Methods, Devices, and Kits for Emergent Pattern Games and Activities for Individuals, Collaborators, and Teams

Information

  • Patent Application
  • 20220203219
  • Publication Number
    20220203219
  • Date Filed
    September 24, 2021
    3 years ago
  • Date Published
    June 30, 2022
    2 years ago
  • Inventors
    • Dym; Miriam (Berkeley, CA, US)
Abstract
This invention provides methods for playing an emergent pattern game including motifs without much symmetry except for motifs with mostly parallel shapes, playing the motifs to make one or more clusters, playing motifs to continue patterns and change or block patterns. Methods may also include assessing or predicting personality traits. Motifs may be further constrained with various geometric requirements. Play may involve players giving each other directions, interacting with each other's motifs and drawing cards that impact play. One player may play alone or several may play together. This invention provides specialized motifs for playing the games of this invention. Motifs may be designs on paper, on tiles, configured as stamps, or other configurations. This invention also provides kits of motifs, instructions, and a deck of cards with directions for styles of play.
Description
FIELD OF THE INVENTION

This invention relates to patterns, games, collaboration, communication, team building and creativity.


BACKGROUND

Humans excel at pattern recognition, although the neurological mechanisms that support this aren't well understood. Many people take pleasure in experiencing or discovering patterns, whether visual, musical, in engineering or computer systems, even as their awareness of patterns isn't always conscious. A recent study from the University of Pennsylvania indicates that people respond more quickly to modular over network patterns, even though they weren't able to describe either type of pattern they experienced.


The researchers found that the structure of the network impacted how quickly the participants could respond to the stimuli, an indication of their expectations of the underlying patterns. Responses were quicker when participants were shown sequences that were generated using a modular network compared to sequences coming from a lattice network.


While these two types of networks look different to the human eye at a large scale, they are actually statistically identical to one another at small scales. There are the same number of connections between the nodes and edges, even though the overall shape is different. “A computer would not care about this difference in large-scale structure, but it's being picked up by the brain. Subjects could better understand the modular network's underlying structure and anticipate the upcoming image,” says Lynn.


https://www.sciencedaily.com/releases/2020/05/200508145324.htm


Awareness of a pattern sometimes can interfere with a full understanding of reality, for example when a person believes they perceive a pattern when there is actually insufficient information to indicate one. The capacity for pattern recognition, then, is a fertile ground for tools that test its limits.


Merriam Webster defines Pattern (noun, https//www.merriam-webster.com/dictionary/pattern), and the most relevant elements to this invention are:


3: an artistic, musical, literary, or mechanical design or form (such as: the geometrical pattern of the carpet)


7: a reliable sample of traits, acts, tendencies, or other observable characteristics of a person, group, or institution (such as: a behavior pattern)


10: a discernible coherent system based on the intended interrelationship of component parts


11: frequent or widespread incidence (such as: a pattern of dissent)


Sol LeWitt sold instructions to make generative pattern drawings to museums and collectors.


Everything that artists do is making decisions, they make work by aggregating decisions,


SekroArt https://www.instagram.com/sekroart/


Modeling languages are known in the art. A modeling language is any artificial language that can be used to express information or knowledge or systems in a structure that is defined by a consistent set of rules. The rules are used for interpretation of the meaning of components in the structure. https://en.wikipedia.org/wiki/Modeling_language//Behavioral. A typical modeling language uses simple diagram components and doesn't focus on or include the traceability of individual choices.


Due to industrial production, many visual patterns and much of our built environment we see have strict repeats, however novel the motifs within the patterns. Since humans evolved in complex ecosystems, surrounded by endless variation in plants, animals, and terrain, industrial patterning overrides an innate, if forgotten, preference for “ordered complexity” and “non-monotony”. (Why Monotonous Repetition is Unsatisfying, Nikos Salingaros,


https://arxiv.org/pdf/1109.146lvl.pdf)


Interactive, group games for children, to foster “good behavior,” uses collective scoring to induce each child to do their “best” for the group. This type of game focuses on a narrow range of what is considered good and also risks fostering self-blame in an individual child for how their behavior contributes to the group's low score. Good Behavior Game:


https://goodbehaviorgame.air.org/about_gbg.html


Stamps are known in the art. Wikipedia (https://en.wikipedia.org/wiki/Rubber_stamp) describes rubber stamping, also called stamping, as a craft in which some type of ink made of dye or pigment is applied to an image or pattern that has been carved, molded, laser engraved or vulcanized, onto a sheet of rubber. The rubber is often mounted onto a more stable object such as a wood, brick or an acrylic block. Increasingly the vulcanized rubber image with an adhesive foam backing is attached to a cling vinyl sheet which allows it to be used with an acrylic handle for support. These cling rubber stamps can be stored in a smaller amount of space and typically cost less than the wood mounted versions. They can also be positioned with a greater amount of accuracy due to the stamper's ability to see through the handle being used. Temporary stamps with simple designs can be carved from a potato. The ink-coated rubber stamp is pressed onto any type of medium such that the colored image is transferred to the medium. The medium is generally some type of fabric or paper. Other media used are wood, metal, glass, plastic, and rock. High-volume batik uses liquid wax instead of ink on a metal stamp. Commercially available rubber stamps fall into three categories: stamps for use in the office, stamps used for decorating objects or those used as children's toys. Stamps can be used to press reliefs in soft materials such as clay.


There are books about patterns, such as the Handbook of Regular Patterns, An Introduction to Symmetry in Two Dimensions, by Peter S. Stevens. In images 35.9 and 35.10 examples are shown where groups of 3 pieces have threefold rotational symmetry. Pieces of such shapes require that they be fitted exactly to repeat patterns without variation.


More shapes are known that constrain placements, such as those made by M C Escher which reference tessellations (https://en.wikipedia.crg/wiki/M. _C._Escher). Hexagonal tessellation with animals is shown in Study of Regular Division of the Plane with Reptiles (1939).


Another example is shown in U.S. Pat. No. 7,284,757B2. These types of shapes typically have rotating patterns that constrain placements, and sometimes they include fractal patterns.


There are also tiles known in the art for architectural and decorative designs and also said to be useful for playing games, such as U.S. Pat. No. 6,305,688B1.


There are various ways known in the art for documenting decisions and decision-making processes. An example is a flowchart listing decision options. Another is a behavior tree (such as from the computer game industry) for showing decision options and consequences similar to a flowchart. Decisions can be tracked and used to impact software processes.


https://en.wikipedia.org/wiki/Modeling_langage


There are pattern menus known in the art such for making things like basket weaves.


Irregular polygons are known in the art:


https://www.technologyuk.net/mathematics/geometry/irregular-polygons.shtml


SUMMARY

This invention provides devices such as motifs, tiles and stamps, kits and methods for playing emergent pattern making games for use by individuals, partners and teams. The motifs come in shapes that are bound by specific rules to promote the formation of recognizable patterns.


Purposes of playing the games of this invention are to loosen or gain structure in oneself and/or a team of people, to observe and change behavior patterns, and to become aware of decisions one is making and patterns in those decisions (as shown by behaviors with pattern in the field of play.


