The present invention relates generally to a game assembly, and more particularly to a board game that utilizes a camera and a computer for interactive and guided game play.
Computers have enhanced the way traditional board games can be played. For example, games such as Monopoly™, Battleship™ and Scrabble™, as well as almost any other board game, have been adapted so that a single user can download the game to a personal computer and play the game against virtual opponents. Such downloadable games offer one the convenience of being able to enjoy a board game any time recreation is desired without having to depend on the presence of others. Computerized board games also allow one to enhance one's skills at playing the board game with minimal resources. Additionally, such board games may also be played online, where one's opponents are either virtual players or live players at remote locations. Playing online against remote opponents offers all the benefits of playing a downloadable version of the game against virtual opponents but removes the potential predictability of algorithmic play inherent in the downloadable games. However, despite the benefits that this type of computerization of board games offers, those desiring human interaction are not benefitted by using a computer to enhance a board game by playing against virtual or online opponents.
Computers have also been used in conjunction with one or more cameras to enhance board game play. For example, United States Patent Application number US2003/0236113, by Webb, for “Game Playing Apparatus” discloses a game playing structure onto which cards may be dealt by a dealer standing at a table. An imaging device is used to create an image signal representative of dealt cards, whether the cards are dealt face up or face down, and a player terminal in communication with the imaging device allows a remote player to play using the terminal. Thus, a player may play a “live” card game at a remote location with players standing at the card table or with players at other remote locations, including placing bets and sending other playing instructions through the terminal. The imaging may be performed by visual means or by non-visual means, such as a bar code or a magnetic sensor. The described apparatus may also keep statistics, such as might be used to facilitate wagering. This invention disclosed by Webb requires recognition of information on the card or playing marker. U.S. Pat. No. 7,404,765, issued to Soltys, et al., for “Determining Gaming Information” discloses a method and an apparatus for determining wagers by using a camera and image recognition to recognize the denominations of betting chips as marked by color transitions on the chips. This invention, disclosed by Soltys, et al. requires recognition of the specific markings on a playing marker.
United States Patent Application number US2003/0062675, by Noro, et al., for “Image Experiencing System and Information Processing Method” discloses an apparatus and method for using a camera to determine position and direction information representing the view of a player with respect to a game board and to generate computer graphics based on the items on the game board for display on a head-mounted display superimposed on the game board. This invention to Noro, et al., requires playing piece recognition.
U.S. Pat. No. 6,690,156, issued to Weiner, et al., for “Physical Object Location Apparatus and Method and a Graphic Display Device Using the Same” discloses a method and a device for detecting and recognizing physical objects, such as playing pieces on a game board or graphic display, wherein the playing pieces each have a detectable identifier in the form of electronic circuitry. The inventors therein recognize that this invention requires each playing piece to have an independent power source and that dirt may obscure the sensors on the individual playing pieces.
United States Patent Application number US2002/0006820, by Romero, for “Assembly for Playing a Variation of the Game of Baccarat” discloses a baccarat table enhanced by one or more camera assemblies, each coupled to an optical scanning device, that electronically determine the total number count of at least the first two cards of each of the player's hands. Similarly, United Kingdom Patent Application number GB 2,429,929, by Elliot, for “Card Game Playing Apparatus” discloses an invention for playing cards using a live dealer and some remote players communicating via a network such as the internet. Each card carries a machine readable code and each station where cards are dealt has a code reader, and cameras are used to transmit information describing the card as well as images of the faces of other players. These inventions require identification of the playing cards and the markings thereon.
All the inventions described thus far require recognition of playing markers or cards or some characteristic unique to an individual playing marker or card. Similarly, U.S. Pat. No. 7,401,783, issued to Pryor, for “Camera Based Man Machine Interfaces” discloses “methods and apparatus for data communication with respect to people and computers using optically inputted information from specialized datum's (sic) on objects and/or natural features of objects.” In this patent, a television camera captures game play and provides input to a separate computer. However, disadvantageously, the television camera must be calibrated prior to game play by observing the corners of the game board to establish a reference coordinate system to track markers. An operator must know where to mount the camera and skillfully place the camera directly overhead of the game board, which is a tedious and time-consuming process that distracts from the enjoyment of the game. Further, the entire room is dedicated to accommodate camera focal lengths, illumination and clearance for players. Once the setup is completed, the game board cannot be moved relative to the camera. The players must be sensitive to the placement of the game board because the camera will likely need recalibration if the game board is displaced, which is inevitable during game play. This concern also distracts from the enjoyment of the game. Dismounting the television camera after the game is also a tedious and time-consuming process.
