The invention relates to puzzles and games for children and adults.
“The essence of a successful puzzle is to arrive at a degree of difficulty which neither frustrates the user by being too difficult nor bores the user by being too easy to solve.” U.S. Pat. No. 4,189,151 to Klopfenstein issued Feb. 19, 1980.
Traditionally puzzles of the general type under discussion have two major values—the primary one being enjoyment and recreation, the secondary one being education, in particular the teaching of critical thinking and problem solving. It is now recognized that the process of solving puzzles has another important value, helping to develop new neural pathways in the brain thus aiding in the prevention of various brain conditions under the general category of dementia. Recent scientific studies have determined that learning new skills such as dancing, playing a musical instrument, learning a new language, and exercising the brain by solving various kinds of puzzles, even late in life, can help offset the deleterious affects of brain aging.
There are many programs being developed to provide systematic brain exercises. One such program: Change Your Brain, Change Your Life, by Dr. Daniel Amen, M.D., has been presented several times on Public Television during their periodic fund raising events. Another source for these types of brain exercises can be found in bookstores and airport convenience stores. Several different publishers sell magazines that each contain a variety of such puzzles. Dell Publishing and Penny Press are among the most popular publishers of these kinds of puzzle magazines, which include a new entry into this field known as Brain Boosters.
In terms of the skills and knowledge base required to arrive at a solution, puzzles can be classified under various types. Some puzzles require outside information in order to arrive at a solution. This is particularly true of crossword puzzles, which require knowledge of English and a huge general knowledge base. Cryptograms generally require knowledge of the structure of words and grammatical patterns, as well as knowledge of the statistical frequency of various letters. In addition cryptograms require the ability to apply logical suppositions and intuition, which make these kinds of puzzles more challenging.
Some puzzles require basic mathematical ability while others require the acquisition or deduction of certain techniques. Once these techniques are learned, the puzzles can be solved in a more or less routine way. These general remarks apply to puzzles such as Kakuro and Sudoku as well as a large class of logic puzzles that can be solved by setting up a table of the given and unknown information. One aspect of these puzzles is that after acquiring the necessary set of skills, each puzzle can be solved using the same general methods. Once these methods are mastered, there is nothing new to learn. As noted earlier, one of the main benefits of learning new skills, such as a new language or how to dance, is that learning these new skills creates new neural networks. Therefore, a puzzle that required the learning of new skills and that constantly presents new challenges would be very beneficial in this regard. In fact, these are the main advantages of our puzzle invention and its various embodiments.
Our puzzle and its various embodiments have several other advantages over the puzzles already mentioned. First the various embodiments of our puzzle are easy to learn. In some embodiments of our puzzle one needs only the knowledge of the English alphabet, which every child learns at a very early age. The puzzles are solved using logical methods without making reference to any kind of knowledge base. These methods include the well known and universally useful method of “trial and error.” However, the methods required to solve the more complex puzzles require a much more sophisticated set of methods. The solver of these more sophisticated puzzles is required to use methods such as the process of elimination, calculation along several branches, discovery of general deduction theorems, and educated guessing based on a rough statistical analysis. The strategies involved are similar to the thought processes involved in decision making when playing a game of chess. The advantage of this invention over chess is that in chess an extensive knowledge base is required as well as extensive training in order to be able to master the game.
In contrast with some other puzzles, once one learns the basic strategies of our puzzles, one can become quite skilled at solving the simpler puzzles relatively quickly. On the other hand when encountering the more sophisticated puzzles, various new skills need to be acquired for discovering the successful solution of our puzzles. In addition, in at least one embodiment of our puzzle invention, abilities and knowledge similar to that used in solving crossword puzzles is required. Therefore, our puzzle inventions have the potential to appeal to a wide spectrum of the population.
