4 block B2 comprises
circuits C.sub.1, C.sub.2, D.sub.2, E.sub.1, PCL and block B3
comprises circuits C.sub.3, C.sub.4, D.sub.2, E.sub. 2, PCC.
Since, as it has been said above, only one player of a team is
active at a time, and precisely that in whose zone the ball is, to
be able to represent the other players as well, the same amount of
groups of "memories" are necessary, represented by the blocks B4
and B5 respectively relative to the lines and the columns. The use
of these memories is to be considered only as a technical expedient
for saving counter circuits: if each player had his own counter (as
in the example of FIG. 4A), these memories would not be
necessary.
Each of these memory groups becomes active when the ball is in the
corresponding zone Z1.-+.Z6. The outputs of each memory group form
the lines and columns of a matrix whose intersections xM and yM
give, by means of a subsequent stage of amplification (block B6),
the representation of the players of team M. In FIG. 4A block B6
comprises circuits F.sub.1, F.sub.2, F.sub.3, F.sub.4 relating only
to one player. The circuits G.sub.1, G.sub.2, G.sub.3 and G.sub.4,
G.sub.5, G.sub.6 contained in the blocks B7 and B8 serve for the
connection of the complex of the circuits contained in the area A2
relative to the logic of piloting of the ball and contain the
coincidence circuits for checking the position of the player M with
that of the ball P respectively for the lines and the columns. When
this coincidence is verified, it means that the possession of the
ball by M has been realized and in this case the outputs of B7 and
B8 transmit a signal of "coincidence taken place" to the area
A2.
As in the same minimal interval of time necessary to permit the
visualisation on the representative plane, a "coincidence" for the
other rival player present in the same active zone could take
place, in order to define which entered into possession of the ball
first, OR exclusive circuits contained in the block B9 are used,
whereby only one of the two outputs Mex or Aex of this block will
be active at every moment. The block B9 in FIG. 4A is only
partially represented by an AND circuit H.sub.1 the output of which
is one of the two inputs of a OR exclusive circuit H.sub.3. The
other input of H.sub.3 is given by a (not shown) AND circuit
H.sub.2 relating to the other team's player.
The "probability generator" of the block B10 is obtained by
codifying in a different manner on five distinct paths (.pi..sub.1
.-+. .pi..sub.5) a train of impulses originated by a known
high-speed generator. By means of the circuits inside block B11 one
of the above-mentioned five paths, which are non-coinciding,
numerically different impulses in time, is selected and memorized
in the moment in which the coincidence "playerball" takes place.
The block B10 is indicated by L and block B11 by M in FIG. 4 where
the operation of the "probability generator" is better represented.
The probability acquired in this manner is utilized by the circuits
of block B12 to give the direction towards which the ball will move
by means of a "topographical decodifying" variable according to the
zone at that moment of interest, or according to the zone occupied
at the moment in which the possession of the ball by the player
takes place. In the topographical decodifying of block B12
obviously which rival player takes "possession" is also taken into
consideration. The block B12 is defined in FIG. 4 by a three-input
AND circuit K.
An example will be given now to better explain this point: if the
centre forward of team M gets the ball, and is near the opposite
goal, it is very probable that he will tend to kick directly into
the goal, less probable that he will pass to a companion by the
side of him and finally improbable that he will kick the ball
backwards. His behaviour will therefore be substantially different
e.g. from that of the right wing who will try to kick the ball
towards the left, and completely opposite to the behaviour of the
centre forward of the opposite team. This means that it is
necessary to consider the topographical position of the active zone
discriminating therefore the role assigned to each player.
The pratical realization of that which is described above takes
place by means of combinatory networks utilizing active NAND
circuits and diodes contained in the block B13, schematically
represented in FIG. 4 by connection circuits J.sub.2. In the
definitive, the task of all the circuits contained in the area A2
is that of determining from time to time towards which direction
the ball will be kicked when it is in the possession of any one of
the players. The output of block B13 will therefore give the
"forward" (Ar, Ac), "stop" (Sr, Sc) or "back" (Ir, Ic) instructions
to the reversible counters respectively of lines and columns
relating the ball signal, represented by blocks B14 and B15
contained in the area A3 relative to the ball. The outputs xP and
yP of these counters, similarly to what has been stated above for
xM and yM, combined in "line and column" matrixes and amplified in
a transistorized circuit B16 will give a representation of the
ball. In FIG. 4A the block B14 is given by circuits R.sub.1 and BCL
and block B14 by circuits R.sub.2 and BCC, while the circuits of
the block B16 are those identified with S.sub.1, S.sub.2 , S.sub.3,
S.sub.4. It is to be noted that as the ball is only one, it is not
necessary to provide memories for the representation of the ball
position, as instead was necessary for the players (blocks B4, B5,
B4', B5') in order to reduce the number of counters employed.