Besides using cameras, electronics have also been used to add excitement and ease of play to board games by using an animated character and a synthesized voice to provide guided play. U.S. Pat. No. 4,799,678, issued to Terzian, et al., for “Electronic Game with Animated Host” discloses a robotic animated character as part of a game assembly that uses a synthesized voice to simulate a game show.
Also note that Capper et al. U.S. Pat. Nos. 5,288,078 and 5,521,616 for “Control interface apparatus” disclose a control interface apparatus which provides a plurality of signal transceivers which may allow a participating player to interactively play a video boxing game with a video character. The Capper et al. apparatus is infrared sensor based, and may be used as a controller interface for use with a video game machine.
The prior art discussed thus far involves either optical recognition of the characteristics of game pieces or of playing cards, the use of a robotic game host with a synthesized voice, or infrared sensor based video game control interfaces. The processes involved in creating and utilizing the software involved in the optical scanning described above can be expensive and complicated and not easily adaptable to modular use with several different games because the optical recognition software and hardware must be created to specifically detect certain characteristics of playing markers and must have certain tolerances for detecting the characteristics while the playing markers are in different positions or even moving.
Accordingly, it would be desirable to have the benefits of using video technology and a synthesized voice for assisted game play without the expense and complications inherent in specific playing marker recognition. This can be accomplished by configuring a mirror, an optical sensor, and various software modules to recognize defined areas on a game board and by measuring changes in the intensity of light reflecting off of those defined areas. This type of design yields a simple, robust, self-aligning, easy to assemble apparatus and method for providing guided game play and more complexity and flexibility in the number of games and software modules that may be used with a single device. The inventions discussed in connection with the described embodiment address these and other deficiencies of the prior art.
The features and advantages of the present inventions will be explained in or apparent from the following description of the preferred embodiment considered together with the accompanying drawings.
The present inventions address the deficiencies of the prior art of using optical sensors, such as cameras, to enhance board game play by avoiding the need to identify playing markers optically. Particularly, a game tower is placed on or near a game board where the game tower includes a light source, a mirror and a sensor to reflect light to and from game pieces, game cards or areas of the game board that are made of retro-reflective material. Thus, the hardware and the software needed to sense reflected light off of game pieces, game cards or the game board is less complicated, and, therefore, more efficient and more robust than that used in the prior art. Because it is auto-calibrating, as compared to the prior art, calibrating the game tower to recognize areas and spaces on the game board is simpler and more accurate. Additionally, embodiments of the apparatus are capable of surviving typical user abuses during operational life, such as dropping the device, applying torque to the device, and other abuses associated with transportation and aging.
Described embodiments of the inventions provide a game apparatus that includes a light source and a housing disposed around the light source. The housing is made of a low distortion scratch-resistant material that is transparent to the range of wavelengths of light from the light source. A game board is provided as part of the game apparatus. A convex mirror is disposed inside the housing so that light is reflected from the light source, off the convex mirror, through the housing and onto the game board. One or more retro-reflective elements are placed on the game board. These retro-reflective elements receive light emanated from the light source and reflected off of the convex mirror, and, in turn, the retro-reflective elements reflect the light received along substantially the same path from which the light was received. A sensor is also disposed inside the housing. The sensor receives light reflected from the convex mirror off the one or more retro-reflective elements. The sensor detects increases and decreases in the intensity of the reflected light, and, in response to the increases and decreases of reflected light greater than or equal to a predefined level, the sensor generates a data signal. This data is used for storing the locations of the retro-reflective elements along with other game related data in a data store. A processor responsive to data signals from the sensor and from the data in the data store is used to analyze the data and to guide the game that is played using the game apparatus. The data store may be divided into a first data store for storing the locations of the reflective elements and other game-related data used during game play and a second data store for storing one or more discreet data modules wherein each discreet data module is a self-contained, comprehensive collection of all static data necessary for playing a single game.