Another advantage of our puzzle is that the easier puzzles can be solved in a relatively short period of time, in some cases within a few minutes. Even some of the more difficult puzzles of our invention can be solved almost as quickly, if one arrives at the correct insight, or once the proper methods are understood. A related advantage is that if a mistake is made in the process of solving one of our puzzles, the mistake can be easily and quickly recognized and rectified and the solver can then try a different “path” toward the correct solution. In other types of puzzles such as crossword puzzles, cryptograms and number puzzles, one mistake can lead one to spend an inordinate amount of time pursuing a mistaken “path” in pursuit of the puzzle solution. If the initial mistake remains undiscovered by the puzzle solver, the correct solution to the puzzle is almost never found. This can be very frustrating to any puzzle solver, and particularly to someone less experienced or less motivated in solving puzzles, who may decide to abandon all attempts to solve that type of puzzle.
Given the complexity and diversity of the puzzles and associated games described here as part of our invention, there is a strong potential that once the puzzles that we have invented become popular, that entire books will be written on the solution methods, and that internet discussion groups will be formed for the sole purpose of examining and augmenting the various methods. Another possible outcome is that universities and public television networks will sponsor contests based on these puzzles, and mathematical dissertations will be written on the puzzles ramifications, due to their educational value and theoretical mathematical richness.
The properties of this puzzle and its various embodiments that make it different are as follows. First the puzzle is easy to learn as there are only a few rules, all of which are easy to understand. Second, the puzzles can be geared toward a wide variety of skill levels from the very easy to extremely difficult. Third, there is a wide variety of embodiments of the puzzles that we have invented that require one to learn new skills in order to solve the various embodiments of the puzzle. In addition the games that we have invented that are associated with the puzzle require skills that embody much of the strategic complexity of games such as chess, bridge and “Go,” without requiring the vast knowledge base that is associated with these traditional games.
A further advantageous aspect of the invention is that when the puzzle is solved, especially in the more complex embodiments, the completed solution in some instances has an artistic aspect. The logic of the puzzle provides the person observing the solution or the one who has solved the puzzle to note the “elegance” or “intrinsic logical beauty” of the solution. These or similar terms are reserved for particularly rare chess problems and compositions as well as a relatively small number of famous chess games such as the Evergreen Game of the 19th century or Bobby Fischer's Game of the (20th) Century versus Donald Byrne. However, in the realm of chess, a large amount of chess knowledge is required before one can fully appreciate the beauty of such examples. In our invention, one can experience this “beauty” after a relatively small amount of time spent on solving these kinds of puzzles.
The Puzzle and the variations and extended puzzles are of a type that would typically be found in newspapers and magazines on puzzle pages alongside crossword puzzles, cryptograms, chess problems and Sudoku puzzles. Books that contain the basic and extended puzzles are another likely medium for these Puzzles. The Games that are based on the Puzzles can be marketed and packaged like many other board games such as Monopoly and Clue. Some of the other versions can be marketed and packaged like three dimensional puzzles such as Rubik's Cube. Furthermore, all versions of the Puzzles and the Game versions can be made available in electronic versions, both as stand alone or hand-held puzzle and game modules and as an entire software package or part of a software package for personal computers. In addition all of these electronic puzzles and games can also be made available in online versions, for example where players could solve the puzzles, and play or compete with these puzzles and games over the Internet or using other forms of electronic digital media.
The original goal for the puzzle invention was to find a method for teaching a sophisticated chess concept and decision making technique to young students. When considering a complex position in a game of chess there is a multifaceted method of analyzing a chess position, described in the well-known book “How to Think Like a Grandmaster” by Alexander Kotov. To use this method when making a decision about a move in a particular chess position, a player chooses between two to four “candidate moves” that the player wants to consider in detail. Using this candidate move method, the player then calculates the consequences of each candidate move separately, and makes an evaluation of the respective chess positions that result from each candidate move. These respective chess positions can be several moves beyond the original position. This method is sometimes referred to as a tree of analysis, since in making the calculations some candidate moves lead to further branches that need detailed analysis as well. A method for evaluating a chess position, which as part of this method occurs at the end of each branch of the analysis tree, is discussed in the detailed description below. Based on this analysis and multiple position evaluations, the player then chooses the chess move that produces the most advantageous position, and then makes that chosen move.