While the games of this invention can be used to make art or craft, that is not the primary intention. An aim is to expand one's conscious awareness and capacity with making choices.


Kits of this invention include motifs, instructions and optionally additional playing components.





BRIEF DESCRIPTION OF THE DRAWINGS

In the drawings, closely related figures have the same number but different alphabetic suffixes.



FIGS. 1A to 1C show about parallel parallelograms tile modules, three variations including different numbers of parallel lines, different overall widths and lengths. FIGS. 1D and 1E show tile modules placed to reveal emergent patterns, inclusive of visible errors in exact placement.



FIGS. 2A to 2B show two instantiations of a particular irregular shape motif. FIG. 2A shows the motif on a base as a tile. FIG. 2B shows the motif within a theoretical bounding box.



FIGS. 3A and 3B show instantiations of a particular irregular shape motif, where the irregular shape is also the shape of the tile base. FIG. 2B shows shaped tiles also in use flipped over.



FIGS. 4A and 4B show two distinct tile versions of the same irregular shaped motif. FIG. 4A shows the tile base in the shape of the motif. FIG. 4B shows the motif in the bounding box of a regular quadrilateral polygon.



FIGS. 5A to 5G show some possible irregular shapes as motifs on both regular and irregular polygonal tiles.



FIG. 6A to 6D show a parallel stripe motif and three different versions of printing stamps with that motif. FIGS. 6E to 6H show an irregular polygon motif and three different versions of printing stamp construction with that motif.



FIGS. 7A to 7L show permissible embodiments of parallel line motifs for both stamp and tile pieces where each line per motif is a distinct width. FIGS. 7M-7P show variations of line motifs in which the stripes are not parallel.



FIGS. 8A to 8R show possible irregular polygon motifs for both stamp and tile pieces.



FIGS. 9A and 9B show Behavior cards in a stack and a selection of cards laid out.



FIG. 10 shows a card holder in the shape of a model flagpole that can be placed on the playing surface to indicate where the behavior appears.



FIG. 11A shows a blank playing surface. FIG. 11B shows the playing surface with four stamped moves in two separate pattern clusters. FIG. 11C shows 24 moves in each pattern cluster including a point of contact where the clusters have reached each other. FIG. 11D shows stamps and their imprints used for play in FIGS. 11B and 11C.



FIG. 12 is a chart that shows some parallel line motifs and several acceptable ways they might be placed.



FIG. 13A shows a table top playing surface with a pattern cluster of 7 tiles, with an 8th tile placed at left that may change the pattern, and a 9th tile placed that disrupts or changes the pattern.



FIG. 13B shows a table top playing surface with a pattern cluster of 9 tiles, with a 10th tile placed to change the pattern, and an 11th tile potentially interfering with the pattern continuing.



FIG. 14A shows a staggered pattern with inclusive. FIG. 14B shows a tile placement that changes or disrupts the pattern.



FIG. 15A shows an alternating rotation pattern with inclusive. FIG. 15B shows a tile placement that changes the pattern.



FIG. 16A shows a staggered pattern. FIG. 16B shows a tile placement that changes or disrupts the pattern.



FIGS. 17A to 17J show a sequence of a pattern cluster forming , one move at a time, inclusive of rotated stamp placement in FIG. 17H. FIGS. 17K and 17L show stamp placement altering the pattern by repeating a 3-stripe stamp and a 5-stripe stamp in each direction instead of rotating and altering the 3- and 5-stripe stamps.



FIGS. 18A-U show a stripe pattern composed of multiple 2-stripe stamp placements. The stripe pattern includes irregularities such as the rotated stamp that appears in FIG. 18I, irregularities that do not disrupt the overall pattern.



FIGS. 19A-L show the same stripe motif and same first three placements as FIGS. 18A-U. FIGS. 19D to 19L show a different emergent pattern than FIGS. 18A-L.



FIGS. 20A-L show variations on emergent patterns. FIGS. 20A, 20D, 20G, and 20J show a basketweave pattern emerging. FIG. 20B repeats the motif of FIG. 20A. FIGS. 20E, 20H, and 20K develop a pattern that follows from that repetition. FIG. 20C repeats the motif of FIG. 20B. FIGS. 20F, 20I, and 20L develop a pattern that follows from that repetition.



FIGS. 21A-L show a pattern emerging from vertical and diagonal stamp placements.



FIGS. 22A-J show a pattern emerging from placements of an irregular polygon motif tile, with the pattern that emerges changing from a simple linear repeat to include reversals and rotations.



FIGS. 23A-M show a pattern emerging from placements of an irregular polygon motif tile, where the tile is the same shape as the polygon. In the preferred embodiment, the tiles have unique numbers as part of their design. FIG. 24K shows the removal of tiles numbered 5 and 6. FIG. 24M shows tiles with numbers 9 to 12 moved left to occupy the space where 5 and 6 were.



FIG. 24A shows the irregular polygon tiles for Player A, numbered 1-10. FIG. 24B shows the irregular polygon tiles for Player B, numbered 41-50. FIGS. 24C to 24G show separate patterns emerging for both players on the same playing surface. FIGS. 24H to 24K show the tile placements how Players A and B choose to have their pattern clusters interact when they reach each other on the playing surface.



FIGS. 25A to 25H shows sequences in a two player game in which each player adds multiple tiles per turn, based on a chance operation like dice rolling. FIG. 25C shows five new tiles per pattern cluster or per player. FIG. 25D shows another five new tiles per pattern cluster. FIG. 25E shows nine new tiles placed per pattern cluster, including tiles that connect the two clusters. FIG. 25F shows six new tiles, including tiles from the right cluster intermingling with the left cluster. FIG. 25G shows four new tiles added and further intermingling of the clusters. FIG. 25H shows where the players chose to end the game.



FIG. 26 shows a flowchart that describes the basic decision flow around creating pattern clusters.



FIG. 27 shows a more detailed flowchart that describes the decisions flow around creating pattern clusters.



FIGS. 28A-D show a decision-tree schematic. These schematics indicate some of the cascading decisions required to create an emergent pattern.