In one embodiment of the described inventions, the housing is removably mountable in the center of the game board. This embodiment may be accompanied by the game board having a hole in its center and the housing having a flange that securely holds the housing in a fixed position relative to the game board. This setup guarantees that once the light, mirror and sensor are calibrated to accurately detect actions in specific areas of the game board, that calibration will remain accurate and constant. In certain embodiments, the housing may also be keyed to orient the housing to a notch in the game board so that the housing and the game board are consistently aligned. This setup allows proper calibration each time the game apparatus is used. In another embodiment that is suitable for adaptation to many board games, the light source, the convex mirror, and the sensor are vertically aligned along a central axis within the housing, thus allowing for easier calibration.
In certain embodiments, the data store and the processor are disposed within the housing so that the game apparatus is a single, self-contained unit. In other embodiments, the data store and the processor may exist on a separate device, such as a personal computer or an iTouch™ that connects to the game tower through a connection such as a USB cable or other types of cabling.
The described embodiments are such that in response to signals from the sensor and data in the data store, the processor produces sensory output that can provide guided game play. For example, the sensory output may be in the form of an audio instruction for a player to move a game piece or to tell a player that something good or bad happened with regard to that player's standing in the game. Other types of sensory output may also be used. This type of setup is good for having a simulated emcee guide the game play and provide instructions to the players, thus avoiding questions and confusion about the rules of the game.
Several physical characteristics may also appear in embodiments of the described inventions that facilitate the operation of the described inventions by minimizing extraneous light that may cause unwanted glare and undesired operation. For example, a cap may be coupled to the housing to prevent extraneous light from reflecting off of the convex mirror. The convex mirror and the cap may each have a small hole centrally located that can be illuminated for alignment with the light source and the sensor during manufacture. Also, the housing may be tapered to minimize reflections and light not directly from the light source within the housing from reflecting off the convex mirror or reaching the sensor. Additionally, the edge of the convex mirror may be painted to prevent unwanted reflections. Moreover, a shield may be coupled to the bottom of the light source within the housing and a tube may surround the sides of the light source to mask unwanted light originating from the light source from reflecting off the convex mirror. These components may further be placed so that the light source and the convex mirror share the same axis and are aligned to prevent an image of the light source from being detected by the sensor. The sensor is preferably positioned below the light source so that the shield eclipses the reflected light to minimize unwanted glare.
The inventions will now be more particularly described by way of example with reference to the accompanying drawings. Novel features believed characteristic of the inventions are set forth in the claims. The inventions themselves, as well as the preferred mode of use, further objectives, and advantages thereof, are best understood by reference to the following detailed description of the embodiment in conjunction with the accompanying drawings, in which:
The described embodiments reveal a game apparatus and a method for playing games. The game apparatus is a game tower that comprises a light source, a convex mirror and an optical sensor, which may be a camera, all disposed within a housing. The housing is transparent to the range of wavelengths from the light source and is composed of a low distortion scratch-resistant material. The apparatus further comprises a game board and one or more retro-reflective elements, such as a moveable playing marker or game token, a card or a region affixed to and integrated into the game board. A data store is used for storing the locations of the reflective elements and other game-related data, such as data needed to measure a player's score or position in a game or data to provide guided play. The data store may be divided into a first data store for storing the locations of the reflective elements and other game-related data used during game play and a second data store for storing one or more discreet data modules wherein each discreet data module is a self-contained, comprehensive collection of all static data necessary for playing a single game. The convex mirror is disposed inside the housing such that light is reflected from the light source, off the convex mirror, through the housing, and onto the game board. The one or more retro-reflective elements, when placed on the game board, receive light emanated from the light source. The light received by the one or more retro-reflective elements is reflected off of the convex mirror and along substantially the same path from which the light was received. The optical sensor receives light reflected from the one or more retro-reflective elements, senses increases and decreases in the intensity of the reflected light, and signals changes in the intensity of the reflected light greater than or equal to a predefined level. A processor, or computer, is responsive to signals from the sensor and the data in the data store. Once the processor identifies a signal from the sensor, the processor can cause actions such as audio or visual output. Thus, the game tower is configured to transform a board game into a computer guidable form that interacts with players in a way that eliminates the need for rule books and allows more functionality in complex game play because rule comprehension is not required.
