Computing systems have become increasingly important not just for business applications, but for recreational purposes as well. Millions use computing systems including desktop and portable personal computers, handheld computers, video gaming systems, portable video gaming systems, and suitably equipped personal communications systems, for playing computer games, instant messaging, video conferencing, and countless other similar applications. For computer games and messaging alone, such devices have become indispensable to countless individuals.
One example of an increasingly popular computer game is online poker, which is perhaps due to the popularity of televised poker tournaments and the burgeoning interest in poker, generally. In an online poker game, players can interact with other players in real time, and in some games, can even wager and collect real money. Players interested in playing poker can typically readily find a game over the Internet, even if they do not personally know others who want to play. Furthermore, players who wish to play anonymously, without exposing their identities to other players, can protect their privacy as they wish. However, while playing poker online offers some advantages, it also presents disadvantages. Experienced poker players do more than consider their own hands, watch what cards that their opponents play, and monitor the level of the current bet. Good players also watch other players to see how they manipulate their cards, and how attentive to the other players they are. Further, they may study other players for “tells,” such as mannerisms and gestures that seem to indicate when a player has good cards or might be bluffing.
Current online poker games, however, do not communicate these additional types of behavior to other players. As a result, some of the subtler aspects of the game—and some of the enjoyment of the game—is lost.
These machinations by the player, however, are not revealed or evident to other players.
Other online games and environments also fail to communicate such behaviors, so that the information corresponding to actions by a player is not evident to the other participants in the online game or environment. For example, in online messaging, a participant in a session may not be aware of whether the sender is distracted by other windows or received a chat message from another person, has edited and revised a message to indicate that the writer is being careful with their words, or other such factors that would be evident if the parties chatting were present in the same room. Similarly, despite the growing importance of online commerce, such as online auctions, the only behaviors of participants that may be monitored are the bids they make. Although the behavior and demeanor of other participants in a bidding process may be of tremendous interest to other bidders—as it is at real auctions—this information is not available in online auctions.
Clearly, participants in interactive computing environments or games would often want to be able to perceive the behaviors and related information for other participants, beyond those behaviors mandated by the interactive environment to complete a turn or a move. Currently, that type of information is not provided in online games or in many other types of interactive environments that occur online.
To substantially enhance the experience of participants in an interactive computing environment, such as a game, information is provided about actions of other participants, beyond the minimum information necessary to convey actions those players have taken as mandated by the game or during some other form of interaction. For example, in an online poker game, when a player reorders his or her cards, select a card to play and then changes his or her mind, counts his or her chips, etc., this information can be provided to other players by visual or audible indicators. Thus, other players can assess any peripheral information or tells that they might gather from the first player's behavior when making their own moves or formulating their own strategies.
One aspect of this fuinctionality is thus directed to a method for representing at least one additional behavior of a first participant in an interactive computing environment, to a second participant. At least one additional behavior of the first participant is identified, the at least one additional behavior including a participant behavior beyond a mandated behavior dictated by rules of the computer interaction. An indicator is associated with the at least one additional behavior. Actions of the first participant are monitored to detect an occurrence of the at least one additional behavior. Upon detecting the occurrence of the at least one additional behavior, a signal is caused to be communicated, signifying the occurrence of the at least one additional behavior. Upon receiving a signal signifying the occurrence of the at least one additional behavior, the indicator of the at least one additional behavior is generated so that the occurrence of the additional behavior potentially is detectable by the second participant.
By way of example and not limitation, the interactive computing environment may include a game, and the mandated behavior dictated by the rules of the game, while the at least one additional behavior includes a behavior not dictated by the rules of the game to complete one of a turn or a move. In this case, the at least one additional behavior may include, for example, either manipulating an displayed object in a manner that does not complete either a turn or a move, manipulating an input device in a manner not directed to manipulating an displayed object, applying a degree of force in initiating the mandated behavior, or interacting with a window presented by the first computing system other than a window in which the computer interaction is presented. The interactive computing environment may further include, for example, a messaging system, a conferencing system, or a transactional system. Many other types of interaction between participants can benefit from the approach employed for providing non-essential but useful information related to the behavior of one participant to one or more other participants in the interaction.
