The present invention relates to an online beer pong game system, and specifically relates to an automatic scoring system for a beer pong game and an online beer pong game system having the automatic scoring system.
The beer pong game has its origins within the drinking culture of fraternities of Dartmouth College in the 1950s and 1960s, and now has become a popular drinking game in youth culture. The earliest version resembled much a ping-pong game, except that one or several beer cups are placed on each side of a table. A standard bear pong table is usually a typical ping-pong table; but any oblong table is feasible. Some people will use a plastic table with foldable legs, some people will make a table with wood by themselves, and some people will ingeniously build their own beer pong tables to exhibit their artistic talents on the tabletop. Now, the beer pong game has been evolved into a competitive sport from a table game. Without restrictions in age and gender and with less demanding on physical strength, the game can be played from children to seniors and thus wins worldwide population.
The beer pong game has many local rules. Game rules and equipment are possibly different in various places. However, when playing the beer pong game during drinking, 6 or 10 beer cups are generally arranged into a triangle formation at each end of a long table like a ping-pong table; the beer pong game typically consists of two teams. When a ball successfully lands in a cup, the defending team shall drink all beer in the cup, and then that cup will be removed. The first team whose cups are completely removed loses the game, while the losing team has to consume all bear in the remaining cups of the winner. Considering that players need to directly contact the ball during the game or competition and the ball also likely falls on the ground, for sanitary reasons, e.g., in a drinking game in a bar, the competition part of the beer pong game already uses water instead of traditional beer, and the players drink beer or alcohol or carry out other entertainment activities otherwise based on a result of the game.
However, the beer pong games in the current market do not have a function of automatic scoring. It is relied on the players' naked eyes to judge whether a ball is landed. Therefore, the beer pong games cannot be actually played electronically. Consequently, the existing beer pong games cannot automatically play music or display an animation after a player successfully lands a ball like other common electronic game machines to evoke the ambience of game and enhance the fun of playing the game. Besides, the teams can only start a beer pong game at the same location. They cannot remotely participate in the beer pong game like other online network games. Further, game data such as results of players in a round cannot be stored in the cloud in real time; therefore, ranking and grading cannot be done based on game results like many current online network games.
An objective of the present invention is to provide an automatic scoring system for a beer pong game and an all-electronic beer pong game system having an automatic scoring function, which implements an automatic scoring function of the beer pong game using a radio frequency identification (RFID) technology, thereby overcoming various inconveniences and restrictions mentioned above in the existing beer pong games. In addition, the present invention further integrates a cloud storage technology and a smart phone application based on the automatic scoring function, thereby providing an online beer pong game system enabling users to remotely participate in the game.
In order to achieve the above objective, a technical solution of the present invention discloses an automatic scoring system for a beer pong game, which implements an automatic scoring function of the beer pong game using a radio frequency identification (RFID) technology, comprising: a game table equipped with a RFID reader and a plurality of RFID antennas; a plurality of game cups attached with electronic tags at bottoms thereof; at least one game ball with an electronic tag embedded therein, and a computer that processes data read by the reader from the electronic tag and controls a scoring procedure of the beer pong game, wherein the RFID antennas are disposed at a plurality of predetermined positions in a game zone of the game table, the plurality of predetermined positions corresponding to possible positions of placing the game cups according to a game rule.
Preferably, in the automatic scoring system for a beer pong game, the electronic tags of the game cups are dimensioned to be positioned only in working zones of the respective RFID antennas; the electronic tag of the game ball is dimensioned such that the electronic tag of the game ball landing into the game cup and drifting on a liquid surface is only positioned within a working zone of the corresponding RFID antenna.
Preferably, in the automatic scoring system for a beer pong game, respective electronic tags of the game cups and the game ball are all 13.56 MHz high-frequency passive tags in compliance with the ISO15693 Standard, and dimensions of the electronic tags of the game cups are far smaller than a dimension of the electronic tag of the game ball.
Preferably, in the automatic scoring system for a beer pong game, a data storage format identifier (DFSID) and an application family identifier (AFI) of the electronic tag for the game cup are different from those of the electronic tag for the game ball, such that the RFID reader can only read the electronic tag of the game cup or the electronic tag of the game ball, and can determine, based on information returned from the electronic tag, whether the electronic tag belongs to the game cup or the game ball.
