The present invention relates to the field of games, such as board games or video games. The invention relates more precisely to a gaming bot and an associated gaming system.
In this field, video gaming systems are proposed where the user can be in virtual surroundings, with a two-dimensional display, or in immersive three-dimensional surroundings; and controls the gaming elements by means of buttons. This type of game requires a games console to be transported or a video game to be provided, including a complex system and a sensitive display, which entails high manufacturing costs.
Furthermore, video games involve the use of entirely virtual surroundings, which is not always satisfactory from the perspective of sociability of users.
Furthermore, board games are proposed comprising a board and tokens to be moved on the board, depending on the results of rolls of dice, for example.
This type of solution is not entirely satisfactory, since the implementation of the game and the handling of the game are time-consuming. Furthermore, getting the hang of the game rules is not straightforward, and the game rules have to be explained again to each new player.
Moreover, this solution requires a set of gaming elements for a game. In the case of weariness, another set of gaming elements is required for each additional game, which can prove to be cumbersome in the case of transporting a plurality of games.
A first object of the invention is that of proposing a device and a system which require less virtual gaming surroundings for greater user sociability.
A second object is that of proposing a device and an electronic board game system which do not require a plurality of sets of gaming elements for different games.
In order to achieve these objects, the invention proposes a gaming bat for a gaming system comprising a library of gaming apps, the bot being mobile and comprising:
According to a first aspect, the bat comprises a man/machine interface which comprises
Advantageously, the bat makes it possible to play games with one or more users, which makes it possible to limit the need for virtual surroundings, and improves user sociability.
Furthermore, the bat is configured to be played with different games in a gaming library, which makes it possible to change the game without having a significant number of additional gaming elements, which would be bulky.
According to other aspects taken in isolation or combined according to any technically possible combinations:
The invention furthermore relates to a gaming system, comprising
The system preferably further comprises at least one gaming element selected from a token, a figure, a card, and/or an obstacle such as a wall.
More generally, the invention furthermore relates to a videogaming system comprising:
According to one aspect, the bot comprises a man/machine interface which comprises
The invention furthermore relates to a gaming method comprising steps for implementing the system according to the invention. In particular, the actions of elements or means of the system according to the invention are accompanying steps of the method according to the invention.
Another object of the invention relates to a computer program product comprising program code portions which can be saved on a medium that can be used in a command unit, for implementing a system according to the invention or the method according to the invention. Of course, the invention also relates to the program itself.
The invention furthermore relates to a mobile app comprising a computer program product or a program according to the invention. The mobile app is preferably part of the system according to a variant of the invention. The invention relates to each of the mobile interface app, the gaming library, and the gaming app.
The invention furthermore relates to a gaming method carried out by means of a bot according to the invention. In particular, the gaming actions of the bot and the recognition of user actions are each accompanying steps of the gaming method according to the invention.
The invention will be described in greater detail by way of description of non-limiting embodiments, and with reference to the accompanying drawings which illustrate variants of the invention, in which:
The invention firstly relates to a gaming bot 1 for a gaming system 2.
The object is to renew the player's experience by virtue of new technologies, by proposing a hybridization of a board game and video game in order to gather, around the board, all generations, and individuals with different points of interest.
The adapted gaming system 2 comprises a library of gaming apps 3 which can be played using the bot 1.
The bot 1 is of a reduced size, for example between approximately 5×5×5 cm and approximately 20×20×20 cm. In the preferred variant, the bot 1 measures approximately 13×13×5.5 cm. According to a variant, the bot 1 is of a substantially prismatic general shape, having a polygonal base of at least five sides. This makes it possible to easily store the bots one on top of the other, and on the sides, limiting the dead space between the bats. In particular, the base is substantially hexagonal, so as to have an optimum space occupancy.
The bot 1 may comprise supply and battery B modules, and be associated with a charging station C.
The bot 1 preferably comprises bumpers 4 (for example at the front and at the rear) which make it possible to absorb shocks and/or to detect contact with the user and/or an object. This contact may be used in the gaming app 3a.
The bot 1 is mobile, in particular by virtue of wheels 5. More particularly, the bot 1 comprises omni wheels 5, for example three omni wheels 5, associated with a system which guides the movement, autonomously and/or by user guidance, in the game or outside of any game, as a remote-controlled bot. The bot 1 may use 3 omni wheels 5, which are arranged at 120°, with 3 motors. The mechanism preferably makes it possible for the wheels to return into the bot 1 when the user presses thereon, in order not to damage the shafts of the motors. This movement may trigger pressing on a for example on/off pushbutton. In a variant, there are three pushbuttons, one for each subsystem consisting of a wheel and a motor.