The present puzzle invention can be used to help students of chess better understand and implement the methods of choosing candidate moves and constructing an analysis tree.
In accordance with this invention, one embodiment of the puzzle comprises a six by six Large Grid, containing thirty-six Cells, ten of which are Blanked Out, meaning they are not in use for this particular example of the puzzle. In this embodiment, the large grid is divided into nine Small Squares of four cells each. The puzzle solver attempts to place the twenty-six letters of the English alphabet into the available cells of the grid in accordance with a set of Puzzle Rules, which in this embodiment require the letters of the alphabet to be placed in alphabetical order adjacent to one another, with the additional constraints that once a letter is placed in one small square, that small square must be completed before placing letters in another small square and that when the puzzle is completed, no two vowels, including the vowel Y, may appear in a row or column of the grid.
In accordance with this invention, one embodiment of a game comprises a kit of game components, wherein the game provides a competition between two or more players who attempt to complete an example of the puzzle described in the above paragraph. Play of the game consists of players taking turns filling in one small square of the puzzle in accordance with the puzzle rules. Awards are given for Blocking ones opponent from making a letter placement that does not violate the puzzle rules, such action requiring a player to take back certain letter placements in order to attempt to complete the puzzle. Awards for other game events include but are not limited to pointing out a placement by an opponent that violates one of the puzzle rules and being the first player to successfully complete the puzzle. In addition to the puzzle and game inventions, this invention includes a method to improve ones practical results when playing a game of chess.
In the accompanying drawings, which are conceptual representation of the invention,
The present invention is described below by reference to the aforementioned drawings.
The object is to complete the grid by placing each of the letters of the alphabet in order, starting with the letter A, one letter in each cell, while following all of the four rules listed below.
Rule 1: Each new letter that you list must be either next to, directly above, directly below or on a diagonal that is adjacent with the previous letter. [ADJACENT RULE]
Rule 2: Letters are already filled in that you must use. [GIVEN LETTER RULE]
Rule 3: When filling in successive letters, once you place a letter in a new 2×2 Square, you must finish filling in that square before placing a letter in a new square. [SQUARE RULE]
Rule 4: When all the letters are filled in, the vowels (A, E, I, O, U, and Y) must be placed so that no two vowels are on the same row or column. [VOWEL RULE]
The Puzzle Grid shows two of the nine small Squares 34, one in the middle of the grid and one in the lower left hand corner, two of the three Given Letters 36. Also shown are two of the ten blanked out cells 38, which means that these cells are not available for placement of any letters, numbers or symbols, and a set of instructions and rules above to be used to solve the puzzle. These four basic rules are referred to as the Adjacent Rule, Given Rule, Vowel Rule and Square Rule. As will be seen, other embodiments of the puzzle and related games may or may not require all of these rules or may contain modifications of or additions to the above rules.
The solution to the puzzle 42 is also shown. Notice that one can easily check that one has a true solution. Beginning with the letter A, one can point to the next letter of the alphabet and see that each new letter is adjacent to the previous one [Adjacent Rule]. It can also be seen that when going through the alphabet, each two by two square is completed before a new square is used. [Square Rule] We also see that the given letters, in this case B, N and T are in their proper places with respect to the rest of the alphabet. [Given Rule] Finally, there is an easy way to see that no two vowels are on the same row or column. [Vowel Rule] One simply needs to visually scan down each column and across each row to see that there is exactly one vowel on each row and column. Therefore all four puzzle rules 40 have been followed and the puzzle solution 42 in
In the process of attempting to find a correct solution to the puzzle in
If one starts by placing the letter A to the left of B, the next letter C can only be above the letter B by the square and adjacent rule. Again by the adjacent rule, D must be to the right of C in the square to the right of the upper left hand corner square. Now by the square rule E must be either to the right of D or on the diagonal below D. But the second choice violates the vowel rule as that choice would put both A and E on the second row. Therefore E must be to the right of D and by the square rule F must be placed below E.