Preferably, in the automatic scoring system for a beer pong game, when a single RFID antenna of the RFID reader identifies the electronic tag of the game cup and the electronic tag of the game ball at the same time, the computer determines that the game ball lands into the game cup and automatically scores according to the game rule; when a plurality of RFID antennas of the RFID reader simultaneously identify the electronic tag of the game ball, the computer determines that the game ball does not land into the game cup and then does not count a goal.
Another technical solution of the present invention discloses an online beer pong game system, comprising the automatic scoring system for a beer pong game as mentioned above, which online beer pong game obtains game data in real-time from a computer of the automatic scoring system using a cloud storage technology and a mobile phone application, such that competitors of the beer pong game can online participate in the game.
Preferably, the online beer pong game system further comprises a light control sub-system, an information displaying sub-system, and/or a sound control sub-system to correspondingly perform lighting, animation display, and/or sound effect in coordination with a scoring result of the automatic scoring system.
A further technical solution of the present invention discloses a beer pong game cup specifically for the automatic scoring system for a beer pong game, an electronic tag being attached at a bottom of the beer pong game.
A still further technical solution of the present invention discloses a beer pong game ball specifically for the automatic scoring system for a beer pong game, an electronic tag being embedded inside the beer pong game ball.
A yet further technical solution of the present invention discloses a beer pong game table specifically for the automatic scoring system for a beer pong game, the beer pong game table being equipped with a RFID reader and a plurality of RFID antennas.
According to the technical solutions of the present invention, by integrating lighting effect, sound effect, animation display, game control, account management, and automatic scoring technology into the online beer pong game, after a specific mobile phone application is downloaded, a competitor does not simply end a game after playing one round; as long as he/she logs on and accesses the mobile phone application before start of the game, the score of the competitor in each round will be automatically recorded and stored in the cloud, such that he/she can compete with competitors from different places in the world through a ranking list. The online beer pong game according to the technical solutions of the present invention provides a fresh and in-depth game experience which is more interactive, interesting and convenient to play for competitors. In this way, a new beer pong game network is constructed, which breaks the specifications and restrictions of traditional beer pong games and may promote the beer pong game culture throughout the world.
The features, technical effects and other advantages of the present invention will become more obvious in combination with further illustration of the accompanying drawings below.
Hereinafter, the present invention will be described through examples with reference to the accompanying drawings, wherein:
Hereinafter, the technical contents, structural features, and to-be-achieved technical objectives and technical effects of the preferred embodiments of the present invention will be illustrated in detail with reference to the accompanying drawings.
In a practical assembled state, a plurality of hardware involved in the online beer pong game system, such as a multi-channel RFID reader 11-1, a plurality of circular antennas 11-2, a computer 14 used as core control units, various kinds of driving circuit boards, a LED display, a matrix LED display screen, a power source, and an audio system, is all provided inside the integrated game table 100; therefore, they are all invisible in a normal use state. Further, it should be particularly noted that the computer 14 provided inside the integrated game table 100 for storing game data in real time may also work in coordination with a mobile application 18-2 (APP) through a cloud storage technology 18-1, so as to form a complete online beer pong game system.
Here, it should be particularly noted that in the online beer pong game system 10, the inventors creatively implement an automatic scoring function (i.e., RFID ball-landing detecting sub-system 11) of the beer pong game using the radio frequency identification (RFID) technology, such that other sub-systems including the online function sub-system 18 will work in coordination under control of the computer, which makes traditional beer pong games practically electronic. For example, like other common electronic game machines, the online beer pong game of the present invention can automatically play music or display animation after a player successfully lands a ball so as to evoke game ambience and improve fun of game participation; further, by virtue of the cloud storage technology and the mobile phone application, spatial limitation of traditional beer pong games is broken, such that both competing parties can remotely participate in the beer pong game remotely like other online network games.
Hereinafter, the RFID ball-landing detecting sub-system 11 as a core of the present invention will be detailed in conjunction with the accompanying drawings. Considering that those skilled in the art can easily implement relevant functions of other sub-systems according to existing well-known technologies, specific structures of other sub-systems, which are not inventive focuses of the present invention, n will be omitted or only depicted briefly. Additionally, because the rules of beer pong games vary in different regions, details of the RFID ball-landing detecting sub-system 11 of the beer pong game system 10 of the present invention will be depicted in detail with an example in which both competing parties use 10 game cups, respectively (for a duet game, each team has two players, and each player shoots once; while for a solo game, the player shoots twice), i.e., at the start of the game, 10 game cups 200 are placed in a triangle formation as a whole in the game working zones 1021, 1022, respectively.