It is possible to use movements per whole unit of distance or fractions, for example movements in number of squares, or centimeters, etc. It is possible to envisage measuring the distance traveled, and using it in the gaming app 3a; or dictating a distance to be traveled in the rules of the game. The wheels 5 are preferably hidden by the shell of the bot 1 for improved aesthetics. Furthermore, this gives an impression of levitation. The omni wheels 5 allow for a movement at 360°.
A mobile bot 1 allows for some of said games to be played. Furthermore, a mobile bot 1 makes it possible to play in reality, limiting the need for virtual surroundings.
Furthermore, the bot 1 comprises a memory 6 into which a gaming app 3a can be loaded from said library 3. In particular, the memory 6 makes it possible to install a plurality of games, and to play them using the bot 1.
This advantageously allows for a large selection of games, and the possibility of changing them in the case of weariness.
Furthermore, the bot 1 comprises a module 7 for connecting to a mobile device 8 for installing and/or using the gaming app 3a. This is in particular a smartphone or tablet which can be connected to the Internet and to the bat, preferably wirelessly, such as by means of Bluetooth™, for example BLE technology.
The mobile device 8 forms a simplified means for connecting the loot 1 to the gaming library 3 in order to download said gaming app 3a. This entails a simplified setup of the bot 1. Advantageously, the installation and the downloading can be performed in the bot 1.
According to a first aspect, the bot 1 comprises a specific man/machine interface 1a which makes it possible to implement the gaming app 3a.
“Man/machine interface” means all the hardware and software means which make it possible to implement a “personality” of the bat as a player, for example, and not only as a referee or means for calculating points or assessing the game. The man/machine interface 1a comprises a plurality of means and other elements which are designed to allow the user to play using the bot 1. These means are known per se, and will not be described in detail. The invention relates to the implementation of these means in a specific framework described in the present document. In a simplified manner, the man/machine interface 1a is identified in the drawings by the card 1a of the microcontroller 1b.
In particular, the bat 1 comprises an interface screen 1a which can display information relating to the game, in particular display the rules of the game or display a menu. This is for example a TFT or OLE© screen. The screen 1c makes it possible to have a visual man/machine interface which is independent of the smartphone 8. This makes it possible to play some games 100% without a smartphone.
In a variant, the screen 1c can display facial expressions or emotions, relating to the current game. Thus, the bot 1 can have “human” reactions to events; for example, it can express dissatisfaction, happiness, hit an obstacle, etc. For this purpose, it uses for example sound and visual feedback.
The bot 1 may include at least one loudspeaker 1d for sending one or more messages or audio signals, in particular in relation to the current gaming app 3a. Said loudspeaker 1d has similar advantages to the screen 1c, but auditory in place of visual. In particular, the loudspeaker 1d makes it possible to articulate information relating to the game, in particular the rules of the game or to articulate a menu.
The man/machine interface may involve LEDs L, for example four LEDs L controlled by the card (1a). The LEDs L are preferably placed under the bot, and their light is reflected on the ground.
The man/machine interface 1a allows for bot feedback and makes it possible to improve the user experience.
The man/machine interface 1a comprises means for interpreting user gaming actions, which means are configured to interpret gaming actions of a user or another bot and which are specific to the current gaming app 3a.
In particular, the man/machine interface 1a recognizes a plurality of different user gaming actions, but is designed to take into account only those which correspond to the current gaming app 3a and not the other gaming apps. The corresponding information is taken into account with a view of having a response of the bot 1, possibly by non-virtual movement of the bot 1.
Thus, according to a preferred variant, the gaming bot 1 comprises sensors 9 for interactions with the user, associated with the means 10, 10a, 10c for interpreting user gaming actions. The user actions captured by said sensors 9 allow the bot 1 to understand the game of the user or of the other bot.
In particular, the bot 1 comprises infrared sensors 9a and optical sensors 9b. The infrared sensors 9a are activated by disruption of an infrared beam; the optical sensors 9b are activated by disruption of another optical beam. Said sensors allow for a precise and effective detection using simplified elements.