That which has been stated for the area A1 of the "manual" player
is also true for the "automatic" player whose area is indicated by
A1', with the only difference that while the operator sees and
decides the direction towards which his own player M must move to
possess the ball, this perception will be given to the automatic
player by the "comparison" circuits contained in B7' and B8'.
These, in addition to carry out the task of valuing the difference
between the distance "automatic player-ball" and to transmit the
information to the pilot circuit in B1' signal to the circuits of
the area A2 when the "coincidence" takes place analogously with
that which happens for the equalizer circuits B7 and B8 of the area
A1. All the other circuits contained in the block B2'.-+.B6' carry
out functions identical to those described for the corresponding
blocks of the area A1 and therefore are not represented in FIG. 4.
To establish which of the zones (Z1.-+.Z6, ZM or ZA) of the field
is active at a given moment, or is occupied by the ball, a complex
of OR circuits at the output of the ball counters BCL, BCC and of
AND circuits V.sub.1 -V.sub.6 (FIG. 4A) are used as will be better
explained.
As far as the two goal-keepers PM and PA are concerned, a mobility
within the area of the respective goal not closely limited to a
possible goal kick is obtained, by means of the circuitry of the
blocks B18 and B19 being conventional oscillators at modulated
frequence with relative amplifiers B20 and B21 for the lighting of
the visualization lamps, contained in the area A4. In this way the
possibility of being able to save the ball is not certain. In the
diagram illustrated in FIG. 2, the possibility of moving only along
one of the co-ordinates and precisely along the abscissae axis is
given to the goal-keepers.
The rules of the game (in this case the soccer) are observed by
means of the circuitry of the blocks B22 and B23 in the area A5 and
in spite of the fact that they constitute one of the most
remarkable attributes of the present device, they are almost all
realized by means of simple technical expedients as all the
circuits described above have a high "logical flexibility." For
example, the "ball out of side" or the "corner" and therefore
respectively the "throw-in" and the "corner kick" are registered by
the machine considering that the playground is extended by a
further fictitious quantity along its whole perimeter; this is
technically the same as extending the count of the counters of the
ball. These functions are carried out by means of an initial "set"
of the flip-flops of the counters, both for the ball and for the
players and by means of a probabilistic logic for the ball kick,
using the same generator B10 of the area A2 analogously with that
which has been said in precedence. With similar technical
expedients all the other main rules of the soccer game are
realized.
Detailed description of the basic circuits
With reference to FIG. 4A the basic circuits represented in the
block diagram of FIG. 2 are fully described in their operation,
with reference to only one player of a team for the sake of
simplicity and clearness. All that which will be stated may be
extended to the other players in order to obtain the complete
operation of the machine. Some technical expedients have been only
omitted, which are however obvious to a man skilled in
electronics.
The operation and the parallel description of the circuits has been
considered subdivided in four steps, i.e. the movement of a generic
player, the movement of the ball, the possession of the ball by a
player and the kick of the ball after possession.
Movement of a generic player
In FIG. 4A the position occupied at a given moment by a generic
player on the play-ground is indicated with X. It is supposed that
the operator, after having preset the type of operation in "manual"
bringing the selector M-SA-A of FIG. 2 to the position M, wants to
displace this player X (of his team) towards positions to the north
of X, which are indicated by X+N (see also FIG. 4B). In order to
achieve this, it is sufficient to bring the control selector S1 in
the position N. Thus the contact NORTH (S1) is caused to close and
the input 1 of the AND circuit C.sub.1 (1C.sub.1) is biased. As the
other input 2C.sub.1 is already enabled, because we have supposed
to be in the manual operation (contact M closed), the output
3C.sub.1 becomes true and therefore also the input 1 of the OR
circuit D.sub.1 (1D.sub.1). The output 3D.sub.1 sets the "forward"
counting of the counter PCL relating to the lines of the player
signal.
