This invention relates to board games in which a move is done by indicating a point on the board, and the state of the game is expressed in the state of the points. These include traditional games like Go, but also large number of other potential games, puzzles and exercises. The invention presents an electronic board to play these games, and a new kind of game to play on it.
Games like Go are played by each player, in his turn, adding a pebble to the board, on one of the points in a grid of lines drawn on the board, or in one of the squares on the board. These games have the advantages of being based on simple playing acts and being interesting intellectually. Their disadvantages are:
1) They require somewhat tricky movement when putting the stone on the board in the right place without disturbing other stones.
2) They tend to suffer from delays when a player is thinking on a move.
3) Some of the moves require additional ‘housekeeping’ operations, e.g. taking stones of the board in Go.
4) The players need to keep the rules and do the counting of stones themselves, which puts extra demand on the players.
5) The stones are separate objects, which are easily lost.
6) It is difficult to play games which require starting the game with many points occupied, for example the game that is described below.
Disadvantages 3–6 can be solved by programming a computer to display the board and stones. The program would be simple enough that it can be put on a small and cheap CPU, and hence be built into a standalone playing board. In principle, the computer could also limit the time allocated to each player, thus solving disadvantage 2.
The problem of input (disadvantage 1), however, is not solved so well by current electronic systems. That is because input for existing electronic systems is normally done through buttons, or other devices, which are separated from the display. For games where there is a small repertoire of possible different inputs this is acceptable, but for board games there are many possible different inputs (the number of points in the grid). Inputting a point on buttons off the display requires the players to perform some mental operation to convert the point they think about to the right input. This is relatively slow and error-prone process. For slow-going games that is very annoying but may be acceptable, but it makes it impossible to play fast on these systems, and for most people this is a decisive factor.
This disadvantage can be overcome by a making a board in which the input and the display are together, and these kind of boards started to appear, at least as patent applications. However, the range of the games that can be played on these board is still limited. The current invention describes such a simple board and a novel games with many interesting variations which can be played on it.
The conceptual structure of the hardware of the board is sketched in
According to the current invention the user accessible part of the board is made of grid points 1 & 2 which are arranged in a grid on a flat surface 6. Each grid point is a clearly visible element 1 which can detect when it is pressed, and can be illuminated in at least two colours by an illumination source 2 in or below the surface. The figure shows only 3 grid points for clarity, but the actual board has many more grid points (typically 36–1000). The figure also shows the illumination source 2 separately from the visible part of the grid point 1, which denotes the fact that pressing a grid point does not affect its illumination. All the grid points are connected to a games manager 3, which is a CPU+memory+software. When a grid point is pressed, the games manager 3 is notified (arrows from the visible part 1 to the games manager 3), and the games manager 3 controls which sources of illumination are on (arrows from the games manager 3 to the sources of illumination 2). The games manager is programmed to manage various games. Managing a game means that the board displays the state of the game by putting on the appropriate sources of illumination 2. When a sensor 1 is pressed, the games manager computes the implication according the rules of the current game, and changes some of the sources of illumination 2 (possibly none) to reflect the new state of the game. The board may also change which sources of illumination are on when no point is pressed. This board can be used to implement many games.
According to the current invention, some of these games are variations of the novel game ClearIt. The basic rules of ClearIt are:
The game starts with many grid points illuminated. Each player in their turn press a point, and in response the games manager switches some points off and change the colour of some other points according to some rule. When all the points that are illuminated are illuminated in the same colour, the player of this colour wins.
To allow the users to utilise all the functionality of the board, it will need a control area 4, which allows the players to change the current game, change the rules of the current game and change other parameters, like the length of time that each player has to perform his move. The control area 4 also displays the current score of the game. Typically, the control area will contain few control buttons and an alphanumeric display. The games manager receives information from the control area about which control buttons were pressed, and controls what is displayed in the alphanumeric display.
The basic functionality of the games manager comprises these actions:
The board will also need a way to signal whose turn it is, which would typically be done by two turn lights 5, which are in two separate colours, corresponding to two of the colours of the illumination in the grid points. The games manager controls these turn lights, and signal to the players whose turn it is by switching the corresponding turn light.