By the given and adjacent rules, the only logical place for the letter G is below the given letter T. By the square rule, the letter H must be in the diagonal to the right of G. Because of the adjacent and square rules, the letters I, J and K must be placed in the lower right corner square. There are a number of ways that these three letters can be placed in this square. All of the ways that make any sense in terms of the rules, force the next letter L to be in the only cell available, the cell to the left of that lower right corner square. This forces the letters M and N to be placed in the lower middle square. But N is already in the puzzle grid as a given letter, so it cannot be placed a second time in this puzzle. Therefore, once the letter M is placed we are “blocked” 41. We use the term blocked in many of the embodiments of the puzzle invention to indicate a situation in which there is no letter, number or symbol placement available in a puzzle grid that does not violate at least one of the puzzle rules.
Going back to how the attempted solution was begun, we see that the initial cell choice for the letter A led to the problem of being blocked. Moreover, once the letter A was placed in the cell to the left of the letter B, all of the other letter placements (except for I, J and K) were the only ones possible without violating the puzzle rules. Therefore, since the letter A cannot be in the cell to the left of the letter B, there is only one other choice. The letter A must be placed above the letter B. By following the rules 40 in
Alternatively, the bottom of the puzzle tray may consist of a transparent material such as PLEXIGLAS® material and a slot that extends along the entire bottom of the game tray so that various puzzle boards can be inserted so that different puzzle examples can be solved.
A puzzle kit can also be constructed, comprising a white board or similar erasable device using writing devices such as pencils or erasable white board markers to place letters, numbers or symbols in a puzzle grid. In another embodiment the puzzle kit can consist of a metal game board with magnetic puzzle pieces or magnetic tiles that are imprinted with puzzle letters, numbers or symbols.
Each of the puzzle kits described can also be used for a game played by two or more players. One embodiment of the game invention is played as follows. A round of play consists of two or more players competing to complete the same puzzle by placing letter tiles 95 one at a time in the puzzle tray 90 like the one depicted in
In another embodiment of the game invention, play proceeds as described above with the following additional rules. If on a player's turn that player is not able to fill all the unfilled cells in a square, in other words that player is blocked, then they lose a set number of points, the number being pre-determined by the particular rules of the game. The player who played previously and caused the next player to be blocked, is awarded a set number of points. The player who was just blocked then removes a number of letter tiles of their choosing. Then the next player takes their turn. Play continues in this manner until the round ends. The round ends when either the puzzle is completed or one of the players reaches a score number that is pre-determined by the rules of the game. After a certain pre-determined number of rounds are played the player with the highest score is declared the winner of the game. Alternatively, the winner is the first player to reach a certain number of points.
Other embodiments of the game invention are also within the scope of this invention. Any number of games similar to the one described above can be played using the game kit described in
The object is to complete the grid by placing each of the letters of the alphabet in order, starting with the letter A, one letter in each cell, while following all of the three rules listed below.
Rule 1: Each new letter that you list must be in a cell that is either next to, directly above or directly below (but not on a diagonal cell) the cell of the previous letter. [RESTRICTED ADJACENT RULE]
Rule 2: When filling in successive letters, once you place a letter in a new 2×2 Square, you must finish filling in that square before placing a letter in a new square. [SQUARE RULE]
Rule 3: When all the letters are filled in, the vowels (A, E, I, O, U, and Y) must be placed so that no two vowels are on the same row or column. [VOWEL RULE]
Note that in this particular puzzle there are no given letters. Therefore there is no given rule. This embodiment of the puzzle invention and any other embodiment that falls within the scope of this puzzle invention can be used as part of a game played by two or more players.
The solution to the puzzle 60 in
In another embodiment, the ten pieces are virtual pieces in an electronically generated puzzle in a digital application that can be solved by manipulating the virtual pieces on a portable phone, PDA, gaming device, computer screen or similar device, using various computer commands, or by means of gestures such as those available on a touch screen device like the I-Pod Touch®.