An unstable generator PPG sends impulses (1.-+.3 Hz) coming to the
clock input of the counter PCL which is caused to be actuated in
the forward direction for a given number of counting steps to light
progressively one of the lamps placed to the north of X. When the
operator wants to stop the advancement of the player signal, it
will be sufficient to release the selector lever from the position
N and to bring it to the central "neutral"position. In this
position, as well as in the E or W position, when only the contact
relating the east or the west direction is respectively closed, a
control signal of STOP is given to the counting operation of the
counter PCL, thus inhibiting through 1E.sub.1 (input 1 of the AND
circuit E.sub.1) the passage of the impulses to 2E.sub.1 from the
oscillator PPG.
It is intended that another group of circuits C.sub.1 -C.sub.2
-D.sub.1 is provided (not shown in the drawings) also for the
REVERSE input of counter PCL, with reference to the positions of
the selector lever which are of interest for the direction to the
south: S-SE-SW. These three circuits are also provided at the STOP
input of PCL, which is on either when no contact of the selector is
closed, i.e. the control lever is in the "neutral" position, or
when the E or W contact is closed as already stated. These further
two groups of circuits are not represented for the sake of
simplicity.
If the operator wants that his player moves along the east
direction, he will bring the control lever of the selector to the E
position (contact E closed). In this case, the counter PCC,
relating to the columns of the player signal is set to FORWARD
through the way 1C.sub.3 -3C.sub.3 -1D.sub.2 -3D.sub.2, enabled by
2C.sub.3, and the lamps to the east of X will be lighted (X+E). As
stated above for PCL, the group of circuits C.sub.3 -C.sub.4
-D.sub.2 are also provided for the REVERSE input of PCC, i.e. for
the lever positions relating to the west direction (W-NW-SW). A
group of two AND circuits and one OR circuit is also provided at
the STOP input of PCC, which is actuated either when no contact of
the selector is closed (lever in neutral position), or when one of
the contacts S or N is closed.
If the operator wants instead that his player moves along the NE
direction, the inputs of both the counters PCL and PCC will be set
to FORWARD, thus giving a diagonal direction to the north-east
(FIG. 4B) to the luminous point departing from X.
All that has been stated so far in relation with the positions N,
E, NE may be easily understood also in relation with S, W, SW
positions. Furthermore the operation of counters PCL, PCC is the
same if the "automatic" game is preset on the M-SA-A selector, the
only difference being that the information of FORWARD, REVERSE and
STOP will not be caused by the operator, but chosen at every
instant by the "comparison" circuits in B7, B8 as it will be
explained in the following, by automatically estimating the
difference between the positions of the player and the ball signal.
For example the information of automatic piloting towards the north
is represented in FIG. 4A by signal .alpha. entering 1C.sub.2
(input 1 of AND circuit C.sub.2), analoguous to 1C.sub.1 in the
manual operation.
Movement of the ball
On the contrary the counters BCL relating to the lines and BCC
relating to the columns of the ball signal are always automatically
operated. The ball is supposed to be in a generic position Y and
the input 2 of BCL is actuated (FORWARD direction) whilst the input
1 (STOP) of BCC is on. Each impulse from the generator BPG, which
is again of the unstable type at a frequency of 1-5 Hz, causes a
counting of BCL, i.e. an advancement of the lines relating to the
ball signal towards positions to the north of Y, i.e.: Y+N. On the
contrary if only the input 2 of BCC were enabled, the advancement
of the columns would result in the same manner and the ball signal
will move towards the east (Y+E, see FIG. 4B). If both the inputs 2
of BCL and BCC were enabled at the same time, a movement along the
direction north-east would result (Y+NE).
Similarly it is to be understood that if only the counter BCL were
enabled in the REVERSE direction (input 3) a displacement to the
south would result, if only the input 3 of BCC were enabled, the
result would be a westwards movement, whilst from a combination of
the two actuations the ball signal would move along the south-west
direction. The decoding of positions relating to the ball is
carried out by the logic circuits S.sub.1, S.sub.2, S.sub.3,
S.sub.4.