DRAWINGS—REFERENCE NUMERALS


40 and 44 different widths of parallel parallelograms in one motif



42 space between parallelograms



46 height of parallel parallelogram motif



48 numeration on tile



52 horizontal tile and vertical tile not centered, acceptable placement



54 tile 1 and tile 2 misaligned, acceptable placement



56 tile 6 rotated 180° from tile 3, acceptable placement



57 theoretical bounding box



58 width of upright distinct from 66 width of horizontal protrusion for the same irregular polygon whether as shaped tile and in bounding box



60 unique numeration on each tile of a particular motif



64 height is distinct from 62 width, the same irregular polygon whether as shaped tile and in bounding box



68 bounding polygon base of a motif tile



72, 96 flush edge of stamp constructed with layers of different materials



74, 88 groove



75, 94 printing surface



78, 90 additional material to alter the squishiness of stamp



80, 92 base material stiff and thick enough for gripping



84, 98 stamp printing surface and base of same material



86, 102 handle used in some embodiments



112 length and width of playing surface



114 pattern cluster formed of four stamped moves using two different motif stamps



116 optional numbers written on each move to track order



118 pattern clusters reach each other



120 stamp motif placements 21-26 overlay placements 10-19



124 overlapped placements



126 open space separates clusters at left and right



128 motif rotated 180° from motif to its left and right



130 small gap between motifs



134 complete crosswise overlay



136 incomplete crosswise overlay



138 pattern continues in any direction, here below the original row



140 overlaid parallel motifs



142 overlaid motifs separating into distinct lines



144 motif used to create wavy line



146 stacked motifs within a line



148 misalignment



152 tile interrupting or provoking shift in pattern cluster



153 tile that may introduce a shift in pattern



154 table playing surface



156 tile interrupting or provoking shift in pattern cluster



158 tile that may introduce a shift in pattern



160 tile that interrupts a pattern or introduce a shift in pattern



170 tiles with number 5 and 6 removed


DETAILED DESCRIPTION OF THE INVENTION

This invention provides methods for playing an emergent pattern game. An embodiment of this invention includes providing a first motif with a playing plane and a longest length; where the motif has no axes of approximate symmetry through its playing plane or has up to 1 axis of approximate bilateral symmetry through its playing plane with the majority of the motif as two or more parallel or nearly parallel parallelograms. The parallel parallelograms are configured to be at least about 5% of their width away from each other for a majority of their lengths.


A plurality of the motifs are placed to form a first cluster, where the outer sides of neighboring motifs in this first cluster are no more than about 60% of said longest length from each other. Playing each additional instantiation of the first motif approximately repeats and extends this first pattern cluster or a) substantially changes a characteristic of said first pattern or b) blocks said first pattern from being able to be repeated and extended in a direction of the


This invention includes a method for assessing a psychological characteristic or predicting a psychological characteristic.


This invention includes a method for playing where the motif is stamped onto or in a playing surface.


The invention includes a method where the motif is theoretically bound by a geometric bounding box on the same plane, with theoretical sides. In this method, the first motif extends to 30-80% of the theoretical length of said theoretical sides.


This invention includes a method where “substantially changes a characteristic of said first pattern” includes a) substantially changing the distance said N+2 played first motif is from previously played motifs, b) substantially changing the angle of rotation of said N+2 played motif, c) changing the angle of rotation of said N+2 played motif by about 90 degrees or about 180 degrees, d) playing said N+2 first motif to overlap part of said first pattern, and e) changing a color of said N+2 played motif.


This invention includes a method when playing N+1 of the first motif includes overlapping a previously played motif. In one version, it also includes moving or removing a played first motif.


This invention also includes providing the first motif to a first player and a second motif to a second player, who play their motifs to form pattern clusters. They may also play their motifs to block or interact with the other player's pattern.


This invention includes a method for said first player to receive an instruction from said second player and vice versa. The instructions direct each player to play first or second motifs according to the instructions. This method may also include a set of instructions that direct a player how to play a first motif, which is then followed by a player.


The invention method may also include instructions as selected from a group including: accompany, allow, alternate, amplify, augment, avoid, combine, commingle, conclude, continue, coordinate, deflect, differentiate, diverge, encourage, expand, extend, extrapolate, filter, flip, flirt, flow, fortify, infuse, intensify, intermingle, interrupt, interpolate, invert, loosen, nudge, overrun, pace, persist, redirect, rejoin, relieve, respond, reverse, reverse, start, suggest, tease, tighten, transfer, transition, and veer.


This invention includes a method where the motif is connected to or part of a tile game piece. It also includes providing more than one, optionally many tile game pieces. The motif tile can be the same shape as the motif itself or the motif can be within a bounding polygon. In the case of the motif tile in a bounding polygon base, the base is configured to connect any discontinuous components. Said bounding polygon has more than one side, and all sides of the polygon are touched by at least part of the motif. When the motif is made up of mostly parallel parallelograms, the short ends of the parallelograms touch the ends of the bounding box, and there at least one section between parallelograms in which nothing extends to the bounding box. When the motif is made of a highly irregular shape, at least one of the sides of the bounding polygon has a substantial section the irregular shape motif does not extend to. The bounding polygon has at least three corners. When said bounding polygon has five or more corners, at least all but one of the corners are extended to by the said first motif. When said polygon consists of four corners, at least two of said corners are extended to by said first motif. When said polygon consists of three corners, all of said corners are extended to by said motif.


The invention includes a tile game piece with a motif for playing an emergent pattern game. Said tile game piece has a playing plane, a cross-sectional area, and a longest length. The tile game piece can include a polygon base that bounds said motif. Said motif has no axes of approximate symmetry through said playing plane, or has up to one axis of approximate bilateral symmetry through said playing plane. When most of the area of said motif has two or more at least approximately parallel parallelograms, said parallel parallelograms are configured so they are at least around 5% of their width away from each other for a majority of their lengths. For tiles, the motif is on a plane of the tile and said motif is effectively within a theoretical geometric bounding box in the same plane as the playing field plane. The theoretical bounding box has theoretical sides. Said motif extends to 30-80% total of the length of said theoretical sides. Said bounding polygon base is configured so it connects any discontiguous components of said motif. When said bounding box has a plurality of sides, all sides are extended to by at least a portion of said motif. When said bounding box has parallel parallelograms in a majority of its area, the shorter sides of the parallelograms extend to the edges of said bounding box and between any two parallelograms is a substantial section without any motif. When said motif is of a highly irregular shape, at least one of said sides of said polygon has at least one substantial section to which the motif does not extend. When the bounding polygon has a plurality of corners, when there are five or more corners, the first motif extends to all but one of the corners. When said polygon has four corners, at least two of said corners that neighbor each other are extended to by the first motif. When said polygon has three corners, all of said corners are extended to by said first motif.


This invention also includes the motif tile game piece where 75% or more of the motif area consists of two or more approximately parallel parallelograms.


This invention also includes a motif tile which has a bounding polygon base which is about the same shape as the theoretical geometric bounding box.


The motif tile game piece described here can be made of materials that include paper, opaque plastic, translucent plastic, glass, etched metal, diecast metal, carved wood, carved stone, carved and fired clay, a material used to make stamps.


This invention includes a method for playing an emergent pattern game that includes a plurality of first motif tiles and playing a plurality N of said first motif tiles to form a first cluster. The other sides of neighboring motif tile in said first cluster are no more than around 60% of said longest length away from each other. Playing each N+1 first motif tile becomes part of said first cluster, where each said N+1 first motif tile approximately repeats and extends a first pattern formed by a plurality of said played first motif tiles in said first cluster. Play may include an N+2 first motif tile that becomes part of said first cluster and substantially changes a characteristic of said first pattern, or may block said first pattern from being able to be repeated and extended in a direction of said playing plane.