To solve the above puzzle, complete the grid by placing each of the letters of the alphabet in order, starting with the letter A, one letter in each cell, while following all of the four rules listed below.
Rule 1: Each new letter that you list must be either next to, directly above, directly below or on a diagonal that is adjacent with the previous letter. [ADJACENT RULE]
Rule 2: Letters are already filled in that you must use. [GIVEN RULE]
Rule 3: When all the letters are filled in, the vowels (A, E, I, O, U, and Y) must be placed so that no two vowels are on the same row or column. [VOWEL RULE]
In addition to the above rules, there is the following added Rule.
The word that is indicated by the Word Clue must appear in the Solution to the Puzzle. The letters of the clue word must be adjacent to each other in a horizontal, vertical or diagonal line, in either the forward or backwards direction.
This embodiment does not require the square rule, but it has an added Word Clue constraint. The added rule states that the word that is indicated by the word clue must appear in the solution 42 to the Puzzle. The letters of the word must appear in the proper order of the word that is indicated by the word clue, and be adjacent to each other in a horizontal, vertical or diagonal line, in either the forward or backwards direction. Note that the solution to the above puzzle is more difficult than the puzzle in
Notice that the solution 42 to the puzzle in
The puzzle 60 in
Notice that since this puzzle has no given letters, the puzzle is considerably more difficult. There are also five added word clues that are not shown. Without these word clue requirements there are actually many solutions to the puzzle. In some embodiments of the puzzle, there is a requirement to find or construct all possible solutions. This task can be quite challenging and is meant for the more advanced puzzle solver.
For this puzzle the following set of numbers is used:
1 3 5 7 8 9 10 11 13 14 15 17 19 20 21 23 25 26 27 29 31 33 35 37 39 & 40.
To solve the puzzle one must place the numbers in the cells in numerical order while following all of the three rules listed below.
Rule 1: Each new number listed must be either next to, directly above, directly below or on a diagonal that is adjacent with the previous number. [ADJACENT RULE]
Rule 2: When filling in successive numbers, once you place a number in a 2×2 Square, you must finish filling in that square before placing a number in a new square. [SQUARE RULE]
Rule 3: When all the numbers are filled in, the numbers must be placed so that no two even numbers are on the same row or column. [EVEN RULE]
Notice that there is no given rule as there are no given numbers. The adjacent rule and the square rule are the same as in previous embodiments of the puzzle invention, except that these rules now refer to numbers rather than letters. There is a new rule, the Even Rule, which requires that no two even numbers appear on the same row or column. This rule is similar to the Vowel Rule for embodiments of the puzzle that use letters. Notice that in the puzzle solution 42 shown, each of the six even numbers in the list of numbers appears exactly once in each row and column. Three of the even numbers 33, the numbers 20, 26 and 30 are indicated. The other three even numbers are 8, 10 and 14.
In another variation of this puzzle embodiment there is an additional Rule 4: No two even numbers can be adjacent to each other. [ADJACENT EVEN RULE] In still another embodiment this Rule 4 replaces Rule 3 in
Of course other sets of numbers may be used for different embodiments of the puzzle invention. Different criteria other then even numbers can be used if a special subset of numbers is used. For example the special set could be only odd numbers, prime numbers, or prime numbers that are not members of a set of twin primes. In another embodiment of a puzzle that uses numbers the set of numbers used contains thirty-six numbers and there are no blanked out cells. Other embodiments of this puzzle invention that are not shown use different size grids, some of which are not uniform in shape. In some of these puzzles there are no given letters, while in some examples there are non-uniform special sub-regions, while in others there are no special sub-regions. Moreover, as stated before, this number puzzle and various related embodiments can also be used as the basis for a two or more player game.
In another embodiment of the puzzle invention that is not shown, there is a different rule requiring that no vowels appear on the long diagonals of the grid.
The object is to complete the grid by placing each of the letters of the alphabet in order, two times, starting with the letter A, one letter in each cell, while following all of the six rules listed below.
