The present description relates generally to amusement games and more particularly to a networked amusement game device, such as a pinball machine.
Amusement game devices, such as pinball machines, redemption games, etc. of the commercial, e.g., revenue generating, and non-commercial, e.g., home entertainment, type are generally well known in the art. By way of example, U.S. Pat. Nos. 5,338,031, 4,249,736, and U.S. Published Application No. 2007/0026918 illustrate and describe amusement game devices, such as pinball games, of the type having a cabinet which houses a playfield, each of which are incorporated herein by reference in their entirety.
In a pinball game, a pinball is typically propelled into play on a playfield with a ball shooter (plunger) assembly and strikes various elements with each strike registering a score and/or a gaming event. Once a pinball leaves the playfield or “drains,” the game progresses to the next available ball, until all balls are played and the game is over. As is well known, each pinball game is typically a discrete event, performed on a local machine and completed once the game is over and all the balls are played. In other words, pinball has often been viewed as a single-player game and although multiple players can use a single machine, one at a time, to try to beat the highest score there remains an identifiable desire to provide for a networked pinball machine to allow for variations in simultaneous play on multiple pinball machines and/or persistence in pinball gaming as disclosed below.
A better understanding of the objects, advantages, features, properties, and relationships of the disclosed networked pinball machine will be obtained from the following detailed description and accompanying drawings which set forth illustrative examples, which are indicative of the various ways in which the principles of the networked pinball machine may be employed.
For a better understanding of the networked pinball machine disclosed hereinafter reference may be had to the attached drawings.
The following description of example methods and apparatus is not intended to limit the scope of the description to the precise form or forms detailed herein. Instead the following description is intended to be illustrative so that others may follow its teachings.
With reference to the figures, an amusement game device, in the example form of a pinball machine 10 is now described. It is to be appreciated, however, that this example form for the amusement game device is not intended to be limiting. Rather, those of ordinary skill in the art will appreciated that the networked amusement device assembly disclosed hereinafter can be utilized in any type of amusement game device of the commercial and non-commercial type in which it is desired to create a networked amusement machine as disclosed.
The example pinball machine 10 illustrated in
More particularly, in the case of the example pinball machine 10, gameplay is generally defined through the use of a pair of flippers 18 to propel a ball 20 relative to an upperside (e.g., a top surface) of the playfield 14 and input devices/accessories associated with the playfield 14. The playfield 14 is usually inclined from the horizontal, such as for instance between approximately 6.5 to 7.0 degrees, such that the ball tends to eventually roll back down the playfield 14 in the direction of the flippers 18. While not intended to be limiting, the playfield accessories or input devices may include elements such as bumpers 16, ramps, rollover switches 22, targets, or other suitable accessory.
The playfield 14 may be covered by a transparent or glass sheet cover 25 to permit viewing of the playfield 14. In addition to the foregoing, the playfield 14 typically includes a plunger element 32 which shoots or launches the ball 20 up an alley 34 onto the playfield 14. The playfield 14 may also include lighting elements—which may also be included as a part of the any of the input devices/accessories—and/or other features as desired. Other player-activated input elements, typically in the form of push-buttons (not shown) on the sides (or other location) of the cabinet 12, are usually provided for controlling operation of the flippers 18 or otherwise interacting with gameplay. The amusement game 10 may also include a backbox 26 which is mounted to overlay a top rear portion of the cabinet 12 and which in this example contains artwork 29, and a game display 28, such as a dot matrix display, CRT, LED or plasma display, or the like. The backbox 26 may also support speakers 31 associated with the game sound system. Within the backbox 26 may be located various ones of the electronic devices/circuits for controlling the operation of the playfield 14, the display 28, general illumination, and the sound system, including speakers 31 and any additional sound system components. Still further, the backbox 26 may optionally comprise a camera 51 and/or a microphone 53, which may be mounted to any suitable portion of the gaming machine 10, and may be separately or integrally mounted as desired, to allow for video and/or sound functionality. Such electronic devices/circuits could also, in whole or in part, be carried within the game cabinet 12, or may be external to the game cabinet and linked to the machine 10 via any suitable wired or wireless configuration. In some examples, the camera 51 and/or of the microphone 53 may be integral with or a supplement to the access device 24, such as in the instance of facial and/or voice recognition.