The invention includes a kit for playing an emergent pattern game that includes: a first motif with a playing plane and a longest length. Said motif has axes of approximate symmetry through said playing plane or has up to one axis of approximate symmetry where a majority of the area of said first motif is of two or more approximately parallel parallelograms. When a majority of the area of said first motif has two or more approximately parallel parallelograms, the parallel parallelograms are configured to be at least about 5% of their width apart for most of their lengths. When said first motif is able to be theoretically bound by a geometric bounding box on said plane, said box has theoretical sides with said first motif extending to 30-80% of the theoretical length of said theoretical sides. Said kit includes a deck of cards, each card having an instruction directing how to play a first motif. Said instructions are selected from the group including: accompany, allow, alternate, amplify, augment, avoid, combine, commingle, conclude, continue, coordinate, deflect, differentiate, diverge, encourage, expand, extend, extrapolate, filter, flip, flirt, flow, fortify, infuse, intensify, intermingle, interrupt, interpolate, invert, loosen, nudge, overrun, pace, persist, redirect, rejoin, relieve, respond, reverse, reverse, start, suggest, tease, tighten, transfer, transition, and veer. The kit includes instructions for playing said emergent pattern games. Said instructions include playing a plurality N of said first motifs to form a first cluster where the outer sides of neighboring motifs in said first cluster are no more than about 60% of said longest length from each other. Said instructions include playing an N+1 first motif that becomes part of said first cluster where said N+1 first motif approximately repeats and extends a first pattern formed by a plurality of said played first motifs in said first cluster. Said instructions include playing an N+2 first motif where it becomes part of said first cluster and changes a characteristic of said first pattern; or blocks said first pattern from being able to be repeated and extended in a direction of said playing plane. Said instructions include drawing one of said cards and following an instruction while playing a first motif.


The kit may include of a plurality of said first motifs.


The kit may include of a plurality of unique motifs.


Bounding boxes are known in the art.


https://en.wikipedia.org/wiki/Minimun_bounding_box


In an embodiment, the kits of this invention include instructions for choosing a playing surface, how many motifs to use, etc.


In an embodiment, the methods of this invention include a player exploring how they feel, what fears and desires arise, as they choose where to play a motif. In an embodiment, a player explores how they feel, such as joyous or angry, as other players suggest they may or do block or interrupt their patterns. The kits of this invention may include correlations between playing behaviors and personality styles or teamwork styles.


In an embodiment, the devices, methods and kits of this invention are used for fun, for opening up and expanding creativity, for learning about and changing behavior patterns, for observing and changing partner and team dynamics and many interpersonal interactions and intrapersonal experiences.


In an embodiment, a pattern in played motifs is noticed by a player while playing.


Alternatively, a pattern may be noticed by an observer or a computational algorithm.


In an embodiment, play is simulated by a computational algorithm.


In an embodiment, method steps are repeated recursively.


In an embodiment, motifs touch each other.


For a pattern to be recognized by a human, the elements of it must be similar enough and/or arranged regularly enough. In the games of this invention, when identical motifs on identical tiles are used to make a pattern, the placement accuracy might need to be placed with only 90% or 80% or 70% accuracy to be recognized as a pattern. When larger numbers of motif elements and tiles are repeated in a pattern, the placement accuracy requirement decreases, and when there are fewer elements the accuracy needs to increase to be easily recognized. For example, 3 tiles with the same motif might need to be in a 90% similar position to be recognized as a pattern.


Elements in a pattern do not need to have all characteristics the same. Often at least one characteristic is adjusted by about the same amount in each placement, such as to make a staggered run pattern.


Regarding shapes in motifs of this invention, lines are very thin rectangles.


Two players may optionally give directions to each other during play.


In playing games of this invention, one may copy a known pattern as part of the process.


In an embodiment, motifs can somewhat interlock. It is preferable that motifs are not able to regularly interlock in ways that constrain options, influence a player to play in certain patterns.


In this invention, the motif is visible to the player(s). In stamps they may face down or away from the player. In tiles they like face up or out. The player surface can be vertical with velcro or magnet and other such means for attaching motifs/tiles to a playing surface.


In an embodiment, a player can make choices and change things such as:

    • color
    • which line pattern, which stamp/tile
    • direction
    • orientation
    • where and how large blank spaces, density
    • whether and how much overlay
    • consistency
    • automatic—considered
    • fast—slow


Some reasons why one might play a game of this invention include:

    • record pattern choices for use in the moment and later
    • observe amount of and expand creativity
    • recognize and change decision/choice patterns
    • recognize personality styles
    • response to constraints
    • response to open choice
    • response to directions
    • observe patterns of people and personality styles interacting
    • change people and their personalities with respect to styles of interacting
    • making art
    • game—for fun, competition, collaboration


Personality or psychology characteristics that could be explored include and are not limited to:

    • exactness, looseness
    • creativity, change
    • responsiveness (to what another does), ease of influence-ability
    • what role one plays in a group
    • if doing it (well), it fosters attention, autonomy, agency
    • pattern reaction and human behavior—the linkage between
    • my pattern runs into your pattern
    • collaboration, competition
    • pacing, rhythm


The games of this invention are optionally about: recording decision-making, modular patterns, improvisation, feedback loops, how patterns form, how patterns fall apart, repeat patterns that integrate, patterns interacting, for two or more players or teammates collaborating via their patterns, behavior patterns and predilections, personality, behavior awareness, practicing changing behavior, algorithms, and it is usually responsive.


One can experiment with discomfort, stretching to new ways, not to fit—to explore.


A player is an agent, they have agency. These inventions foster: attention, autonomy, agency.


These inventions can be done in analog, AI, robot, computer, software, VR, etc.


The game is about constraints and freedom—some can be constant and some vary.


One can start with a pattern (establish one, enough to make it clear enough)—choose to continue or change. Most people like to drop into a pattern and continue. By playing with multiple players, player are impacted, and they have to change things up or impacted by running over each other.


A cluster forms, crystallizes, when motifs about touch each other.


In some ways there are no errors/mistakes—only notice what happens.


Psychological characteristics could impact how a player potentially makes decisions in every aspect of play. These characteristics include how much patience or how much tolerance for discomfort or uncertainty a player has. A player's assurance around their creativity will affect how they play. Without support from a facilitator, those with doubts about whether they are creative may restrict how much creative expression or risk taking they allow themselves (even within the constraints of the game); they may be deterred by their discomfort. In the more collaborative and interactive parts of the game, players' social ease and self-regulation will offer them readier access to playfulness and human connection. Again, facilitated versions of this game offer support to and the possibility of psychological shifts to those who struggle more with sociality.


A facilitator may notice meta patterns in a team playing in parallel or together and asks questions (that might prompt creativity or other behavior change).


It may be meaningful how people constrain themselves by matching perpendicular edges of modules and surfaces.


A bounding box (right angles), may be preferable to have the motif touch each edge of the bounding box, so the motifs can make a larger somewhat contiguous pattern.


Clusters allow “energy” to flow. Pattern interruptions such as breaks, flips, crosses, etc.


Overruns keep energy moving (if clear/transparent base or stamps)—such as overlapping.