Embodiments of the apparatus are capable of surviving typical user abuses during operational life, such as dropping the device, applying torque to the device, and other abuses associated with transportation and aging.
In the described embodiment, the game tower, which is battery powered, stands vertically, and the internal components form an integrated retro-reflective coaxial panoramic sensor (“CPS”), a self-contained, modular, compact, self-aligning device that allows the user to conveniently construct and disassemble the components for use and storage. The light source is coaxial to the sensor and located above the sensor to provide maximum retro-reflective illumination and to self-obscure glare in the convex mirror caused by the light source. The sensor, or camera, receives the illumination from the retro-reflective elements on the game board from the mirror and focused through a lens. The components in the game tower are arranged along an axis to provide full illumination and reflection from the edge of the game board to the circumference of the base of the game tower. Game play uses a low resolution optical sensor to detect user input and game piece positions by the presence or the absence of a reflection without discrimination of markers or an analysis of the reflected signals to perceive the type of game piece or marker.
Referring again to
As the users move the game pieces around the game board 16 during game play, the reflection from the retro-reflective moveable game pieces 56a-56h will move and the sensor 20 will detect this movement. Thus, in response to the movement of the game pieces, the sensor 20 will be able to produce signals reflecting the movement, and a processor will be able to monitor, record and react to such movement. Likewise, if a retro-reflective region 58 is covered, the sensor will 20 detect the interruption of the constant illumination and will be able to produce signals reflecting the interruption. A processor will be able to use this mechanism to use retro-reflective regions 58 as switches during game play. In other words, one or more retro-reflective elements placed on the game board 16 may receive light emanated from the light source 12 and reflected off of the convex mirror 18 and reflect said light along substantially the same path from which the light was received. Then, the sensor 20, which is disposed inside the housing 14, receives light reflected from the one or more retro-reflective elements, senses increases and decreases in the intensity of the reflected light, and signals changes in the intensity of the reflected light greater than or equal to a predefined level. A processor may then be used to interpret the signals from the sensor 20.
A retro-reflective edge 57 of the game board 16 is shown in
Referring back to
In the described embodiment, several features may be integrated to simplify the calibration and configuration of the game tower 10 with respect to particular game boards as well as to reduce unwanted glare and reflection from the light source 12 and from outside light sources. To simplify the calibration and configuration of the game tower 10 with respect to particular game boards, a game board 16 may be designed with a hole in the center so that the game board 16 may be slipped over the game tower 10 and put into place. A flange 36 may be added to the base of the game board 16 to cause the relative positions of the game tower 10 and the game board 16 to remain constant and unchanged, thereby securely holding the housing 14 in a fixed position relative to the game board 16. Additionally, a notch 34 may cut into the game tower 16 housing 14 that can be aligned with the game board 16 to ensure simple and exact calibration and configuration each time the game is assembled. Thus, in the described embodiment, the housing 14 is removably mounted at the center of the game board 16, the game board 16 has a hole in the center for said removable mounting, and the housing 14 is keyed to orient the housing 14 to a notch 34 in the game board 16 so that the housing 14 and the game board 16 are consistently aligned. Likewise, fixed gaming elements on the board can be used.
To reduce unwanted glare and reflection, a cap 42 may be coupled to the housing 14 to prevent light extraneous to the light source 12 from reflecting off of the convex mirror 18. Additionally, the edge of the convex mirror 18 may be painted to reduce unwanted reflection. Moreover, the housing 14 may be tapered to minimize light not directly from the light source 12, such as reflections and light directly from somewhere other than the light source 12. Another way to reduce extraneous light is to vertically align the light source 12, the convex mirror 18, and the sensor 20 along a central axis within the housing 14. Where the light source 12 and the convex mirror 18 are aligned to share the same axis, the alignment prevents an image of the light source 12 from being detected by the sensor 20. Thus, aligning the light source 12 and the convex mirror 18 along a common axis so that light that is reflected from the light source 12 to the convex mirror 18, off the one or more retro-reflective elements, coaxially back off the convex mirror 18, and to the sensor 20, is eclipsed by the light source to prevent unwanted glare while maintaining a panoramic area illuminated by the light source 12.