As previously described, during normal operation, a pinball gameplay is a discrete event, performed for example, on a local machine, such as the example pinball machine 10, and completed once the game is over and all the balls are played. In the present example, however, the example pinball machine comprises a network connection 37 that couples the machine 10 to a network 39, such as the Internet, Intranet, LAN, WAN, cloud server, or other suitable network. The network connection 37 may be any suitable wired connection or wireless connection as desired and may facilitate the communication of the machine 10 with a remote server 41 as disclosed herein.
In addition to the network connection 37, the example pinball machine may include an access device 24, such as an optical device or magnetic device, including a bar code reader, a swipe card reading device, a near field communications device, camera, etc., to facilitate identification of the user of the machine 10 during gameplay. The access device 24 may be constructed separate from, or in combination with the coin acceptance device noted above. In one example, the access device 24 is a bar code reader configured to read a bar code, such as a QR code, located in physical form (e.g., a piece of paper, card, or coupon) and/or in electronic form (e.g., a phone app, etc.). It will be understood that the access device 24 may be any suitable access device capable of identifying a user to the machine 10 and/or identifying or validating the user to the remote server 41.
Referring to
In the present example, the processing device 42 is also electrically coupled to the network 39 and the server 41 through the network connection 37. Accordingly, the processing device 42 includes an input/output device or port 43 that communicates with the network connection 37. The input/output device may be any suitable device, including for instance a receiver, a transmitter, a transceiver, etc. utilizing any suitable protocol.
As further illustrated in
The primary point of interface for all players actively participating in a game will be the game client 102. In particular, the game client area 102 is the part of the system 100 where gameplay and data are generated and transmitted via a network 106, such as the network 39, to the game server 104 for aggregation and for other suitable action by designated server personnel. The game client area 102 provides the game client running the appropriate gaming environment and a connectivity kit, such as the wireless and/or wired network connection 37, to allow for the communication of the game client 102 with the game server 104.
Meanwhile, the game server 104 provides a variety of functions including, for instance, administrative service, data collection services, authentication services, reporting and analytic services, game session service, logging services, database functionality, and time management. In one example of the present disclosure the noted components have the following functions: Administrative Services. These servers are used to manage the system—to manage users, input schedules, create adjustments to be disseminated, create and notify clients of updates to be downloaded, etc.; Data Collection Services. These services are used to collect all data transmitted by game clients; Authentication Services. These services are used to authenticate both machines and users of the system; Reporting and Analytical Services. These services are used by users to provide insight into data collected by the system; Game Session Services. These services establish sessions, manage the state of games, track player activity for services such as tournaments, leaderboards, etc.; Logging Services. These services provide the ability for games to log information on servers as well as the ability to accept and catalog game activity logs, crash logs, etc.; Database. This is the data store where all data is retained for scheduling, adjustments, game downloads, reporting, etc.; and Time Management. These services provide a time synchronization service for games.
System Architecture
Referring still to
For instance, in one example, the pinball game client (SPGC) (e.g., gaming device 10, hereinafter referred to as SPGC 10) is the primary conduit for game client to game server (SPGS) (e.g., game server 104, hereinafter referred to as SPGS 104) communications. In this example, the SPGC 10 and SPGS 104 communications channel may be via any suitable network channel, such as via an HTTP/S Pull Model. In this model the client initiates an http query and the server provides an http response. As such, in this example the client drives all communications and the server simply responds.
Meanwhile, as noted above, the game server (SPGS 104) is the primary interface point for all administrative and data collection activities. In this example, these communications include client/server communications such as the SPGC 10 to SPGS 104 communications channel via an HTTP/S Pull Model. In this example model the client initiates an http query and the server provides an http response. As noted above, the client drives all communications and the server simply responds.