In an embodiment, all tiles have 90 degree edges and are bounding boxes.


The games of this invention are a model for things interacting with each other, making things visible (behavior patterns).


Examples of options for playing motifs: perpendicular orientation, mirror, repeat meta pattern


Play may seem random, then a pattern emerges.


In an embodiment, one intentionally starts playing at edges of a defined playing surface until the clusters come inwards to block or touch.


Directions for Playing—BEHAVIORS—this is a partial list, focusing on what is desired in play, collaboration, responsiveness, attention, choice (excluding aggressive and territorializing behaviors . . . ). These may be on cards, correlated with numbers on dice, in a computational algorithm, etc.

    • accompany
    • allow
    • alternate
    • amplify
    • augment
    • avoid
    • combine
    • comment
    • commingle
    • conclude
    • continue
    • coordinate
    • deflect
    • differentiate
    • diverge
    • encourage
    • expand
    • extend
    • extrapolate
    • filter
    • flip
    • flirt
    • flow
    • fortify
    • infuse
    • intensify
    • intermingle
    • interrupt
    • interpolate
    • invert
    • loosen
    • nudge
    • overrun
    • pace
    • persist
    • redirect
    • rejoin
    • relieve
    • respond
    • reverse
    • reverse
    • start
    • suggest
    • tease
    • tighten
    • transfer
    • veer


In an embodiment there are blank “cards” where agents can add their own behaviors (ideas/rules).


There are multiple meanings, multiple ways to interpret each word.


One can play by alternating with someone or with different motifs or roll die to see how many motifs to play.


A player may choose when to stop. A player can choose to pick up starting tiles when finish up tiles and replay (continuous).


Optionally a player checks in and notices feelings/emotions before/after each move.


In an embodiment, What this invention is NOT.


NOTING that any “NOT” can be folded into what's a YES.

    • not designed to be regular, continuous basket weave—it could be a regular basketweave if someone chooses that—e.g., says something about their personality
    • random, chaos—if someone thinks they're doing random/chaos, they're missing that they've chosen this messiness and ALSO the chaos is an interesting “invitation” if playing with others . . .
    • modules placed so far away from each other that there is effectively no relationship now (but could be in future), and no substantial relationship ever forms (does not cluster)


Preferably the dimension of the playing field is at least about 20 times the dimension of a module/motif.


A stamp tool for putting a mark on an object either by printing on it or pushing into it, or the mark made in this way. (dictionary.cambridge.org)


Patterning unit

    • at least two lines arranged on a plane of substantially different thicknesses
    • substantially parallel or touching
    • if parallel, cross-sectional mirror symmetry if good and not symmetrical on longitudinal axis (bilateral symmetry)
    • perpendicular lines
    • preferably not crossed
    • preferably not same length if not parallel
    • if all parallel, preferably the same length
    • more than two lines
    • more thicknesses
    • configured as a stamp
    • preferably asymmetric in horizontal and vertical axes, preferably not mirror or rotational symmetry
    • want to see when rotates (except when parallel can rotate on cross-sectional axis
    • can be curved shapes
    • preferably simple enough that meta patterns can be recognized


      almost bilaterally symmetric does not work too (maybe must by at least 10% off?)


In an embodiment, the patterning unit is carved out of the connecting means.


In an embodiment, the handling means is the connecting means.


In an embodiment, the shaped tiles don't interlock approximately perfectly.


Stamps allow for visual records of the history of moves without clear ordering and an opportunity for overlap of modules.


When stamps are used, the play can serve as a visual recording of choices and collaboration. This invention can include thinking about choices/feeling impact of choices. This invention is about inventing/changing/combining patterns. This invention can include collaborating and co-creating.


exploring what a pattern is or might be

    • opening up creativity
    • making patterns as artwork or on textiles
    • window into how others think and behave
    • contain setting/safe setting to test/play with communication, collaboration
    • gain awareness around behaviors/preferences/styles/choices
    • Uncover hidden operating patterns among team members
    • Adopt strategies to understand self and others
    • Redefine mistakes and the role they play in a team's ability to grow
    • Increase individual's ability to tap into underlying truths and unspoken rules
    • Elevate collaborative work through improved communication skills 22
    • Up-level a team's ability to play with agency and improve decision-making processes
    • Improve trust and psychological safety
    • Engage employees through a day of playful learning and development


The invention can include creating different repeat patterns from one or more units with the possibility of changing any of the patterns by changing how the unit is used.


In an embodiment motifs that work best have edges that touch other motifs. When “enough” units are placed, this appears visually like crystals forming, or crystallizing, rather than, say, gasses.


DETAILED DESCRIPTIONS OF THE DRAWINGS


FIGS. 7A-7P


Variations on line bundles for Stripes variations. Line bundles as a module or motif. Each module shown (FIGS. 7A-7P) is a unique possible arrangement. There are more possibilities for each. Typically, each module is a unique length and width per round of operations/game play. Though inclusive of up ton stripes, for embodied play the number of stripes per segment (motif) will max out in the low double digits, as each segment pattern needs to be visually unique.



FIGS. 8A-8I and FIGS. 8J-8R


Each module here is only one unique possibility. There are more possibilities for each proportion. For embodied play, players choose distinctly proportioned and scaled shapes, as each pattern segment (motif) needs to be visually unique.



FIGS. 11A-11D


A Field for working with the pattern icons+concepts, like “universe” in some mathematical systems, is typically rectangular for convenience but any shape is possible. The Fields here include an example of Decisions in play.


An analog Field can be paper, cloth, or any surface that will show marks. A horizontal Field, on a table or floor, allows a full range of embodied motion. Fields may be partially translucent, or porous, allowing Decisions from one face to bleed through to the other face. Field may be more than one ply; may bend, warp, twist, loop, fold, crumple, pleat, rip, puncture, as a whole or in part.


A digital Field may be on a screen (2D) or in virtual reality (3D). In the latter case, software can allow any plane in any shape as playing field (analogy of cloth in zero gravity, swooping and folding) in a single plane or many.



FIG. 12


Variations include bundles of different weighted lines, which are segments of an infinite line with a name which refers to the number of lines and vary in the case of other bundles in the set that have same number of lines but are arranged differently. For each round of game, each bundle ideally has a unique stripe arrangement. Width and length variations are optional. Placement of each unit is usually incomplete until next segment follows by continuing, interrupting, or crossing. Though the most intuitive placements are at right angles, the game accepts any angles, and includes small to large overlaps at any angle.


In BEST VERSION, motifs also have a unique fingerprint in the stamp version so each placement is a traceable decision. In the BEST VERSION, each bundle of lines motif is asymmetrical along the horizontal axis, so a 180° rotation of the motif is visible in play, not considered an error.


Acceptable compositions that may be built into patterns may be made using the same or different motifs. Lines may overlap, rotate, or curve within an established pattern section or independently of it.