According to a preferred embodiment of the present invention, by selecting a 13.56 MHz high-frequency RFID product, a read range of the RFID reader 112, i.e., the working range of the RFID antenna 1111, is 0-11 cm. In this way, during the whole beer pong game procedure, with either one or two game balls 300 landing into the game cup 200, they can be reliably detected by a corresponding RFID antenna so as to determine a goal. If the game ball 300 misses the game cup 200 and directly falls onto the game table 100, it is simultaneously detected by a plurality of RFID antennas, and the RFID ball-landing detecting sub-system 11 determines a miss and does count a goal. Additionally, it should be noted that the game cup 200 is of a typical inverted truncated conical shape; a height of the cup body is about 135 mm, a diameter of the cup bottom is about 60 mm, and a water-proof plastic button-model circular tag 201 is attached at the bottom. Specifically, the circular tag 201 is a 7 mm circular tag in accordance with the ISO15693 standard. This size causes the electronic tag of the game cup 200 to be only located within the working zone of the corresponding RFID antenna, such that it will not be simultaneously detected by multiple RFID antennas.
It should be particularly noted that for the electronic tag 201 of the game cup 200 and the electronic tag 301 of the game ball 300, they are not only different in size (7 mm and 33 mm circular tags, respectively), but also different in the values defined by their contents. Specifically, their data storage format identifiers (DSFIDs) are different, so are their application family identifiers (AFIs). The RFID reader 112 determines whether they are game cups or game balls by the DSFID values. For example, the values are 0x0C and 0x34, respectively, while their AFIs are 0xC0 and 0x43, respectively, such that only a certain type of tag designated by the RFID reader 112 can be detected. Besides, the electronic tag for respective game cup 200 and game ball 300 has a unique identifier (UID), for recording correspondence relationships between the game cups 200 or game balls 300 and the target antennas respectively during the procedure in which the computer detects a RFID ball-landing, thereby accurately determining various ball-landing scenarios possibly appearing during the game process.
Hereinafter, illustration will be made to a working principle and a detecting procedure of the RFID ball-landing detecting sub-system 11. Firstly, the working principle of the RFID technology will be illustrated briefly. The RFID (Radio Frequency Identification) is a communication technology, which may identify a specific target and read/write relevant data through radio signals, without a need of establishing a mechanical or optical contact between the identifying system and the specific target. The RFID communication principle may be differentiated into electromagnetic sensing and microwave resonance. Generally, low-frequency and high-frequency RFIDs employ electromagnetic sensing: when current flows through an antenna of the reader, a magnetic field will be generated surrounding the antenna; at this point, once the RFID tag enters the magnetic field, an inducting current will be generated on the tag due to change of the magnetic field, which becomes a power source for the tag to work. Ultra-high-frequency and microwave RFIDs employ microwave resonance. An antenna of this type of readers has a two-pole formation (positive and negative poles); when current flows therethrough, an electric wave will be generated, such that a remote tag antenna will generate power due to energy of resonance. The brief introduction of the working principle above shows that the communication principle of the RFID is to generate electrical energy according to change in the electric field and magnetic field. However, the communication by electromagnetic sensing has a shorter transmission distance; if a long-distance communication is required, the communication mostly employs microwave resonance. According to the special application scenarios of the present invention, the working range of the reader antennas should not be too large so as to prevent misjudgment of ball-landing. Therefore, 13.56 MHz RFID products following the ISO15693 standard, which employ the electromagnetic sensing communication manner, are selected.
Next, the flow diagram of
When one competing party starts shooting by pressing a key on the operation panel or pressing an external push button disposed at two ends of the integrated game table, the game control program displays initial information of the game in an information displaying zone of the integrated game table, prompts by a picture or voice the competitor to shoot, and meanwhile initiates a timer to start timing of each round. It should be noted that in an actual game process, a special situation possibly occurs that a competing party misses the game cup 200 and totally falls beyond the game table 100, such that the RFID ball-landing detecting system cannot detect the electronic tag of the game ball 300 at all. In this case, the opponent party will press the shooting-start key at its end to re-initiate the ball-landing detecting procedure. Such special situation needs to be determined in the following procedure.