Any alarms generated by the client SPGC 10 will be disseminated by the server SPGS 104 to designated users via any standard notification protocol, including for instance, standard email and SMS messaging. Messages will flow into the system through a well-defined REST API. The messages will then be routed to a series of message handlers that act as the work horses of the system and provide some of the following services: Authentication—responsible for authenticating all users and devices attached to the system and returning the appropriate tokens for each; Device Authentication—these can be considered to be a subset of Authentication; User Authentication—these can be considered to be a subset of Authentication; Alerts—responsible for handling all alert notifications; Alarms—these can be considered to be a subset of Alerts; Audits—responsible for recording all audit information provided by the games; Configurations—responsible for maintaining and delivering all configuration information to games. Once configurations are established/updated—the handler is responsible for delivering the configuration to all relevant devices for action by that device when requested by that device; Adjustments—these can be considered to be a subset of Configurations; Game Updates—these can be considered to be a subset of Configurations. Games will be notified that updates are available and with the S3 Bucket or CDN that the update can be retrieved from; Heartbeats—responsible for insuring that all critical components remain alive and are able to communicate with the SPGS 104. This handler will receive heartbeats from all connected devices based on established. If a non-response occurs an error condition is generated, and the game is taken off line; Health Checks—responsible for the collection of game health statuses and dissemination to concerned parties for action; Location—responsible for the collection of geolocation information from the games; Logging—responsible for the management (collection and logging) of all SPG/SPGS related messages; Scheduling—responsible for management and dissemination of established schedules (downloads, updates, adjustments) to Games upon request; Session Management—responsible for the management of all game related activities as it relates to a specific game session. This includes recording the start of new sessions, ending game sessions, and retention of data for game analysis; and Time Synchronization—responsible for ensuring that server and client system times remain in sync.
Known pinball games contain a fixed set of common audits and adjustments. However, the example game client may add and/or delete audits or adjustments during any initial or subsequent release. In order to prevent changes that occur within the client software driving changes to the server—upon first boot the client will communicate the feature data definition to be communicated to the server on subsequent audit or adjustments. These example messages comprise only of those additional feature data elements and will not impact the set of known standard common audits and adjustments.
As noted, HTTP is utilized in the example message protocol. This is defined as the primary entry/exit point for all messaging originating from a SPGC 10. This channel follows the HTTP Pull model where SPGC 10 originates message requests and SPGS 104 responds to those requests. The SPGS 104 HTTP channel cannot originate requests—it can only respond to messages generated by the clients.
The server hosts all data storage via a combination of a relational database (such as for instance, PostgreSQL) and logging files. All data is maintained both in primary storage on the main server.
The example SPGS 104 implements a standard NTP service to remain in sync with a specified external NTP server. All game time synchronization is derived from the time stamps embedded in the server to game messages. This ensures that the games remain in sync with the server. The SPGC 10 uses a mechanism that closely mirrors the behavior of NTP. The process comprises: the time in the message header is extracted; the extracted time is compared to the system time, and then; if the delta between the two times exceeds a defined limit, the system time is set to match that contained within the header. Any message can be utilized but the most frequent/common is the heartbeat message framework.
Messaging
Together,
In this instance, all example Pinball (SP) messages are text messages and are what comprises the “body” referenced above. These bodies are inserted into the standard text body of a JMS Text Message. The messages are formatted as JSON pairs and will consist of three parts: a SP message header; a SP message body; and a SP message CRC.
The following SP Message Data Types may be used:
Base Types:
Boolean: Boolean represents a two-state value of ‘True’/‘False’ (values are represented as ‘True’ or ‘False’ and may be converted to ‘Yes’/‘No’ or ‘0’/‘1’ depending upon display usage.
Integer: Integer represents an unsigned number from 0 to 4,294,967,295.
Decimal: Decimal represents a numeric value with a provided precision and scale. (ex. decimal (precision, scale)). Precision says the total number of digits that can be held in the number, scale says how many of those are after the decimal place, so decimal (3,2) is a number which can be represented as #.##; decimal (5,3) would be ##.###.
String: A String comprises one to many Unicode characters.
Derived Types
Score: Score represents a special type of Integer with precision 0 and ?
Duration: Duration represents a special type of Integer expressed in milliseconds.
DateTime: DateTime represents a special type of Integer consisting of milliseconds since epoch (Jan. 1, 1970 UTC) from which full date and time information can be derived.
Price: Price represents a special type of Decimal constrained for currency value.
Initials: Initials represents a special type of String constrained to 3 letters.
Percentage: Price represents a special type of Decimal constrained to represent a percentage (ex. Decimal (3,2)).
Enumerated List: TBD
All messages contain a standard header used for routing, timestamps, etc. The following Table (Table 3) defines the characteristics of that header.
The following table (Table 4) denotes the specific message types. Contents of the payloads associated with these types follows below.
Feature Adjustment List Definition
The following information will be returned to the requestor: Machine ID; MAC Address; and IP Address.