FIGS. 28A-28D


In this simplified Decision Schematic, after each placement, there are 5 possible choices for the next placement. With each new choice, the possibilities of what was not chosen appear to recede. However, although each choice succeeds a previous choice, any of the other paths remains available. Likewise, the original choice of pattern is only one of X possibilities. Figures. 28A-FIG. 28C imply that an Agent (the chooser) has an array of pattern starts and can switch to a different pattern at any point. When an Agent frequently chooses new pattern starts, they increase the likelihood that the pattern they create won't be recognizable.


Types of Pieces/Motifs

The unit or module may be embodied as one printing stamp or printing block or as a (set of identical) tiles or as pixels on a computer device. Most basic unit appears as two parallel lines of different thicknesses and is accordingly asymmetrical along the axis parallel to the lines. The asymmetry of the unit allows each unique placement within a pattern, including 180° rotation, to be visible in any pattern.

    • simplest two-dimensional unit has asymmetry along one axis so when it rotates 180° this rotation is visible
    • an example is two parallel lines of a discrete length where the lines have different thicknesses
    • another example one thick bar with a shape such as a circle or irregular shape removed from one end, this shape possibly asymmetrically placed on the other axis
    • vector or arrow
    • any shape can work however shapes that mimic lines or are otherwise asymmetrical to show particular placement are more effective
    • brain looks for some kinds of repetition
    • brain accommodates/allows for irregularity, as in biomimicry we see sameness/coherence in all a tree's leaves when each is particular
    • trapezoids or truncated triangles, asymmetrical and with a high ratio of height to width
    • preferably simple
    • preferably individual stripes within unit least one is clearly wider than high so that it is obviously a rectangle/line [DETERMINE RATIO]
    • preferably unit is wide enough to not be frustrating in play/use—unit size relative to surface of play [SET]


Play/Movement Options





    • a. the unit can be placed end to end one after the other which forms a long stripe or potentially infinite line from the shorter segments of the unit;

    • b. long stripe can repeats next to itself, at any interval apart or overlapping, one or more times, to form multiple parallel lines;

    • c. said units can turn 180° on alternating placements to form a basketweave-type pattern, or on every 2nd or more placements to form a lattice-type pattern

    • d. said unit can form long stripes that run parallel and cross-wise, at any angle, to form plaid-like patterns;

    • e. any of said patterns, having no requirement to continue, may morph into any other mentioned patterns, or into some new pattern or set of placements including chaotic messy placements

    • f said patterns or movements can be incorporated into

    • g. next to

    • h. flipped

    • i. perpendicular

    • j. jogging/misaligned

    • k. crystal solid, approx. touching edges, sufficient density

    • l. clusters/groups/non-linear

    • m. NOT pixels/light brights i.e. a “tile system” used to make an image that has nothing to do with the micro-patterns





Qualities of Placement/Play

Units, if stamped or software embodiments, may include overlaps, edge misalignments, blurring, smudging, slight to total rotation, which add to the complexity and satisfaction of play. Embodiments on thin, transparent tiles may include some overlaps and rotations. Embodiments on thicker, opaque tiles will not include overlaps or smudges but can show edge misalignments. The higher degree of irregularity the embodiment allows, the higher degree of complexity will appear in play or use.


Touching, near, or no greater than about 20% of size of module apart


Sets of Rules:





    • Limit placement+quality of placement

    • Start a pattern with these constraints [list constraints]

    • Change one thing [list what can change]

    • Sets of rules?

    • Create instructions for someone else to make a pattern, exchange instruction

    • Create different pattern clusters on same game area (paper) then create what happens to connect them





Simple set of pieces that work


Simple way one people would work with them


Simple way two people would work with them


Optional Rules of Play





    • a Method for dividing motifs/tiles among Agent-Players
      • optionally choose one at a time
      • optionally divide motifs/tiles among Agent-Players by numbered groups of 20 or more, that is Agent 1 gets tiles 1-20 for a particular icon, Agent-Two gets 21-40 and so on until all tiles are distributed among the Agent-Players
      • if two Agent-Players, divide tiles by even-odd




  • 1
    a Establish a visible pattern by repeating a single move.


  • 1
    b Establish a visible pattern with [means of chance, such as rolling dice] number of moves


  • 1
    c Establish a visible pattern in *agreed upon number of moves, including no limit on number of moves.


  • 1
    d Establish a no-pattern cluster in a number of moves



roll of dice or other means of chance, agreement, arbitrary/individual choice

  • 2a Begin to alter the pattern an agreed upon number of moves, or roll dice or use other means of chance to determine number of moves
  • 2b Begin to alter the pattern with an intention about changing it slightly to completely, two moves at a time, or three moves, or an agreed upon number of moves, or roll dice or use other means of chance to determine number of moves
  • 2e Alter the pattern by a predetermined type of move, i.e., change direction or continue line, depending on odd or even die roll
  • 3a Establish a pattern, create rules that explain how to create the pattern, exchange rules with someone else (you have not seen each others' patterns), each create something according to the rules. If the original still exists (or take a picture of the original pattern to refer back to). Compare the original with the new version—no judgement, what changed, what stayed the same.
  • 3b Do above, but try to write the pattern-creation rules using more poetic than engineering language.
  • 4a Create a pattern or arrangement that pleases you, using only one of the tile types.
  • 4b Create a pattern or arrangement that pleases you, using only two of the tile types.
  • 4c Create a pattern or arrangement that pleases you with a plurality of the tile types.
  • 4d Create a pattern or arrangement that pleases you then describe what you did.
  • 4e Create a set of instructions for yourself to create a pattern or arrangement that pleases you then follow the instructions. Then inquire: does the result please you? which part, if any, did you enjoy.
  • 4f Create a pattern or arrangement (that pleases you) working collaboratively with one or more other people. Do this without using words.
  • 4g Create a pattern or arrangement (that pleases you) working collaboratively with one or more other people. Do this with verbal discussion and requests. Practice feeling what each person wants, practice asking or suggesting wants using clear language. Practice non-attachment to wants—because nothing is at stake, here.
  • 5 Each player places one tile at a time, alternating turns. First tiles placed must touch. All subsequent moves, each player builds a pattern or some cluster arrangement of their choice. With each turn, the player chooses whether to develop their cluster touching or moving away from the other player's cluster.
  • 5b Each player places the same number of tiles onto their pattern cluster based on a chance operation or agreement. They switch places, play on the other Agent-Player's pattern cluster, after an agreed number of turns on their originating pattern cluster. The purpose of this rule is to invite collaboration and mutual support, to ask Agent-Players to think of shared space not territory claiming.


Lines are both abstract and understandable—they imply connection, continuity, yet also offer discontinuity or disruption. Fall into sets that are coherent and adaptable. A partial or extended line-bundle also works. (Distinct from, say, an asymmetrical identifiable icon, or even an arbitrary weird shape which could make a pattern but not be trackable, and is unlikely to be flexible in what patterns are possible, in a coherent set).