This Summary has been provided to introduce a few concepts in a simplified form that are further described in detail below in the Description. However, this Summary is not intended to identify key or essential features of the claimed subject matter, nor is it intended to be used as an aid in determining the scope of the claimed subject matter.
Various aspects and attendant advantages of one or more exemplary embodiments and modifications thereto will become more readily appreciated as the same becomes better understood by reference to the following detailed description, when taken in conjunction with the accompanying drawings, wherein:
FIGS 2A-2D, 3A-3D, 4A-4D, and 5A-5B show screens from an interactive computing environment such as a card game in which, according to one exemplary embodiment, a first participant's peripheral behavior is communicated to a second participant;
Figures and Disclosed Embodiments are not Limiting
Exemplary embodiments discussed below are illustrated in referenced Figures of the drawings. It is intended that the embodiments and Figures disclosed herein are to be considered illustrative rather than restrictive.
On-Line Card Game Employing an Embodiment of the Present Invention
However, as shown in screens 200c and 200d of
Similarly, other actions besides those required of a participant in an interactive computing environment to complete a turn or make a move, or carry out some other function, also can be communicated or indicated to other participants, even when the actions do not result in movement of an object. For example, as shown in screen 300a of
On the other hand, according to an embodiment of this new development, as shown in a screen 300b of
It should be appreciated that in an actual card game, a player may touch or stare at a particular card without actually moving it. Thus, other indicators could be used to show the second player that the first player is causing a cursor to linger over card 302, or may have initially selected card 302 using the cursor. For example, as shown in a screen 300c of
For the exemplary use in games and other interactive computing environments, various embodiments are neither limited to communicating a participant's actions preceding a play or a move, nor are they limited to objects within the participant's control. For example, in the on-line card game shown in a screen 400a of
As shown in a screen 400d of
In addition, as shown in screen 500a of
In an exemplary game in which an embodiment of this new development is used, as shown in a screen 500b of
Thus, in the example of an on-line poker game to which an embodiments of this new approach is applied, other players are provided with information about a first player's actions that is peripheral to the first player's plays or moves, adding richness and realism to the interactive gaming computing environment.
Other Exemplary Games Employing an Embodiment of this New Development
Peripheral information regarding the actions of other participants prior to, ancillary to, or after completing a play or turn has value to a participant in interactive computing environments other than card games. Thus, embodiments of this new development also add richness and realism to these other interactive computing environments.
For example, word games, such as SCRABBLE™ manufactured by Hasbro, Inc., involve spelling words using letter tiles or cubes. The letters each player has are typically unknown to other players. Thus, as shown in a screen 600a of
As shown in screen 600a, just as card players may wish to rearrange cards held in their hands, players of other games may wish to adjust their playing pieces, e.g., to place like letters together or to organize the letter tiles alphabetically, or in groups forming one or more whole words and/or parts of a word. Also, just as in card games, movement or touching of these pieces by one player may potentially provide information to other players that may prove useful. In screen 600a, a first player has a Q tile 608. The tile may have great value, or the first player may be unable to play Q tile 608 until the player draws other tiles or after another player plays specific tile(s) (e.g., a U tile). Thus, the first player may move Q tile 608 along a path 610 to another position on rack 604, where Q tile 608 will be out of the way until it becomes possible to play Q tile 608.
Ordinarily, the moving of tiles is permitted in an on-line version of such a game; however, other participants are unable to see the movement of the tiles and instead only see the tiles that are played on the board. A seasoned player may see a first player move tile 608 to an end of rack 604 and speculate that tile 608 bears a J, Q, X, Z, or other tile that the first player might desire to or be forced to wait to play. However, in a conventional online interactive environment, the other participants would not see the first player move tiles until the first player completed a move or turn.