Rule 1: Each new letter that you list must be either next to, directly above, directly below or on a diagonal that is adjacent with the previous letter. [ADJACENT RULE]
Rule 2: Letters are already filled in that you must use for one of the two alphabets. [MODIFIED GIVEN RULE]
Rule 3: When filling in successive letters, once you place a letter in a 2×2 Square, you must finish filling in that square before placing a letter in a new square. [SQUARE RULE]
Rule 4: When all the letters are filled in, the vowels (A, E, I, O, U, and Y) must be placed so that no more than two vowels are on the same row or column, and there is at least one vowel in each row and column. [MODIFIED VOWEL RULE]
Rule 5: There can be no repetition of any letter on any row or column. [REPEAT RULE]
Rule 6: When both alphabets are complete, the A in each alphabet must be adjacent to the Z in the other alphabet. [END RULE]
The puzzle grid is larger than previous ones shown, eight by ten cells for a total of eighty cells. Twenty-Eight cells are blanked out, that is, not available for placement of a letter. This leaves (80-28=52) exactly fifty-two cells left for placement of letters, that is, so that each letter of the alphabet appears twice in the puzzle grid.
Notice that the last three rules, Rules 4, 5 and 6, add a new level of difficulty to the puzzle. Rule 4, the Modified Vowel Rule, requires that no more than two vowels are on each row and column. Rule 5, the Repeat Rule, requires that no letter repeats in any row and column. Rule 6, the End Rule, requires that each A in an alphabet is adjacent to a Z in a different alphabet.
The puzzle shown in
One embodiment of this invention relates to a game played by two or more players that uses a puzzle like the one shown in
At the start of a round of the game players would each toss the eight-sided die 27 shown in
In the present game, the player with the highest score after tossing the eight-sided die begins the game by tossing the eight-sided die again. The number that turns up (from 1 to 8) on this toss tells the player the number of letters that player can attempt to place. For example, if the player of the red letters goes first, and tosses an 8, and only a red A was shown, then that player can place up eight letters, up to the red letter I (the 9th letter) into the puzzle grid or the game tray. The round of play continues with each side taking turns tossing the die and placing letters of their own color on the puzzle board until either one player is blocked, one player makes a placement that violates the puzzle rules and the other player points out the rule violation, or one player completes their alphabet. Awards are given for each of these events. Play continues through one or more rounds based on predetermined criteria such as reaching a certain number of awards or a particular score, or based on a predetermined number of rounds or similar criteria.
In some embodiments of this game two or more types of tiles are used. The different types of tiles may be either constructed to contain different colors, different shapes, such as other geometric shapes, or easily distinguishable sizes, or any combination of the above. One use for these differences in one embodiment of the game requires each player to receive one of these distinct sets of tiles as their own for the purpose of scoring points for their tile placements. In some embodiments of this game the different tiles are used to indicate the intention of one player to double the stakes. That is, one player may declare or imply that they foresee that they will be the player who will successfully complete the puzzle, or achieve some other game event. Upon such declaration the other players may choose to continue the play of that round while risking the awards for said event to be double their original value. Or one or more of the other players may drop out of the round, causing a different set of scoring procedures to take place as predetermined by the written game rules and instructions.
In another version of a two or more player game, a game board or game template is provided in which each player has their own puzzle to complete within the same game board so that the respective puzzles interconnect or interlock. A turn by one player would be considered completed if one of the following events occurred: one player successfully completing a puzzle or one player having been ‘blocked.’ Play would then proceed to the next player, who attempts to place as many letters as possible on his or her interlocking puzzle. Points are awarded to players based on various events such as ‘blocking’ another player or causing another player to be blocked one or more times, or placing more letters than another player on the game board or completing their own puzzle. The ‘round’ of the game is considered finished when all players are blocked or at least one player has completed their puzzle. Respective scores are tallied at the end of each round. The winner of the game is the player who reaches a predetermined score, or the player who has the highest score after a predetermined number of rounds are played.
Many other game and puzzle embodiments that fall within the scope of this invention are possible.