The arrangement of the grid points would be in most cases square as in
The kind of games that the board will be programmed to play include (but not restricted to):
In each game, there can be many possible variations. In the case of ClearIt, these include:
Each of these two rules specifies a pattern of points with respect to the point that the player presses which are affected. Few examples are give in
As the pattern 18 shows, the pattern does not have to be symmetrical, but symmetrical patterns are preferred because they are easier to memorise. The patterns can range in complexity from very simple, as in 15, to moderately complex, as in patterns 17–19 to much more complex ones. The latter may simply include more points or more distant points but can also include various transformations. For example a simple pattern combined with rotation of the board by 90 degrees, so pressing a point in the top-left corner of the board will affect points in the top-right corner of the board.
However, the patterns in
A specific embodiment of the invention will now be described with reference to the accompanying drawings:
The inputs of grid points 1 are implemented by a custom-design membrane keyboard 7 on a PCB 6, which together comprise the top of a flat rectangular box. The membrane keyboard contains a grid of 9×9 translucent buttons 1, which are in a shape of small domes. Between the buttons the membrane is painted with lines 8 drawn on the imaginary lines connecting the centres of the buttons. The PCB 6 has holes below each button, with additional holes 9 for the turn lights. Both the PCB 6 and the membrane keyboard 7 has a hole for the alphanumeric display 11.
The illumination of the grid points is implemented by 9×9 pairs of LEDs 2 mounted on a PCB 12, which is itself mounted below the membrane keyboard such that each LEDs pair 2 is under the centre of one of the buttons 1. In each pair one LED is of one colour (e.g. green) and the other of another colour (e.g. red). Alternatively, each LEDs pair can be replaced by a bi-colour LED. The two turn lights 5 are implemented by two large LEDs, one in one of the colours of the pairs of LEDs 2, and one in the other colour, mounted on PCB 12 as the rest of the LEDs. The electronic circuitry to drive the LEDs 2 and the turn lights 5 is also on PCB 12.
The membrane keyboard 7 also contains several control buttons 10, which allow the users to control the game (start, stop etc.) and to select which game is played and set parameters for the current game. An alphanumeric display 11 is mounted in a hole in the membrane keyboard 7. The control buttons 10 and the display 11 together comprise the control area 4 of
All the input from the membrane keyboard goes to the games manager 3, which is a small CPU (around 5MIPS) and a little ROM and RAM (around 32 Kb and 6 Kb respectively). The games manager 3 is placed below the LEDs PCB 12. A custom design electronic circuitry (denoted by arrows from the membrane keyboard 7 to the games manager 3, and from the games manager 3 to the PCB 12 and to the display 11) allows the games manager 3 to switch on and off each individual LEDs, and to display the appropriate information in the alphanumeric display.
The embodiment of the grid points which is described above seems to be the most effective with current technology, but some parts can easily be changed if and when other technologies improve or new technologies become available, without affecting the overall design of the board. The detection of pressing a grid point may be done by any discrete input device, for example standard contact switch and capacitive switch. The illumination of the grid points can be done by other kind of sources, for example gas-discharge lamps and incandescent lamps.
In the embodiment which was described above the players press the grid points with their fingers. This is very convenient, which is one of the advantages of the board. However, it has a problem that the board cannot distinguish which player is pressing a point, so the players can press a point out of their turn. The possible solutions to this problem seem to be too cumbersome and in some cases too expensive, so they are not included in the preferred embodiment. However, some of the solutions may prove to be convenient and cheap enough to be acceptable, and if the board is used for formal tournaments it may become an essential requirement.
A cheap and simple solution is to add two buttons on two sides of the board, one for each player, and the player will need to either hold down his own button while pressing a point or to first press his button and then press the point.