However, as shown in a screen 600b of
Embodiments of this new development are adaptable to a number of interactive computing environments where playing pieces are used. As another example, screens 700a through 700d of
In chess, a move is not final until a player not only moves a playing piece to a new (legal) position, but also releases the playing piece at that position. Again, in most on-line chess games, a player cannot only touch a piece without his opponent knowing it, but can move it around the board to consider the ramifications without his opponent knowing it, because a move is not presented to the opponent until the player releases the chess piece at its new position. However, as shown in screen 700c of
From the examples of the card games (
Communicating Tells According to an Embodiment
Peripheral information regarding the actions of participants prior to, ancillary to, or after completing a play or turn has value to participants in interactive computing environments other than card games. Thus, embodiments of the new development are useful in adding richness and realism to these other interactive computing environments. In addition, embodiments of the new development also are useful in communicating “tells” regarding the behavior of a participant arising from actions of which the participant may not be cognizant.
The types of peripheral behavior previously described include deliberate actions made by a participant, such as reordering cards, counting chips, touching cards or pieces, etc. However, in many face-to-face encounters, including games and other interactive situations, individuals may unconsciously act in a particular way that may manifest what they are thinking, even though they are unaware of it. In a real poker game, for example, a player nervous or excited about a hand may drum his or her fingers, make faces, or exhibit other telling behavior that the other players learn to “read,” and to which they then may respond. Using embodiments of the new development, behavior measurable by a computing system similarly may be able to discern these tells and communicate or indicate them to other participants.
For example, as previously described in connection with
According to one embodiment, if a player opens or activates another window, this behavior can be communicated to other participants by an indicator. As shown in a screen 800a of
Similarly, a player who is excited or nervous may fidget with his/her hands. If a player is so fidgeting, the player may unconsciously move the mouse back and forth. Thus, as shown in screen 800c of
As shown in screens 800e and 800f of
Logical Steps for Communicating Additional Information to Other Participants
At a decision step 906, it is determined if a participant's input reflects monitored peripheral information. For example, monitored peripheral information may include a participant moving playing cards or game pieces during an online computer games, as described above. If it is determined at decision step 906 that a participant has presented input reflecting peripheral information, at a step 908, a representation indicating the manifestation of the peripheral information is presented to other participants.
If it is determined at decision step 906 that no peripheral information is detected, or that peripheral information detected has been communicated to other participants at step 908, at a decision step 910, it is determined if the participant input is indicative of monitored tells. For example, as described above, if a participant should press a mouse key with a heightened degree of force (e.g., above a predefined level), such input may register as conveying tell information. If it is determined that a participant has tells, at a step 912, representative indicators for each such tell are presented to other participants. If it is determined at decision step 910 that no tell is discerned or, after indicators representative of the telling behavior have been presented at step 912, at a decision step 914, it is determined if the interactive environment has been ended. If not, flow diagram 900 loops to step 904, where participant's actions will continue to be monitored. On the other hand, if it is determined at decision step 914 that the interactive environment has ended, exemplary flow diagram 900 ends at a step 916.
For the sake of illustration,
At a decision step 968, it is determined if a player has checked the value of any facedown cards. If so, at a step 970, an indicator representing the attention shown by the player to the facedown cards is provided to other players. At a decision step 972, it is determined if a player has counted his/her chips or the chips of other players. As described above, chips may be counted by directing a cursor to a representation of the chips presented on screen. If so, in a step 974, an indicator representing that the player has shown attention to the chips is presented to other players relative to the chips the player has counted.
At a decision step 976, it is determined if a card has been selected by a player. If so, at a step 978 the card the player has selected in his hand is indicated to other players. At a decision step 980, it is determined if a card has been played. In other games, the selection of another type of object, such a graphic object, without completing an action related to the object may be conveyed to the other players. If not, flow diagram 950 loops to step 954 to continue monitoring the player's actions to detect behaviors that may represent peripheral information or tells. On the other hand, if it is determined at decision step 980 that a card has been played, at a decision step 982, it is determined if the card has been played with more than a predefined threshold amount of force. If so, at a step 984, the use of heightened force (or the amount of heightened force) with which the card was played is indicated to other players.