More particularly, the bot 1 comprises eleven infrared sensors 9a and two optical sensors. It is possible, for example, to provide one or two interaction IR sensors above, for interaction with the user. Reference can be made to a medium range IR sensor 9a. One or more sensors 9 may be used for navigation in the menu. There are preferably 4 sensors on the sides.
More particularly, at least one sensor 9 (9a) is designed to interpret the passage of the hand of the user, in particular above the bot 1, as a user gaming action. This is for example a distance or a specific detection time, for example at approximately 0 to 10 cm from the detector for approximately 500 ms to two seconds.
Advantageously, the detections of the infrared sensors 9a make it possible to implement specific gaming commands, involving movements of the user.
Of course, it is possible to envisage standard presence sensors and/or sensors for video/camera image detection, without departing from the scope of the invention, although this is not the preferred variant.
The bot 1 may include a brightness sensor.
Alternatively or in combination, the user actions can furthermore involve a microphone and voice recognition modules or speech-to-text modules.
The bot 1 can also read the result of a physical or electronic dice throw, or have an additional module for this purpose.
The user's actions can be sensed or detected directly, or it is possible to envisage that this is performed via a tool provided for this purpose, such as a transmitter coupled to a receiver of the bot.
The user's actions can also be sensed/detected via mechatronic means of the mobile device 8 such as a compass, an accelerometer, etc. Thus, in a variant, the means for interpreting user gaming actions are associated with mechatronic means of the mobile device 8.
In the preferred variant, the optical sensors 9b and the compasses are used only for precisely detecting the position of the bot; the bot uses them for its servocontrol.
Other than these sensors/detectors, the bot 1 may comprise gaming commands which comprise bot command buttons 11. Advantageously, the commands 11 make it possible to interact with the bot without the need for the smartphone 8. It is possible to provide, for example, for control pushbuttons.
Alternatively or in combination, the bat 1 may comprise gaming commands which comprise mobile device command buttons 8.
The commands by means of buttons can be based on touch-sensitive buttons. The buttons may be in the form of a joystick or D-pad.
Thus, depending on the current games, specific commands may be functional. Depending on the case, the bot 1 may be controlled in different ways or may move in an autonomous manner.
Other than the means for interpreting 10 user gaming actions, the man/machine interface 1a also comprises bot gaming action means configured to perform bat gaming actions which are specific to the current gaming app 3a, having a possibility of movement of the bat 1.
In particular, the man/machine interface 1a knows a plurality of different bat gaming action means, but is designed to perform only those which correspond to the current gaming app 3a and not the other gaming apps.
Advantageously, the bot 1 makes it possible to play games with one or more users interacting with the man/machine interface 1a. This makes it possible to limit the need for virtual surroundings, and improves user sociability.
Furthermore, the bot 1 is configured to be played with different games 3a in a gaming library 3, loaded into the memory 6 thereof. This makes it possible to change the game without having a significant number of additional gaming elements, which would be bulky. A memory extension, for example a memory card, may make it possible to store thousands of games.
Moreover, the bat 1 can thus react, possibly by moving, to the user gaming actions. The invention can be defined as a portable video game console which moves and which can interact with external elements or people. It is located between the world of video games with a library/platform, that of board games, and that of robotics.
Furthermore, according to a variant, the gaming bat 1 comprises sensors 9 for interactions with the surroundings, associated with the bot gaming action means. This may be one or more sensors 9a or detection means described above. It is possible, for example, to provide four IR obstacle sensors 9a for interaction with any obstacles, for example detecting the obstacles in front of and behind the bot 1, as well as to the sides. Reference can be made to a long-range IR sensor 9a.
It is furthermore possible to provide ground sensors 9 (for example two to six sensors, front, rear and side), which detect edges of boards, such that the bot 1 does not fall. Reference can be made to a short-range IR sensor 9a. It is possible to predict the reaction desired depending thereon (half-turn, ¼ turn and continue to travel, stopping the bot, etc.).
The ground sensors 9 can allow the bot 1 to avoid obstacles, or risks of falling.
According to a variant, the bot 1 comprises extension means 12 for adding other means for interpreting user gaming actions and/or other bot gaming action means 1. Said extension means 12 provide the bot 1 with modularity, and allow for technological adaptability. These may be software and/or hardware elements, such as additional sensors, preferably simply connected to the bot 1 or wireless. Aesthetic extension means can be provided, such as decorative elements.
It is possible to provide an extension which will serve to distinguish the game cards via NFC, RFID, or even color sensors.