Notice that in the solution shown 42 the last two rows have their two vowels indicated, 41, namely the letters I and U in the next to last row, and the letters Y and A in the last row. Similarly, the last column has the two vowels Y and O 43. In some embodiments the four different alphabets are depicted using different colors. Clearly, this puzzle is much more difficult to solve than one with only thirty-six cells and one alphabet to work with.
One embodiment of a game associated with the puzzle shown in
The actual embodiment of the puzzle associated with this solution can vary depending on the level of difficulty desired. For children at the very elementary level the actual puzzle would contain about half of the animal pictures as given letters, as described in the Given Rule. There would be no rule about special sub-regions, such as the square rule. Children solving the puzzle would merely have to place the remaining pictures in proper alphabetical order according to the names of the animals. At a higher level this example of the puzzle or a similar example could contain the animal pictures but without the letters on the picture tiles. At a level for older children the puzzle could also contain a rule for special regions such as the square rule as described in
Other configurations of control buttons and menus are possible and fall within the scope of this puzzle and game invention.
Controls depicted in the above described electronic devices can in many embodiments of the puzzle invention and the game inventions described below have a number of different functions. In some embodiments the menu control can be used to choose which of several types of puzzles or games is to be played, as well as the size and shape of the puzzle grid. In some embodiments, a back button can be used to take back one placement of a letter or any number of letter placements. There can also be a control to “lock in” a particular placement of letters while exploring a particular option of placements.
Another use of control buttons or menu-driven commands may be used to turn on or off certain functions that assist the player in solving the puzzle. These help functions may include hints, indicators that flash the next correct letter, number or symbol placement, or that warn a player when they are about to make a letter, number or symbol placement that will lead to a blocked situation. There are other many possible uses for the menu and various control buttons not mentioned here that fall within the scope of this invention.
Electronic devices like those described or that have other features not shown can also be used for one or more embodiments of the game invention. In one embodiment, two or more players would have state of the art game controllers that would allow each player to place letters, numbers or symbols on an electronic screen that depicts a puzzle grid. Game embodiments with rules as described above can be played in which players use the game controllers to place letters, numbers or symbols on the electronic grid.
In fact for many of the embodiments of the puzzle or game inventions the use of electronic devices provides convenience and flexibility. In one game embodiment each player has their own electronic devise as shown in either
There is also a special symbol that is used to indicate the blanked out cells 38 in the grid. Since this puzzle uses twenty-four symbols, there are twelve blanked out cells in the thirty-six cell grid shown. There are two given symbols 36, which in this embodiment are the first and last symbols in the ordered list of symbols.
The solution 42 to the puzzle is shown. One can check that this solution conforms to the standard puzzle rules, the adjacent, given, square and modified vowel rule, using methods similar to that shown above.
As with other embodiments of the puzzle invention, this embodiment or other embodiments that use symbols rather than letters or numbers can also be used, using an electronic devise, puzzle kit or game kit as described above, in one of the game embodiments described or in any other game embodiment that falls within the scope of this puzzle or game invention.
The object is to complete the grid shown below by placing each of the numbers in the list below in order, starting with the number 1, placing one number in each cell, while following all of the four rules listed below. Note that special sub-regions are set off by the bolder border lines.