Entering into possession of the ball by a generic player
Through the continuous comparison between the position (that is the
content) of the counter PLC and the counter BLC, both relating to
the lines respectively of the player and the ball signal, the
following possibilities may be met: a. the counting the
PLC>counting of BLC, i.e. the player signal is in such a
position that its line number, for example in a line numbering as
in FIG. 4B, is less than the line number of the ball signal (player
behind ball, or to the south of the ball). In the automatic
operation this situation corresponds to a logic 0 at the input 1 of
all the AND circuits G.sub.1, G.sub.2, G.sub.3 and a logic 1 at
their input 2, which causes G.sub.1 to switch. The signal .alpha.
obtained at the output of G.sub.1 controls the forward actuation of
PCL, i.e. a northwards movement of the player signal, by means of a
direct connection between 3G.sub.1 and 1C.sub.2.
b. The counting of PCL>BCL counting. It means that the position
of the player signal has a line number (see FIG. 4B) higher than
the ball signal, i.e. it is to the north of the ball. In the
automatic operation this corresponds to the switching of the AND
gate G.sub.2 the output of which 3G.sub.2 is connected with the
input 3 of PCL. The signal (.beta.) for controlling the reverse
operation of the counter PCL passes through a not represented way
consisting of circuits corresponding to C.sub.1, C.sub.2, D.sub.1
and similar thereto, as previously stated. The southwards movement
of the player is thus obtained.
c. PCL counting = BCL counting. It means that the player signal has
the same line number as the ball signal (partial possession as to
the lines). In the automatic operation the AND gate G.sub.3 is
switched. The output 3G.sub.3 is connected, again through a group
of circuits corresponding to C.sub.1, C.sub.2, D.sub.1, not shown,
to the input 1E.sub.1 and the signal (.gamma.) controls the
counting stop of PCL.
In a similar manner the above-mentioned cases a), b), c) may be
repeated for the column counters PCC and BCC with reference to the
east direction instead of the north and the AND gates G.sub.5,
G.sub.6, G.sub.4 with the corresponding output signals .mu.,
(.epsilon.), (.gamma.) instead of G.sub.1, G.sub.2, G.sub.3 and
.alpha., (.beta.), (.gamma.).
Furthermore, when both PCL = BCL and PCC = BCC occurs, 3G.sub.3 and
3G.sub.4 enable the AND gate H.sub.1 relating to the possession of
the ball. As previously stated, in order to avoid the
contemporaneous possession of the ball by two adversary players,
the outputs of H.sub.1 and an analoguous AND gate H.sub.2 (not
shown) connected with the circuits of B'7 and B'8 relating to the
player of the adversary team which is in the same zone (not
represented in FIG. 4A) are the inputs of a OR exclusive gate
H.sub.3 the output signal of which gives the information of "player
on the ball" and "which player is on the ball first." A possible
subsequent possession of the ball also by another player has no
consequence.
Kick of the ball after possession
This stage occurs always automatically, also in the manual
operation, as well as the identification of the ball possession.
Only the movement of the players toward the ball can be controlled
by the operator in the manual operation. Before describing how the
ball is kicked after the possession has taken place, it is
convenient to study the following two circuits:
a. decoder of the ball presence in one of the zones Z1 to Z6. The
visualization plane has been divided for example in 3+3+3 = 9
columns and 6+6 = 12 lines. (FIG. 4B), that is in 6 zones defined
by the different combinations of 3 columns and 6 lines. The
presence of the ball in one of the 6 zones is therefore detected by
decoding and combining the content (counting) of the two ball
counters BCL and BCC. For example, when one of the columns C.sub.1
OR C.sub.2 OR C.sub.3 AND one of the lines I.sub.1 OR I.sub.2 OR
I.sub.3 OR I.sub.4 or I.sub.5 OR I.sub.6 are active, the inputs of
the AND circuit V.sub.1 are enabled (logic 1 signal) and the output
signal from V.sub.1 represents the ball present in the zone
Z.sub.1. Similarly the presence of the ball in any of the other
five zones is detected, by means of a signal at the output of one
of the gates V.sub.2 - V.sub.6 , corresponding respectively to the
zones Z2 - Z6.
b. Probability generator. We consider the time as a succession of
periods T, each period T being divided in 16 equal sub-periods.