Firstly, the game control program installed in the computer first determines whether the opponent has pressed the shooting-start key (STEP 1). If determined as “Y (Yes)” in step S1, the ball-landing detecting procedure of this time will be directly terminated; otherwise, the game control program initializes the ball-landing detecting procedure, i.e., clearing records of the UID of the electronic tag of the game cup (hereinafter shortly referred to as cup tag) and the UID of the electronic tag of the game ball (hereinafter shortly referred to as ball tag) (STEP 2). Next, the game control program scans all target antennas from position 1 to position 11 using cup AFI (application family identifier) values (STEP 3), and proceeds to a next step to determine whether any cup tag is found, so as to determine whether a cup tag exists in working zones of the target antennas. Specifically, it is determined whether the DSFID (data storage format identifier) value of the detected electronic tag is equal to a DSFID defined value of the game cup (STEP 4). If determined as “Y (Yes)” in step S4, the game control program records the detected cup tag UID and the corresponding detection antenna array (STEP 5). If determined as “N (No)” in step S4, the game control program skips step S5 to enter a next step of scanning all target antennas from position 1 to position 11 using ball AFI values (STEP 6). Then, the game control program enters a next step to determine whether any ball tag is found to determine whether a ball tag is present in the working zones of the target antennas. Specifically, it is determined whether the DSFID (data storage format identifier) value of the detected electronic tag is equal to a DSFID defined value of the game ball (STEP 7). If determined as “Y(Yes)” in step S7, the game control program records the detected ball tag UID and the corresponding detection antenna array (STEP 8); if determined as “N (No)” in step S7, the game control program returns to the flow to start a next ball-landing detecting cycle.
Here, it should be particularly noted that according to the game rules, both competing parties shoot twice for each round, respectively; therefore, the game control program needs to further determine whether a new ball tag is found in one ball-landing detecting cycle, i.e., determining the ball tag detected at the present time is a firstly found new ball tag or a previously detected old ball tag (STEP 9). If determined as “N (No)” in step S9, the game control program neglects this detection result (STEP 14) and returns to start a next ball-landing detecting cycle. If determined as “Y(Yes)” in step S9, the game control program further determines whether there is only one antenna corresponding to the ball tag (STEP 10), and then immediately determines whether the corresponding antenna has detected a cup tag (STEP 11). Here, it should be noted that the determining in step S10 is to check whether the game ball lands in the game cup. If the game ball lands in the gap cup, the water level in the game cup causes a distance between the game ball and the antenna to be about 6-7 cm. This distance only enables a same game ball to be detected at one antenna position; if the cup tag is simultaneously present on the antenna, it may be further determined that the game ball lands in the game cup to thereby determine a valid goal. In the case of absence of the cup tag, the game ball might be lower than 6 cm and detected by multiple antennas simultaneously. At this point, the system will determine that the game ball misses the game cup and then does not count a goal; even there is only one antenna detecting the game ball, because no cup tag is present within the working range on the antenna, the detecting result will also be deemed as missing and then neglected.
If determined as “N(No)” in step S10 or step S11, the game control program neglects this detection result (STEP 14) and returns to start a next ball-landing detecting cycle. If determined as “Y(Yes)” is step S10 and step S11, the game control program will record a valid ball-landing and the corresponding antenna (STEP 12). Next, the game control program will enter the next step to determine whether two valid ball-landings have been found (STEP 13). If determined as “Yes (Y)” in step S13, the game control program terminates this ball-landing detecting procedure and determines a game score; otherwise, the system returns to start a next ball-landing detecting cycle, till the participating counterpart presses the shooting-start key according to system prompt. What has been discussed above is the entire flow of the RFID ball-landing detecting procedure of the beer pong game system of the present invention.
According to the embodiments of the present invention as discussed above, those skilled in the art easily appreciate that on the basis of implementing an automatic ball-landing detecting function of the beer pong game system using the RFID core technology, a traditional beer pong game can be granted with a full-automatic scoring function so as to be actually electronic, such that it can automatically play music or display animation for example after a player successfully lands a ball to evoke game ambience and improves fun of game participation, like other common electronic games.