According to a variant, the bot 1 comprises updating means for adapting and/or updating the means for interpreting user gaming actions and/or the bot gaming action means.
The invention furthermore relates to a system 2 comprising a bot 1 as described above, associated with a library of gaming apps 3. More particularly, the bot 1 is associated with an interface application for the mobile device 8, itself comprising the library of gaming apps 3.
According to a variant, the system 2 further comprises at least one gaming element 13 selected from a token, a figure, a card, a board, and/or an obstacle 13a such as a wall or a tower. Thus, a user can procure a bot 1 associated with one or more of these gaming elements 13, and have access to a plurality of games 3a from the library 3 using the bot 1 and possibly said gaming element or elements 13. The user uses a mobile device 8 for this purpose, and loads the interface app.
For example, the game 3a may relate to a course in which the bot 1 has to avoid the obstacles 13a, recognize, identify or read a card or a smartcard or a connected card, travel across a board, etc. The bot 1, encountering the obstacle 13a, can stop and change direction, stop, slightly modify the trajectory, or push the obstacle 13a. The bot 1 can detect a specific card, for example a black card, on the gaming board.
The obstacle 13a preferably has a hexagonal base of sides of 3 cm, and a height of between half the height of the bot 1 and the actual height of the bot 1. Additional obstacles 13a of other shapes may be provided. The obstacles 13a can preferably be fitted together, and may be assembled to one another in order to save space.
It is possible to envisage the use of connected obstacles 13a. In particular, the bot 1 can know whether the obstacles are deposited on the board, and which are deposited (there may be different types).
It is possible to add NFC so that the bot 1 and/or the smartphone 8 can recognize an obstacle when approaching it (or QR code), and use this information in the game.
In a variant, the bot 1 cannot know where the obstacles 13a are located, but it can know what obstacle it encounters when it is close to it (RFID technology for example).
Advantageously, the gaming system 2 makes it possible to have a set of gaming elements 13 which can be re-parameterized in order to play a plurality of different games 3a.
The bot 1 starts in the center, and the two players are on either side of a board/of the table.
The first player passes their hand above the bot 1 in order to launch the game. Each player has 5 seconds; on their turn, the player can take or lift an obstacle 13a, or do nothing; it is then the turn of the other player.
Just one action is possible per round. The bot 1 reacts permanently to the obstacles 13a, and follows a movement logic which varies for each game.
In order to win, the bot 1 has to be moved into the opposing camp.
The bot 1 is controlled from the mobile app at full speed.
It is necessary to travel as quickly as possible to the end of a route predetermined by the players. The fastest player wins. This game is played by turns.
The bot 1 has this movement sequence: (sequence to be defined for different games)
(example: when the bot passes an obstacle 13a, the first three times it goes to the left, and then the fourth time that it passes the object in front of it, time to the right and it re-starts. If an obstacle 13a is on its left, it thus turns to the right.
A player bets that the bot can arrive at a point by placing a certain number of obstacles 13a: (they do not have the right to place obstacles 13a, they have to picture the route without making a mistake)
either the other player accepts—if they succeed with as many obstacles they win 2 points, 3 points if they succeed with fewer, and 1 point if they succeed but with more;
or they refuse and believe that the first player is mistaken or bluffing: the first player has to show that what they have said is possible, and if it is not then they lose 2 points, otherwise they win 2.
The bot 1 moves in a board game and brings about events; mountains, plains or other gaming elements 13 are added gradually in order to collect points or achieve a specific objective.
Some gaming options may make it possible to take control of the bot 1 for a certain amount of time.
The bot 1 proceeds from a side of the site and approaches slowly; the aim is, in a team or individually, to prevent the bot 1 from arriving at the end of the table/site by setting obstacles 13a. Cards can be added in order to complicate and vary the game. They will make it possible to add rules.
Each player selects a number X of actions which the bot 1 will carry out without knowing the actions that the other players have selected, the aim being to bring the bot 1 to an objective by passing obstacles 13a as quickly as possible.
At each round, all the players select the actions at the same time, then the bot 1 carries out all the actions, player by player, before starting another round.
The game ends when the bot 1 has achieved its aim.
Number | Date | Country | Kind |
---|---|---|---|
FR2001683 | Feb 2020 | FR | national |
Filing Document | Filing Date | Country | Kind |
---|---|---|---|
PCT/EP2021/054239 | 2/19/2021 | WO |