These 16 sub-periods may be grouped respectively into groups formed
by 6, 4, 3, 2, 1 sub-periods for each period T, which will be
called "probabilities" and respectively indicated by the symbols
.pi..sub.6, .pi..sub.4, .pi..sub.3, .pi..sub.2, .pi..sub.1. A
simple 4-bits binary counter PC, permanently fed by an inpulse
source PPG (having frequency of about 1Hz) will give rise to the
counting of 16 impulses in each period T. By means of selecting and
decoding the first 6 impulses, then the subsequent four etc.
through five different ways, 5 different - weighed probabilities
are obtained, which will come true cyclically.
The probability is rigidly allotted to each of the possible five
directions (FIG. 4C) in any of the six zones, and in different
manner for the two teams. Therefore 5.times.6.times.2 = 60
allotments are possible by means of 60 AND type circuits (in FIG.
4A only one is shown, i.e. K) with three inputs (zone, probability,
team of the player which first has been on the ball). The
connections J.sub.1 (diodes) give the five probabilities from B11
to the 60 circuits K, the outputs of which, through the connections
J.sub.2 (B13), i.e. a matrix combined according to a predetermined
program of the directions, are sent to the inputs of BCL, BCC as
six information signals, i.e. "forward", "backward" and "stop" for
the lines and the columns concerning the ball in order to obtain
the direction of the kicked ball.
The allotment of the probabilities is such that the maximum
.pi..sub.6 is allotted to the direction along which the ball may
reach or at least better approach to a given aim. In FIG. 4C a
point X in a generic zone is shown, which should reach an aim to
the north-east of X in a probabilistic manner. Therefore .pi..sub.6
is allotted to the direction NE, .pi..sub.4 to the E, .pi..sub.3 to
the N, .pi..sub.2 to the SE and .pi..sub.1 to the NW.
Let us now describe by way of example how the ball is kicked: once
the possession has taken place, the probability of that moment is
considered, e.g. .pi..sub.3, which is connected to the input 2 of K
through J.sub.1, the zone where the possession has occurred; e.g.
Z1 enables also the input 3 of K which switches and its output is a
logic 1 signal. If the output of this circuit K (one of the similar
60 circuits K) is connected through J.sub.2 to the FORWARD control
of BCL, this results in a displacement northwards of the counter
relating to the lines of the ball signal. Similar considerations
must be repeated for all the other 59 combinations.
To sum up, referring again to FIG. 1 and 2 the outputs of the
blocks B4, B5, B4', B5', B14, B15, B18, B19 are respectively the
information in digital form which refers to the geometric
co-ordinates X and Y of a plane, in particular of the points which
must be represented on it. We shall have in fact for the area A1
the signals xM and yM which, when at the input of the decoding and
amplifying block B6, give the representation of the players of the
team M on a plane of visualisation with distinct points, like that
shown in FIG. 1. Analogously for the area A1' the outputs xA and yA
of the automatic player will be given, for the area A3 the outputs
xP and yP for the representation of the ball and for the area A1
the outputs PM and PA, which are respectively the only co-ordinates
(abscissae) of the goal-keeper of the team M and that of the team
A.
Analogical-type television representation
These information signals xM, yM, xA, yA, xP, yP, pM, pA can be
sent alternatively either to the above mentioned decoding and
amplifying circuits, or to the input of a network as illustrated in
FIG. 3. This network, which allows a television display, gives a
continuous-type cinematic representation.
With reference to FIG. 3, the type of representation described and
illustrated here is based on the use of a colour cinescope C, in
particular for trichromatic representations (red, green and blue)
characterized by an area of visualisation G of proper size. We
describe hereinafter by way of example the type of trichromatic
representation, which allows in a simple manner the discrimination
of the various bodies in movement. However representations in black
and white are possible, for which the discrimination of the bodies
is based on the different form. Of course the utilization of only
three colours is not limitative with respect to other types of
colours or a greater number of colours.
The device here described and schematically represented in FIG. 3,
and generally all those devices deriving from it, is provided with
inputs through which the information signals in digital form are
sent (but also in analogical form, as will be seen later) which
refer, as stated above, to the geometrical co-ordinates of the
points in movement representing all the player as well as the ball
and provided by a complex of circuits like that represented in the
block diagram of FIG. 2.