Hereinafter,
As illustrated in
In a key group provided at a lower part of the operation panel 12-1, “GAME START” key 12-01 is for starting and pausing a game. Specifically, when a competitor first presses the “GAME START” key 12-01, the game control program installed in the computer 14 will initiate a game start mode, accompanied with a start animation having light and sound effects. At this point, the game control program lights the LED belts disposed in the game mark zone 101, game working zones 1021, 1022, and four edges of the oblong table face with a pattern and color customized by a customer through a light control system 13. Meanwhile, the game control program plays a relevant audio file from an audio port of the computer 14 through a music system 17. In addition, “POWER OFF” key 12-02 is for cutting off a power supply of the whole beer pong game system so as to make it stop work; when this key 12-02 is simultaneously pressed with the “GAME START” key 12-01, the game and the computer power will be started. In addition, selection keys 12-03 with up, down, left, and right directions are for selecting the number of competitors, and confirm or cancel is made by pressing the “” key 12-04 or the “” key 12-05.
In a key group provided at an upper part of the operation panel, the “END GAME” key 12-06 is for ending the present game and calculating ball-landing scores. The “CANCEL GAME” key 12-07 is for terminating and cancelling the score of the present game. The “CANCEL ROUND” key 12-08 is for cancelling all ball-landings of the present round. The “+” key 12-09 and the “−” key 12-10 are for selecting to increase or decrease the number of game cups used in the game procedure. In addition, the “Team A” key 12-11 and the “Team B” key 12-12 in triangular formation at two sides of the upper part of the operation panel are for the competing parties to select starting shoot in each round. In order to facilitate competitors' operation, external push buttons are provided at two ends of the integrated game table. Their functions correspond to the two keys, respectively.
Besides, as an extra remedial measure when automatic ball-landing detection fails to work, an administrator or a player may, for example, press a ball-landing key at a corresponding position on the operation panel to count it as a ball-landing score in the game cup at the position. It should be particularly noted that the ball-landing remedial operation corresponding position 11 of the game table may be implemented alternately by pressing the key 12-13 or 12-14 at position 2 or position 3 on the operation panel 12-1, because according to the beer pong game rule, when a game cup is present at position 11, no game cup will be placed at position 2 or 3.
Finally, like various kinds of common mobile phone applications, a mobile phone application (BPCONNECT) dedicated for the online beer pong game system 10 includes a plurality of simple and clear user operation interfaces. After a competitor download the mobile phone application and scan a specific two-dimensional code (QR Code) generated for each competitor and each game using a smart phone before start of each game, competitor profiles and the current competition will be associated through a cloud storage technology, thereby enabling online or remote (optionally equipping a camera) participation in the beer pong game. In this way, the score of a competitor upon each time of participating in the online beer pong game will be recorded in real-time, and he/she will know his/her own scores and ranking through the mobile phone application at any time. Additionally, those skilled in the art will easily appreciate that other functions may also be easily added in the mobile phone application according to various needs of a game user, thereby significantly enriching user experience.
According to the embodiments discussed above, to those skilled in the art, by saving all information (including scores, competitors, game address, etc.) related to the game in the computer of the beer pong game system, and performing remote sharing through the cloud storage technology and the smart phone application, spatial restrictions of a traditional beer pong game may be broken, such that like other online network games, competitors may not only online participate in the beer pong game, but also may remotely participate in the beer pong game even they are in different places. Additionally, competition data such as a competitor's present game result may be stored in the cloud in real-time, such that ranking and grading are enabled according to the game results like many online network games.
What have been disclosed above are only preferred embodiments of the present invention. Of course, equivalent changes within the patent scope of the present invention application still fall within the scope of the present invention. It should be understood that the depictions above are intended to illustrate, not for limitation. For example, the embodiments above (and/or other aspects) may be combined with each other for use. In addition, according to the teachings in the present invention, many transformations may be made to adapt specific situations or materials without departing from the scope of the present invention. By reading the depictions above, many other embodiments and transformations within the scope and spirit of the claims are obvious to those skilled in the art.
Number | Date | Country | Kind |
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2016 1 0544425 | Jul 2016 | CN | national |
Filing Document | Filing Date | Country | Kind |
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PCT/CN2017/091946 | 7/6/2017 | WO | 00 |
Publishing Document | Publishing Date | Country | Kind |
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WO2018/010590 | 1/18/2018 | WO | A |
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Number | Date | Country | |
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20190126115 A1 | May 2019 | US |