Web Portal User Interface
Server administration is performed via a standard web portal application. In general, all information displayed is filtered based on the user's organizational association. For instance, a user may be assigned to at least one of the following organizations: User A belongs to the corporate organization; User B belongs to Red Organization; User C belongs to Blue Organization; User D belongs to Green Organization; and User E belongs to Red and Blue Organizations. As a result, the respective user can see the following information: User A can see Corporate, Red, Blue, and Green Organizational assets (people, machines, games, . . . ); User B can see Red Organizational assets (people, machines, games, . . . ); User C can see Blue Organizational assets (people, machines, games, . . . ); User D can see Green Organizational assets (people, machines, games, . . . ); User E can see Red and Blue Organizational assets (people, machines, games, . . . ). The ability of a user to either simply view or to be able to add, delete, modify will be in accordance with the role assigned to that user.
It will be appreciated that roles may vary page by page. For instance, example roles may include: Login—Allow the end user to log in to the web portal; Logout—Allow the end user to log out of the web portal; Dashboard—Display a dashboard the summarizes key factors about the system; Operator Management—Allow for the creation and management of key organizational data elements; User Management—Allow the administrative user to manage users (invite, add, reset passwords, modify, delete, disable); Change User Password—Allow the end user (or admin user) to change the user's password; Reset Password—Allow the end user (or admin user) to reset the user's password; User Profile—Allow the end user (or admin user) to change the user's profile information; User Roles and Responsibilities Assignments—Allow the admin user to assign the roles to a user and make associations to pages; Roles and Responsibilities Definitions—Allow the admin user to create roles and responsibilities; View Notifications—Allow the end user to view notifications; Manage Notifications—Allow the admin user to view/modify what notifications are delivered; View Alarms—Allow the end user to view alarms; Manage Alarms—Allow the admin user to view/create/modify alarms; View Alerts—Allow the end user to view alerts; Manage Alerts—Allow the admin user to view/create/modify alerts; View Game Client Configuration—Allow the end user to view game client configurations; Manage Game Client Configuration—Allow the admin user to view/create/modify game client configurations; Manage Server Configuration—Allow the admin user to view/create/modify server configurations; View Machines—Allow the end user to view key machine information; Manage Machines—Allow the admin user to view/create/modify key machine information; View Machine Data Collection—Allow the end user to view key collected machine data; View Games—Allow the end user to view key game information; Manage Games—Allow the admin user to view/create/modify key game information; View Game Versioning—Allow the end user to view key game versioning information; Manage Game Versioning—Allow the admin user to view/create/modify key game versioning information; View Game Activity Data Collection—Allow the end user to view key game activity information; View Adjustments—Allow the end user to view key game adjustments; Manage Adjustments—Allow the admin user to view/create/modify key game adjustments; View Audits—Allow the end user to view key game audits; Manage Audits—Allow the admin user to view/create/modify key game audits; View Schedules—Allow the end user to view key schedule information; Manage Schedules—Allow the admin user to view/create/modify key schedule information; View Game Log Files (Generated)—Allow the end user to view generated game log files; View Game Log Files (Transferred)—Allow the end user to view transferred game log files; and Server Log Files—Allow the end user to view generated server log files.
In operation, the example network, SPI Online Connectivity system, provides the necessary components required to establish an ecosystem that will enhance all aspects of the relationship between the pinball machine manufacturer and the customers. The system and data creates tools that help operators improve their business and build a direct connection with home users. The data collected across the installed base of machines additionally provides insights that will benefit the manufacturer's operations, quality, service, innovation, and engineering teams.
The system provides both the client and server infrastructure components necessary to connect remotely deployed pinball machines to a centralized cloud based server infrastructure for at least the purpose of: remote software/firmware updates; remote configuration updates; device health/status monitoring; data collection; communications between the pinball manufacturer and operator/at-home users; and tools/processes (to include DevOps automation tools) necessary to support a cloud-based deployment.
To implement the noted networked system, the components may be installed on any suitable newly manufactured machine at the factory, or the components may be made available via a connectivity kit that allows an operator to connect an existing pinball machine to any suitable internet service to register the client machine with the server.
In the example disclosed, there are generally two types of network communications that may be implemented in a web-based architecture: HTTP Pull Model or Web Sockets. With regard to HTTP Pull Model, in this model the client initiates an http query and the server provides an http response. The client drives all communications and the server simply responds. This has the benefit of constraining communications to a less chatty model thus potentially minimizing bandwidth usage and processing power needed by the server. It fits well with the “on-demand” deployment model discussed above whereas the game machine is not always on the network.