The abscissa and ordinate information (x and y) must be provided
separately, but it is obviously indispensable that they be provided
contemporaneously if they refer to one single point for which
oblique movements on the plane are foreseen (ball and players
excluding the goal-keepers). All information is converted into an
analogical form by means of digital-analogical converters CDA,
provided with networks of weighted decodification. In order to give
the points represented on the screen a naturally dynamic movement,
including therein the normal components of acceleration and
deceleration, all information is subsequently directed into filtres
F characterized by a high inertial coefficient.
A strictly constant voltage is added, by means of dividers P and
adding amplifiers E, to the information relative to the points to
which a partial zone of movement with respect to the whole area of
play is allocated (in this case all players including the
goal-keepers). This voltage is supplied by a "reference constants
generator" K, but is different for the various information and
suitable for allocating the points in the pertinent zones. The
information thus elaborated is joined to that for which no
elaboration was provided and orderly directed towards two series of
reading selectors: vertical Sv and horizontal Sh.
Independent of the fact that either various paths and directions of
movement in the plane (as for the players and the ball) or only one
rectilinear movement are assigned to the points, the contemporary
reading of two information signals takes place for each point.
These are the vertical or ordinate voltage and the horizontal or
abscissa voltage with the condition that for the points with only
rectilinear movement the fictitious information of co-ordinate not
given at the input of the device is generated. This information is
necessary for the positioning in the area of the line of movement
which would otherwise occupy one of the centre lines of the display
area.
The reading of the information is controlled by means of a
generator-codifier or "control unit" U, which can carry out with
various criteria and different speeds the above-mentioned
operation. In the case here discussed the reading of the
information voltage is carried out successively in time, point by
point, taking care to actuate with a slight delay, by means of a
multiple timer T, the electric gun r, v, b, corresponding to the
characteristic colour of the point. This is indispensable when
using a chromatic cinescope, in fact the actuation of the gun
contemporarily with the reading would not only determine the
projection of the point in the non-relevant zone, but would also
result in the appearance of an inexact colour.
Up to this point of the process, the information is still without a
sufficient energy content to determine the deflection of the
electronic pencils of the cinescope. Duly ordered in time, the
information is then directed towards two d.c. power amplifiers Adh
and Adv of analogical linear type, of which the first imposes the
horizontal deflection and the second the vertical deflection. Of
course the cinescope needs other service and auxiliary electric
parameters, which however are all known, the most important of
which are those relative to the focusing, the brightness, the
acceleration of the electronic pencils and lastly the polarization
of the major anode, the latter being provided by a special
high-voltage feeder HV, separate and autonomous with respect to the
basic feeder of all other circuits.
As far as the display surface G in the cinescope is concerned, the
screen is covered with a superimposition. of transparent material
by means of a simple superimposition
This panel has the double function of neutralizing within the
acceptable limits possible dangerous radiations and allowing the
creation of lines and other signs by means of a process of
pantography and serigraphy with luminescent paints, which duly
lighted may completely represent the limits of the playground and
the various necessary symbols.
The device illustrated in FIG. 3 is moreover suitable to be
connected to simulators of play which provide only analogical
information, which would in this case be introduced downstream of
the digital-analogical CDA converters, the presence of which is on
the other hand indispensable in the example described. In so far as
the components used for the various subcircuits of FIG. 3 are
concerned, the digital-analogical converters CDA may consist of
binary counters and resistors; the filters F, as is known, comprise
resistors and capacitors; the amplifiers E may be made by
transistors npn and resistors; the dividers P are usual
potentiometers; ShM, ShA, SvM, SvA, . . . may be usual REED relays;
the amplifiers Adh and Adv may be made by transistors npn and
resistors; the timer T may consist of a Miller circuit transistors,
capacitors and resistors; K is a known multiple feeder, for
generating constant reference voltages and currents; the control
unit U comprises astable multivibrators.
Other possible modifications and/or additions can be made by those
skilled in the art to the described embodiments of the device
according to the present invention without departing form the scope
defined by the appended claims. It is obvious that for example
there are no limitations concerning the systems of projection of
the images, for which reason the use of chromatic mask cinescopes,
or "Cromatron" electrostatic, parallel line cinescopes, or even
solid cinescope at present in the experimental phase is not
excluded. Furthermore the formation of the picture-image can be
obtained with a sequential or non-sequential (interlaced)
scanning.
* * * * *