The line bundles allow for a myriad of different patterns—some of which are nameable (eg basketweave, lattice) though the names are less important than the possibility of generating understandable rules to create new patterns


Categories of images/icons/units that give rise to multiple pattern varieties, in which each individual icon within a pattern can be located thanks to its particular features. An embodiment of a particular icon/unit that can be located looks like two or more parallel lines in which each line is different thickness. This group or bundle of parallel lines can be deployed repeatedly to aggregate a longer, potentially infinite, line made up of parallel lines. And this group or bundle can also rotate to interrupt that line, to redirect it. Rotation of any angle can be implemented repeatedly to both interrupt any given line while simultaneously generating visual patterns. This can be accomplished with one icon/unit of two parallel lines of differing widths. With multiple icon/units of parallel lines, from two to many, the possibility for pattern-generation increases in visual complexity.


A Game that Allows One or a Plurality of Players to Create Modular Patterns

    • said modular patterns created with one or a plurality of modules
      • said modules that in an analog embodiment are stamps used with colored ink on paper
      • said modules that in an analog embodiment are tiles
      • said modules that in digital or computed or virtual reality embodiments are created using software coding
      • said modular patterns may interact with each other
    • said patterns show/demonstrate the decisions made by the player or players, and visually represent interactions
    • said modular patterns because created one module at a time may be changed incrementally or completely due to the decisions of any player, Agent, robot, software,
    • AI, a combination of these or a new intelligence
    • said modular stamps varied, preferred embodiment with asymmetry on one axis, to indicate whether its placement is consistent with or distinct from previous placements


      A game for creating a game board comprising
    • one or a plurality of modules, one or a plurality of colors, one or a plurality of surfaces, a set of instructions with one or a plurality of ways to create the game board
    • said game for creating a game board that can be overwritten or changed
    • said game board may include sections that look like patterns
    • said game board may be used to play a plurality of games


      A practice tool for motor skills in which the possibility placements of marks trains the user
    • said marks may demonstrate range of motion
    • said marks may include overlaps, alignments, reversed/rotated


A practice tool in which the possibility of irregularity in placements stamps trains the user to see their own irregularity or varying attention, offers a visual record of the user's attention+motor skills

    • said irregularity including overlaps, alignments, reversed/rotated
    • said irregularity appearing in a visual record


A game for practicing “right” work (see Deming) for practicing flow and ease with decision making, showing a visual record of each decision


* A game for decision tracking, that leaves a visual record of each decision, including, when a plurality of players, how different players' decisions appear adjacent/overlapping/apart from each other


* A game AND tool for determining patterns, that requires players/Agents to determine how much is required to show a pattern, to seek patterns that incorporate included decision changes or irregularities


A tool for creating particular kind of patterns that include a range of irregularities that might appeal to human aesthetics, including inconsistent overlaps, slight to large motif rotations, a balance made by user's choices between regularity and irregularity


A tool for making decorations especially in these aforementioned regular-irregular balanced patterns


A tool for training non-human Agents including but not limited to robots, artificial intelligences, new technological entities, or a combination of these Agent types, about a range of irregularities within regularities; about quantities of acceptable variation within a known pattern; about biomimicry and patterns


Method

A method by which a human, robot, AI, software algorithms, or a combination of these or other intelligences can create modular patterns, to be played by one or a plurality of persons or entities and comprising

    • Set of objects comprising: at least one stamp of a specific design that is used repeatedly to make the patterns; at least one color; at least one surface to stamp; instructions for game play with at least one interactive game


A method that allows a plurality of players to create modular patterns that interact with each other (the patterns show/demonstrate the decisions made by the players, and visually represent interactions)


A method for practicing motor skills in which the possibility of overlaps, alignments, reversed/rotated stamps trains the user to accuracy


A method for practicing or training a user or Agent or player to accept or learn about irregularity and a given practitioner's varying attention

    • allows them to have a visual record of the user's attention+motor skills


A method for practicing “right” work (see Deming) for practicing flow and ease with decision making, showing a visual record of each decision


* A method for recording decisions, in which each choice made by an Agent or using this process leaves a visual,

    • including, when a plurality of players, how different players' decisions appear adjacent/overlapping/apart from each other


* A method that determines patterns, that requires players/Agents to determine how much is required to show a pattern, to seek patterns that incorporate included decision changes or irregularities


A method of creating particular kind of patterns that include a range of irregularities that might appeal to human aesthetics, including inconsistent overlaps, slight to large motif rotations, a balance made by user's choices between regularity and irregularity


A method for making decorations especially in these aforementioned regular-irregular balanced patterns


A method for training non-human Agents including but not limited to robots, artificial intelligences, new technological entities, or a combination of these Agent types, about a range of irregularities within regularities; about quantities of acceptable variation within a known pattern; about biomimicry and patterns


Although the preferred embodiments of the present disclosure have been illustrated, and those forms described in detail, it will be readily understood by those skilled in the arts that various modifications may be made therein without departing from the spirit of the disclosure or from the scope of the appended claims.