To aid in proper calibration and reflection reduction during manufacture, a small mirror alignment hole 40 (hole not shown) may be centrally located in the convex mirror 18 and a small cap alignment hole 44 (hole not shown) may be centrally located in the center of the cap 42 to test alignment with illumination from the light source 12 and the sensor 20.
The assembly that includes the light source 12 is shown as an LED 62 with two LED leads 62a-62b that connect to the LED connectors 72, which, through other components, are connected to the batteries in the battery compartment 38. This assembly includes a tube 64 that surrounds the LED 62 and a shield 66 that is mounted under the LED 62. The shield 66 has two small holes for the LED leads 62a-62b to feed through. The LED 62, the tube 64 and the shield 66 are mounted onto a clear shelf, which is mounted to a ring 70 that attaches to the top portion of the housing 14a in the described embodiment. The shield 66 is coupled to the bottom of the light source 12 and the tube 64 surrounds the sides of the light source 12 to mask unwanted light originating from the light source 12 from reflecting off the convex mirror 18. The sensor 20 is positioned below the light source 12 so that the shield 66 eclipses the reflected light to minimize unwanted glare. The assembly that includes the sensor 20 is shown as a lens 24, a lens focus 26, a lens plate 28 with four lens adjustment screws 29a-29d, a PCB 30, and a sensor chip 22, which are coupled in the order shown in
The assembly that includes the processor 74 is shown as a controller board 78 to which the processor 74 and a data store, which in the described embodiment is split between a RAM data store 76a and a ROM data store 76b, are coupled. In the described embodiment, the controller board 78 also includes a volume control 80, a reset button 82, and speaker wires 84a-84b or connectors to other sensory output mechanisms. The RAM data store 76a and the ROM data store 76b are used for storing the locations of the reflective elements and other game-related data, such as data needed to measure a player's score or position in a game or data to provide guided play. The processor 74 is responsive to signals from the sensor 20 and the data in the RAM data store 76a and the ROM data store 76b. That is, the processor 74 produces sensory output, such as audio and video, in response to signals from the sensor 20 and data in the RAM data store 76a and the ROM data store 76b, and this sensory output provides guided game play as will be described below. In the embodiment described thus far, the RAM data store 76a, the ROM data store 76b and the processor 74 are disposed within the housing 14a-14c, however, as will be shown, other configurations are contemplated.
In the described embodiment, data in the RAM data store 76a and the ROM data store 76b is used to define the game board 16 in terms of regions. For example, when a typical board game is considered, each space on the board may be considered a different region that has predetermined dimensions. These correspond to physical regions on the board, such as properties in Monopoly™. Additionally, retro-reflective elements may be placed on the game board 16 to allow control of game functions and data in the RAM data store 76a and the ROM data store 76b may be used to define the locations of those elements. In step 104, the processor 74 receives current camera data for a specific region. In step 106, the processor 74 evaluates pixels within the region to determine the relative increase or decrease in the value of the light reflectivity. In step 108 the processor 74 determines whether the measured reflectivity represents a substantial increase or decrease in the light intensity from the region. If there has not been a substantial increase or decrease in the light intensity from the region, in step 110 the processor 74 stores the result of the frame for the region. If there has been a substantial increase or decrease in the light intensity from the region, the processor 74 in step 112 reviews other regions to determine overall rise or fall in light sensitivity. In step 114, the processor 74 determines if there has been a substantial overall rise or fall in light sensitivity. If there has been a substantial overall rise or fall in light sensitivity, step 102 is repeated. This compensates for changes in ambient light conditions that might affect game play.
If there has not been a substantial overall rise or fall in light sensitivity, in step 116, the processor 74 reviews the prior frame for the average light intensity increase or decrease. The processor 74 in step 118 determines whether or not any increase or decrease reaches a predetermined threshold. If the threshold is not met, step 110 is repeated. If the threshold is met, the processor 74 determines whether reflection or anti-reflection is detected in step 120. In step 122, the processor translates mappings of the region from region location to region identifier and step 124 is used to set the input for the region. In step 126, the processor 74 examines the input for the region alone, combined with current (simultaneous) inputs, or combined with previous (sequential) inputs. In step 128, the processor 74 determines whether a matching event was found. If no matching event was found, then, in step 130, the processor 74 stores the input result and waits for the next input. This is the basis for determining the position and movement of game pieces on the board. When a matching event is found, in step 132, the state machine processes the event, causing an action to occur, such as an audio instruction or some visual stimulus. The state machine consists of game rules, game data and game stimuli associated with a specific game title.