Regarding Web Sockets, there is established a persistent connection. Though still existing with an established HTTP communication channel—this differs in that once established by the client this channel can be used for bi-directional communication in that either client or server can initiate a query. As such, real time communications can be established. Further, servers can independently send information to or request information from clients without having to wait for client initiation. Therefore, monitoring, status checks, and alerts are greatly enhanced.
In the case of an on-demand connection, the client component is required to initiate the communications connection with the server. Once a connection is established—the game machine will initialize the channel and start the established sequence to register and authenticate. Once self-registration has been completed, necessary configuration information is exchanged to establish schedules for future connections, data exchanges, updates, etc. The server, however, will have no knowledge of the deployed clients until such time as the client initiates the connection and registers itself with the server.
Player Focused Connectivity
With the example networked gaming system, player interactions based on connectivity takes place at the games, on an app, and on any web-based portal. The disclosed player access portal exists both as a function of web access and a phone app. The app is the gateway to a variety of “at game” events and all environments, while increasing player satisfaction and enjoyment, can facilitate revenue generating features. Some example features include: player recognition; DLC (DownLoadable Content); cooperative play; cross platform play; merit badges and high score tables; frequent player programs; facilitation of tournament related interaction; specialized events; game locations; and find-a-friend functionality.
With regard to player recognition, in one example, the player may be provided with a personal ID, such as a QR code or other suitable identifier. The pinball machine includes the ability to recognize the personal ID (via a camera, scanner, etc.) to allow the client to recognize the player and provide persistence in gaming. Additional features may include: The ability to pay for games or DLC; provide access to subscription services/content; and/or to adjust the difficulty of the game per user preferences, such as “easy, medium, hard” difficulty; minimum play time; tournament mode; volume; game specific rules and/or configurations.
The DLC may include various features such as new game rules, features, video and audio content; download or enable game specific challenges, such as timed play high score challenge; new or remixed music or video related features; player or character avatars; Soundtracks and additional music; birthday and holiday related events in game; and additional game “skins” and game character modifications, etc.
Cooperative play may include: collaboration with friends to achieve game progression, states, or scores; cooperative play in real time or “play anytime” modes; events within games that are affected by one or the other player(s). Cross platform gameplay may include playing digital version of pinball on a smartphone app may be integrated with the physical pinball machine to include various features, such as unlocked features, etc. or cooperative play including one player working on a digital version, while a second player plays the physical pinball machine.
Example merit badges and high score tables include earning merit badges and providing checkpoints for playing various games or for making various achievements during gameplay. The high score tables may then be utilized locally, regionally, and/or worldwide.
In addition, the disclosed system architecture accommodates features which can be utilized to facilitate a robust player loyalty system to increase enjoyment and a gamification component used to drive play and increase participation in community events. The example frequent player program may include any suitable player reward including: earn loyalty points, swag, free games, etc.; providing points towards game purchases; and providing various reward levels, such as gold, platinum, world status, etc.
Still further, facilitating tournament related interaction may include the providing of: leagues—interactions relative to league nights, etc.; checking standings, facilitation of tournament sign up and/or rankings; and tracking progress in the tournament, etc. Related, events and game manufacturing news may be provided to the players including: staying updated on events, releases, news; getting notified of personally relevant events, etc. (e.g., “your game will update tonight”); manufacturer specific features, such as new game titles, sales, etc.
The game location database and find your friend features allow for a player to find games, follow friends, pinball celebrities, locations, etc. (and compete against celebrities in various virtual competitions), find events on the fly: “what's going on tonight?”, etc.
Finally, additional functions may include: the ability to level the physical game machine; providing play tips and tricks from professional players and/or the game designers; providing access and stream game specific tutorials; and technology troubleshooting as needed.
Additional features of the networked pinball machines may include:
Allow locations to advertise. The server's website includes a partner page where the player/operator can see a list of partners that are willing to advertise their approved art in various attract modes. Location owners can go to the website and pick and choose which of the partners, if any, make sense for their location. If the operator chooses one or more advertisements, the location may share in the proceeds. No games would advertise without the owner's permission. Allowing the locations to choose the advertising gives them control. Advertisements may be time sensitive and can expire.