Claims
  • 1. A method for playing an emergent pattern game comprising: providing a first motif with a playing plane and a longest length; said motif comprising no axes of approximate symmetry through said playing plane or comprising up to 1 axis of approximate bilateral symmetry through said playing plane wherein a majority of the area of said first motif comprises two or more about parallel parallelograms; wherein when a majority of the area of said first motif comprises two or more about parallel parallelograms, said parallel parallelograms are configured to be at least about 5% of their width away from each other for a majority of their lengths;playing a plurality N of said first motifs to form a first cluster, wherein the outer sides of neighboring motifs in said first cluster are no more than about 60% of said longest length from each other;playing an N+1 first motif that becomes part of said first cluster, wherein said N+1 first motif approximately repeats and extends a first pattern formed by a plurality of said played first motifs in said first cluster; andplaying an N+2 first motif wherein it a) becomes part of said first cluster and substantially changes a characteristic of said first pattern or b) blocks said first pattern from being able to be repeated and extended in a direction of said playing plane.
  • 2. The method of claim 1 further comprising assessing or predicting a psychological or personality characteristic.
  • 3. The method of claim 1 wherein playing a motif comprises stamping said motif on or in a playing surface.
  • 4. The method of claim 1 wherein said first motif is able to be theoretically bound by a geometric bounding box on said plane, said box comprising theoretical sides, said first motif extending to 30-80% of the theoretical length of said theoretical sides.
  • 5. The method of claim 1 wherein “substantially changes a characteristic of said first pattern” comprises a) substantially changing the distance said N+2 played first motif is from previously played motifs, b) substantially changing the angle of rotation of said N+2 played motif, c) changing the angle of rotation of said N+2 played motif by about 90 degrees or about 180 degrees, d) playing said N+2 first motif to overlap part of said first pattern, and e) changing a color of said N+2 played motif
  • 6. The method of claim 1 wherein playing said N+1 first motif comprises overlapping a previously played motif.
  • 7. The method of claim 1 further comprising moving or removing a played first motif.
  • 8. The method of claim 1 further comprising: providing said first motif to a first player; andproviding a second motif to a second player;wherein playing a second motif wherein it a) becomes part of said first cluster and changes a characteristic of said first pattern or b) blocks said first pattern from being able to be repeated and extended in a direction of said playing plane.
  • 9. The method of claim 8 further comprising: a) receiving an instruction from said second player and playing a first motif as directed by said instruction or b) a) receiving an instruction from said first player and playing a second motif as directed by said instruction.
  • 10. The method of claim 1 further comprising: providing a set of instructions directing how to play a first motif; andfollowing an instruction directing how to play a first motif.
  • 11. The method of claim 10 wherein said instruction is selected from the group consisting of: accompany, allow, alternate, amplify, augment, avoid, combine, commingle, conclude, continue, coordinate, deflect, differentiate, diverge, encourage, expand, extend, extrapolate, filter, flip, flirt, flow, fortify, infuse, intensify, intermingle, interrupt, interpolate, invert, loosen, nudge, overrun, pace, persist, redirect, rejoin, relieve, respond, reverse, reverse, start, suggest, tease, tighten, transfer, transition, and veer.
  • 12. The method of claim 1: wherein said first motif is connected to or part of a tile game piece;also comprising providing a plurality of said tile game pieces; wherein each of said tile game pieces comprises a bounding polygon base of said first motif; said bounding polygon base consists of about the same shape as or consists of a shape containable within a theoretical geometric bounding box of said first motif along said playing field plane;said bounding polygon base configured to connect any discontiguous components of said first motif;said bounding polygon base comprising a plurality of sides: wherein all sides are extended to by at least a portion of said first motif;wherein when a majority of the area of said first motif comprises about parallel parallelograms:said sides extended to by the shorter ends of said about parallel parallelograms have at least one substantial section of each side to which said first motif does not extend;wherein said first motif comprises a highly irregular shape, at least one of said sides has at least one substantial section to which said first motif does not extend; andwherein said bounding polygon base comprises a plurality of corners: wherein when said polygon comprises 5 or more corners, at least all but 1 of said corners are extended to by said first motif;wherein when said polygon consists of 4 corners, at least 2 of said corners that neighbor each other are extended to by said first motif; andwherein when said polygon comprises 3 corners, all of said corners are extended to by said first motif
  • 13. A motif tile game piece for playing an emergent pattern game: said motif having a playing plane, a cross-sectional area, and a longest length;said tile game piece comprising a polygon base bounding said motif;said motif comprising no axes of approximate symmetry through said playing plane or comprising up to 1 axis of approximate bilateral symmetry through said playing plane wherein a majority of said area comprises two or more about parallel parallelograms; wherein when a majority of said area of said motif comprises two or more about parallel parallelograms, said parallel parallelograms are configured to be at least about 5% of their width away from each other for a majority of their lengths;said bounding polygon base having cross-sections parallel with said playing plane that are containable within a theoretical geometric bounding box of said motif along said playing field plane; said theoretical bounding box comprising theoretical sides;said motif extending to 30-80% total of the length of said theoretical sides;said bounding polygon base configured to connect any discontiguous components of said motif;said bounding polygon base comprising a plurality of sides: wherein all sides are extended to by at least a portion of said motif;wherein when a majority of the area of said motif comprises about parallel parallelograms, said sides extended to by the shorter ends of said about parallel parallelograms have at least one substantial section each to which said first motif does not extend;wherein said first motif comprises a highly irregular shape, at least one of said sides has at least one substantial section to which said motif does not extend; andwherein said bounding polygon base comprises a plurality of corners: wherein when said polygon comprises 5 or more corners, at least all but 1 of said corners are extended to by said first motif;wherein when said polygon consists of 4 corners, at least 2 of said corners that neighbor each other are extended to by said first motif; andwherein when said polygon comprises 3 corners, all of said corners are extended to by said first motif
  • 14. The motif tile game piece of claim 13 wherein 75% or more of said motif area comprises two or more about parallel parallelograms.
  • 15. The motif tile of claim 13 wherein said bounding polygon base is about the same shape as said theoretical geometric bounding box.
  • 16. The motif tile game piece of claim 13 wherein said polygon base comprises paper, opaque plastic, translucent plastic, glass, etched metal, diecast metal, carved wood, carved stone, carved and fired clay, a material used to make stamps.
  • 17. A method for playing an emergent pattern game comprising: providing a plurality of first motif tiles of claim 13;playing a plurality N of said first motif tiles to form a first cluster, wherein the outer sides of neighboring motif tiles in said first cluster are no more than about 60% of said longest length from each other;playing an N+1 first motif tile that becomes part of said first cluster, wherein said N+1 first motif tile approximately repeats and extends a first pattern formed by a plurality of said played first motif tiles in said first cluster; andplaying an N+2 first motif tile wherein it a) becomes part of said first cluster and substantially changes a characteristic of said first pattern or b) blocks said first pattern from being able to be repeated and extended in a direction of said playing plane.
  • 18. A kit for playing an emergent pattern game comprising: a first motif with a playing plane and a longest length; said motif comprising no axes of approximate symmetry through said playing plane or comprising up to 1 axis of approximate bilateral symmetry through said playing plane wherein a majority of the area of said first motif comprises two or more about parallel parallelograms; wherein when a majority of the area of said first motif comprises two or more about parallel parallelograms, said parallel parallelograms are configured to be at least about 5% of their width away from each other for a majority of their lengths;wherein said first motif is able to be theoretically bound by a geometric bounding box on said plane, said box comprising theoretical sides, said first motif extending to 30-80% of the theoretical length of said theoretical sides.a deck of cards, each card having an instruction directing how to play a first motif, said instructions selected from the group consisting of: accompany, allow, alternate, amplify, augment, avoid, combine, commingle, conclude, continue, coordinate, deflect, differentiate, diverge, encourage, expand, extend, extrapolate, filter, flip, flirt, flow, fortify, infuse, intensify, intermingle, interrupt, interpolate, invert, loosen, nudge, overrun, pace, persist, redirect, rejoin, relieve, respond, reverse, reverse, start, suggest, tease, tighten, transfer, transition, and veer; andinstructions for playing said emergent pattern game comprising: playing a plurality N of said first motifs to form a first cluster, wherein the outer sides of neighboring motifs in said first cluster are no more than about 60% of said longest length from each other;playing an N+1 first motif that becomes part of said first cluster, wherein said N+1 first motif approximately repeats and extends a first pattern formed by a plurality of said played first motifs in said first cluster;playing an N+2 first motif wherein it a) becomes part of said first cluster and changes a characteristic of said first pattern or b) blocks said first pattern from being able to be repeated and extended in a direction of said playing plane; anddrawing one of said cards and following an instruction while playing a first motif
  • 19. The kit of claim 18 further comprising a plurality of said first motifs
  • 20. The kit of claim 18 further comprising a plurality of unique motifs.
CROSS-REFERENCE TO RELATED APPLICATIONS

This non-provisional patent application claims priority under 35 U.S.C. § 119(e) to U.S. Provisional Patent application Ser. No. 63/131/748 filed Dec. 29, 2020 and Provisional Patent application No. 63/132,118 filed Dec. 30, 2020, the disclosures of which are incorporated herein by reference.

Provisional Applications (2)
Number Date Country
63131748 Dec 2020 US
63132118 Dec 2020 US