If it is determined at decision step 982 that no unusual amount of force has been used, or after the use of heightened degree force has been communicated to other players, at a decision step 986, it is determined if the game has ended. If not, flow diagram 950 loops to step 954 to continue monitoring the player's actions. On the other hand, if it is determined at decision step 986 that the game has ended, flow diagram 950 ends at a step 988.
Although not discussed above, it is contemplated that any one or more of the participants in an interactive environment might be a computer-simulated participant, rather than an actual human participant. Further, to add to the interest in a game or other interactive environment using such a computer simulated participant, the computer could be programmed to either manifest an additional behavior to provide information or tells to the human participants, just as described above. The additional behavior might be either randomly determined or based upon a defined rule set corresponding to one or more parameters in the interactive environment.
Exemplary Computing System for Implementing this Functionality
With reference to
A number of program modules may be stored on the hard disk, magnetic disk 1029, optical disk 1031, ROM 1024, or RAM 1025, including an operating system 1035, one or more application programs 1036, other program modules 1037, and program data 1038. A user may enter commands and information in PC 1020 and provide control input through input devices, such as a keyboard 1040 and a pointing device 1042. Pointing device 1042 may include a mouse, stylus, wireless remote control, or other pointer. As used hereinafter, the term “mouse” is intended to encompass virtually any pointing device that is useful for controlling the position of a cursor on the screen. Other input devices (not shown) may include, for example, a microphone, joystick, haptic joystick, yoke, foot pedals, game pad, game controller, voice command hardware, gesture command through video camera detection, eye movement detection hardware, satellite dish, scanner, and almost any other form of user manipulated input device, or the like. Also, PC 1020 may include a Bluetooth radio or other wireless interface for communication with various types of interface device, such as printers, or the interactive display table of the new development. These and other input/output (I/O) devices are often connected to processing unit 1021 through an I/O interface 1046 that is coupled to the system bus 1023. The term I/O interface is intended to encompass each interface specifically used for a serial port, a parallel port, a game port, a keyboard port, and/or a universal serial bus (USB). A monitor 1047 can be connected to system bus 1023 via an appropriate interface, such as a video adapter 1048. It will be appreciated that PCs are often coupled to other peripheral output devices (not shown), such as speakers (through a sound card or other audio interface—not shown) and printers.
The new development may be practiced on a single machine, although PC 1020 would provide interactive functionality with other participants by operating in a networked environment using logical connections to one or more remote computers, such as a remote computer 1049. Remote computer 1049 may be, for example, another PC, a server (which is typically generally configured much like PC 1020), a game console, a PDA, a mobile phone, a router, a network PC, a peer device, or a satellite or other common network node, and typically includes many or all of the elements described above in connection with PC 1020, although only an external memory storage device 1050 has been illustrated in
When used in a LAN networking environment, PC 1020 is connected to LAN 1051 through a network interface or adapter 1053. When used in a WAN networking environment, PC 1020 typically includes a modem 1054, or other means such as a cable modem, Digital Subscriber Line (DSL) interface, or an Integrated Service Digital Network (ISDN) interface for establishing communications with other computing devices over WAN 1052, such as the Internet. Modem 1054, which may be internal or external, is connected to the system bus 1023 or coupled to the bus via I/O device interface 1046, i.e., through a serial port. In a networked environment, program modules, or portions thereof, used by PC 1020 may be stored in the remote memory storage device. It will be appreciated that the network connections shown are exemplary and other means of establishing a communications link between the computers may be used, such as wireless communication and wide band network links.
Although the new development has been described in connection with the preferred form of practicing it and modifications thereto, those of ordinary skill in the art will understand that many other modifications can be made to the new development within the scope of the claims that follow. Accordingly, it is not intended that the scope of the invention in any way be limited by the above description, but instead be determined entirely by reference to the claims that follow.
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