Allow players to subscribe to other players or locations. Games can publish high score tables to a website. Players can decide which tables mean something to them and the data can be automatically collated for the player ignoring all the tables the players doesn't care about. Because a player can take the glass off and “cheat” (community defined) in many other ways the scores can be audited for assurances that the game is a legitimate score. Players and operators can rate other players and/or locations. Ratings can be used as a filter for customers in many ways. The website can provide the players and operators their own dashboard to view their player data, as well as machine data, such as heat maps, shot selections, etc. Players can customize the dashboard with data that is important to them. Players can add their scores to various auto-collated high score tables as desired, allowing the player to compete with their friends and players. Finally, the customized dashboard can provide the player with news and updates from their subscriptions automatically and their high score tables can be automatically updated with new scores and achievements made by others they care about.
Race for the Sun. By coupling the pinball machine to a network and providing the machine the ability to update and/or modify code, the pinball machine can procedurally change in many ways both physically and by rules. The software can change what it takes to beat the game, such as for instance, changing what the game goals are. In one example, rules can be changed at a specific time, such as all the games with this feature turned on will update and change their rules and goals at midnight. The rules can be time sensitive, such as for instance, it could allow players 24 hours to play and beat the new configuration. Once beaten the game will end in a celebration. Showing the player his score and time. A player's time and score can be saved to a global high score table that people will have filtered to their taste and player's will only compete with other people/locations that they care about. In addition, players can then try to improve their time or score before the 24 hours runs out. If the player doesn't like the rules/goals of today configuration there is always tomorrow. Each day it will be new again.
Camera options. The pinball machine can include a camera or allow for a camera accessory. In this manner, players can stream their game play and screen with an accompanying and appropriate art. Control of their stream may be provided with a player's dashboard. The output of their game screen as well as the camera could all be configured from the dashboard. As such, the pinball machine can be easily configured for social network interaction.
Microphone Options. The pinball machine can also include a microphone or allow for a microphone accessory. In this instance, a player can chat with and compete with a player from another location. The player can also have a party line with more than one player on the “line” at a time.
Checkpoints. Pinball machines currently do not allow for persistence in gaming. The example pinball machines disclosed herein can know who is playing, and the player can leave at the end of any leg of the game and be returned to his last checkpoint the next time he walks up to the game. Checkpoints can be enhanced and/or further defined with DLC and/or updates.
Achievements that mean something. The server can identify various achievements for players to accomplish. Example achievements may comprise a small icon and phrase both reminding and representing the accomplishment. For example, after killing 100 fighters in a themed pinball game, the player could receive the “FIGHTER ACHIEVEMENT” for 100 kills, associated with their player ID. The player can accumulate items in an inventory on the server and view the saved achievements on their dashboard.
Challenge. A challenge may be a gameplay with a few basic goals that the game team defines for a particular game. For instance, a challenge could be a two-minute multi-ball where the goal is to score as much as you can in two minutes. In this example, the challenges are typically short in duration, such as 2 or 3 minutes and include a timer. A player with a game that wants to play against someone else (when they are alone), may challenge someone in a different location. The player may connect with the server online and enter a virtual challenge “room” for their game. When someone else also enters this lobby, they can start a challenge. This other player can be anywhere in the world and both players play the challenge, competing to reach the challenge objective.
Group Play/Team Play. There are features on the example game that must be competed with a group of people. Each person has to do one or more features. When all players complete their respective features, the group may obtain credit and/or an achievement badge. Similarly, there are features on the example game that allow a first and second player to compete against a third and fourth player, either on the same machine or on separate networked machines. At the end of a game each team's score are added together to determine the team that wins.
Games will connect. Players will create profiles and access limited features at the manufacturer's loyalty program. Games will recognize players (e.g., QR interface), profiles will update. Games will download and install code updates.
While specific examples of the present invention have been disclosed in detail, it will be appreciated by one of ordinary skill in the art that that various modifications and alternatives to those details could be developed in light of the overall teachings of the disclosure. Accordingly, the particular arrangement disclosed is meant to be illustrative only and not limiting as to the scope of the invention which is to be given the full breadth of the appended claims and any equivalents thereof.
This application is a non-provisional application claiming priority from U.S. Provisional Application Ser. No. 62/902,123, filed Sep. 18, 2019, and incorporated herein by reference in its entirety.
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