Another solution is to have two probes connected to the board, and the players use them to press the points. The contact between the probe and the board creates a short circuit which the board detects and hence can tell which probe, and hence which player, presses the point. An advantage of this solution is that it means that the sensor in each grid point can be a simple conducting element, instead of the membrane keyboard which is described above, which may make the board actually cheaper. Alternatively this method can be used to detect which player presses a point, in combination with another method to detect which point is pressed. For example, a membrane keyboard can be coated with a conducting layer, and the short circuit is caused when the probe touches this layer. In this case the membrane keyboard will detect which point is pressed, and the short circuit detects which player presses it.
Another variation of this solution is that the board emits some signal (electromagnetic or maybe ultrasound), and the probe detects this signal, and the probe that detects the signal more strongly is the one that actually presses. In this case the probe does not need to touch the board, so may be worn by the players, rather than held, which is more convenient. Another variation is that the probe interferes with or reflects the signal, and the board uses this response to detect which player presses the board, in this case, the probe does not need to be connected to the board. Alternatively, the probes themselves may emit different signals.
The solution above requires the players to hold or wear an object, which is uncomfortable. A possible solution is to mark the fingers of the players, by some material that adhere to the skin, and that the board can detect. Even more advanced technology may be able to recognise the fingers of the players directly.
The Software:
The central loop of the software repeats these four steps:
The example board has these settable parameters for the game ClearIt:
1) number of points that should be switched on when the game starts. This default to 42.
2) Which affected points are switched off: of both colours, or only the player's colour, only of the opponent's colour. As described above, affected points that are not switched off change to the other colour. By default, all affected points are switched off.
3–4) Kind of pattern and Distance for the basic rule determining which points of the player's colour are affected.
5–6) Kind of pattern and Distance for the basic rule determining which points of the opponent's colour are affected.
The Kind of pattern can be one of: Plus, Plus_X, X, X_X, Knight. When the Kind is Plus, points that are on the same row or the same column as the point that the player pressed and are within the range specified by the Distance parameter from the pressed point are affected. For example, Kind Plus and Distance 1 gives the pattern 15 in
By default, the Kind both for colours is set to Knight, and the Distance 2 for the opponent's colour and 3 for the player's colour. This gives a rule that points that are affected when a player presses a point are points of the opponent's colour that can be reached by moving from the pressed point two points along the row or the column it is in and then moving one point in the orthogonal direction (Pattern 17 in
When the game starts, the games manager first uses the parameters 3–6 to create two list of pairs of numbers, one list for the player's colour (based on parameters 3–4) and one for the opponent's colour (parameters 5–6). Each pair corresponds to a point in the pattern, and specifies the offset along the row and along the column of the affected point from the pressed point. For example, for pattern 15 the list is {{1 0} {0 1} {0 −1} {−1 0}}, and for pattern 17 it is {{2 1} {1 2} {−1 2} {2 −1} {1 −2} {−2 1} {−1 −2} {−2 −1}}. When a player presses a point, the games manager scans the list of pairs for the player's colour. For each pair, it adds the first number to the line of the pressed point and the second number to the column, to get a pair of line and column. Then it checks if the new pair of numbers specifies a point inside the grid and if the point is illuminated by the player's colour. If it is, it switches it off or change it to the opponent's colour, depending on the setting of parameter (2). If parameter (2) is set such that points of the opponent's colour change colour rather than switched off, and no point was switched off at this stage, the games manager rejects the move as illegal and restore any changes. It then repeats the same with the other list, except that it now checks that the affected point is of the opponent's colour.
The method of selecting the rule that was describe above allows the players to select quite wide range of patterns, which are symmetrical and easy to remember. The range can be extended by adding Kinds, which may include asymmetrical ones. In addition, the board may allow the players to specify a pattern explicitly, by letting the players pressing some points, and then defining a pattern that will cause these points to be affected when the central point of the board is pressed.
Number | Date | Country | Kind |
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9919551.3 | Aug 1999 | GB | national |
0002705.2 | Feb 2000 | GB | national |
Filing Document | Filing Date | Country | Kind | 371c Date |
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PCT/GB00/02746 | 7/17/2000 | WO | 00 | 1/23/2002 |
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WO01/14027 | 3/1/2001 | WO | A |
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