Use of a first data store and a second data store as described above allow for the creation of plug-in software modules that can be connected to the game tower 10 depending on the game to be played. Following are examples of two such games that may be played and controlled by separate data modules.
All of the aforementioned retro-reflective elements used to play Monopoly™ act as switches that are controlled by changes in the intensity of light reflected off of these retro-reflective elements. For example, each player gets one of the Monopoly™ game tokens 150a-150d. The players use the Monopoly™ game tokens 150a-150d as in the traditional version of the game with added functionality. The game tower 10 uses the reflection off of the Monopoly™ game tokens 150a-150d to keep track of where the tokens are located on the game board 16. Although the game tower 10 does not identify the Monopoly™ game tokens 150a-150d, by knowing the locations of the tokens and by gathering information during game setup, the game tower 10 can keep track of how much money a player has, what properties a player owns, how many houses and hotels each property has, and any other relevant game statistics. The reflective quality of the Monopoly™ game tokens 150a-150d also allows each player to roll the dice by covering the token with a hand.
The taxi, or shooter 154, is a retro-reflective element on a track 156 that circles the game board 16 near the center. In Monopoly™, the shooter 154 is shaped like a taxi cab and allows players to receive random cab rides, where a player gets to push the shooter 154 along the track 156 and move to where the shooter 154 lands. The shooter 154 may also be used in certain mini-games that are not part of the traditional Monopoly™, such as a game where a player must aim for a specific landing target and try to land as close to that target as possible. The shooter 154 is also used as a selection tool for mortgaging property, selling property, improving property, trading property, etc. To use the shooter 154 as a selection tool, a player moves the shooter 154 along the track 156 to a particular property or cash amount and covers the region labeled “YES” with a hand. The cash amounts may be represented as a retro-reflective element along the track 156 and be labeled in denominations such as “$1”, “$5”, etc.
The ATMs 158a-158d are used in conjunction with a Monopoly™ retro-reflective card 160. Each player gets one card. When a player inserts the card into an ATM 158a-158d between turns, an ATM menu is activated from which players learn how much money they have and can choose to perform functions such selling, building and other actions as described above. If two players simultaneously insert Monopoly™ retro-reflective cards 160, a trading menu is activated to allow players to trade properties, cash or both. Monopoly™ retro-reflective cards 160 may also be used in mini-games, such as in horse races and stock market buying and selling as well as other possible mini-games. The Monopoly™ retro-reflective card 160 may also be used to bid in auctions.
The game tower 10 uses all these elements to provide guided play and to track all player transactions and statistics. As an example, the game tower 10 guides setup of the game to store the data necessary to guide the game without having to identify specific playing tokens. After setup, the game tower 10 will tell a player to roll the dice by covering that player's game piece and make sure that the player moves the game piece to the proper space along with any appropriate audio (and, in some embodiments, video or other feedback). The game tower 10 will then tell the player his or her options, such as pay rent, buy the property, etc. The game tower 10 guides any transactions, which may involve mini-games or use of an ATM 158a-158d. When a player has finished his or her turn, the game tower 10 will guide the next player and so on until a game is completed. The foregoing provides various exemplary functions to enhance the game of Monopoly™.
As another example,
The examples provided herein have been board games, these examples should not be limiting. Other embodiments, for example, which should also not be limiting, include various electronic learning aids (ELAs) as well as various input devices for computer control that are controlled by increases and decreases in sensed reflectivity. While the present inventions have been illustrated by a description of various embodiments and while these embodiments have been set forth in considerable detail, it is intended that the scope of the inventions be defined by the appended claims. It will be appreciated by those skilled in the art that modifications to the foregoing preferred embodiments may be made in various aspects. It is deemed that the spirit and scope of the inventions encompass such variations to be preferred embodiments as would be apparent to one of ordinary skill in the art and familiar with the teachings of the present application.
This application claims priority pursuant to 35 U.S.C. 119(e) to U.S. Provisional Application No. 61/261,855, filed on Nov. 17, 2009 which is incorporated herein by reference in its entirety.
Number | Date | Country | |
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61261855 | Nov 2009 | US |