Rule 1: Each new number listed must be either next to, directly above, directly below or on a diagonal that is adjacent with the previous number. [ADJACENT RULE]
Rule 2: Numbers are already filled in that you must use. [GIVEN RULE]
Rule 3: When filling in successive numbers, once you place a number in a special sub-region, you must finish filling in that sub-region before placing a number in a new special sub-region. [MODIFIED SQUARE RULE]
Rule 4: When all the numbers are filled in, the even number must be placed so that no two even numbers are in the same sub-region and so that exactly one number is in each sub-region. [MODIFIED EVEN RULE]
The rules consist of the Adjacent Rule, Given Rule, Modified Square Rule, which is related to the special sub-regions, and the Even Rule, which explains the requirements for the even numbers that are given in the list of numbers to be used for this puzzle. In this rule, exactly one even number is to be placed in each special sub-region. Also, unlike most of the other embodiments shown so far, there are no Blanked Out cells. Notice that in another variation of this puzzle embodiment there is an additional Rule 5: No two even numbers can be adjacent to each other. [ADJACENT EVEN RULE]
The solution 42 to the puzzle of
In another version of a two or more player game, a game board or game template is provided in which each player has their own puzzle to complete within the same game board so that the respective puzzles interconnect or interlock. A turn by one player would be considered completed if one of the following events occurred: one player successfully completing a puzzle or one player having been ‘blocked.’ Play would then proceed to the next player, who attempts to place as many letters as possible on his or her interlocking puzzle. Points are awarded to players based on various events such as ‘blocking’ another player or causing another player to be blocked one or more times, or placing more letters than another player on the game board or completing their own puzzle. The ‘round’ of the game is considered finished when all players are blocked or at least one player has completed their puzzle. Respective scores are tallied at the end of each round. The winner of the game is the player who reaches a predetermined score, or the player who has the highest score after a predetermined number of rounds are played.
What makes this method unique is the content of the audio-visual program, which comprises audio and in one embodiment optional related video content, wherein the intent of the initial audio instructions is to induce a deeply relaxed mental and physical state for the listener. Once this deeply relaxed state is achieved, the biofeedback monitoring device detects this deeply relaxed state of the listener/viewer. At this point in time the monitor then sends an electronic signal to the audio-visual player to change to a new track or chapter that is contained in the audio-visual storage device. In one embodiment of this invention, the audio-visual content comprises chess principles, guidelines and hints along with visual material that is related to the audio material. The details relating to the game of chess are described below.
Of course it is possible to have audio-visual content related to any subject, in which it is desired to learn or memorize material content. This content is spoken in a manner that maximizes the potential for the user to mentally internalize the content. In one embodiment there is also video content that is coordinated with the audio content, while in other embodiments there is only audio content.
The intention of all the embodiments of this method is that the user of this program will be able to learn any material that is prerecorded onto the audio and in some embodiments the visual storage and delivery device. In one embodiment the intention is to teach the learner to make more informed and accurate decisions during a game of chess.
In particular after the user makes repeated use of any embodiment of this chess program, the user will be able to easily access from their subconscious exactly the information from the program that is needed in order to make an informed and accurate decision about the chess position under consideration. For example, one principle in the program states: In all phases of the game pay attention to your opponent's threats and intentions. Another principle states: Check every check and examine its consequences. While the player who has used this program a number of times is examining a particular chess position, that player may recall and use the above two principles in order to discover that their opponent is planning a check that would give their opponent a significant advantage. Because the information in the principles has been internalized by the user of the program, the player will be able to successfully recognize the threatened check and take action to respond appropriately.
Another part of the method relates directly to the puzzle invention. Most of the embodiments of this puzzle involve a method of thinking that is similar to a method of thinking in chess. The method in chess involves examining a chess position, evaluating the key characteristics of the position and then using the resulting information to choose two to four candidate moves. These candidate moves will then be used as the basis for a further analysis of the position and for choosing the best of the candidate moves, that is, the move that the player finally makes in the game. While playing a game of chess many master chess players construct mentally what is known as an analysis tree, which involves looking for the most likely response for each of the candidate moves, while continuing to examine moves and opponent's responses several moves forward. Each such string of moves is known as a branch in the analysis tree. At a certain point the position at the end of each branch is evaluated, using criteria such as that provided in the audio-visual program described above. The player then chooses the one move that appears to be the best move, based on a comparison of the evaluations of the respective positions at the end of each branch.
The candidate move and tree analysis process are not only difficult to carry out, but difficult to explain and teach, especially to younger students of chess. The basic elements of the process are very similar to those that one carries out when making a decision about a placement of a letter in many embodiments of the puzzle invention.
One example is provided in the process described for choosing the placement of the letter A in the detailed description above for the puzzle in
The detailed description of
Since there are no other candidates, the puzzle solver would place the letter A above the letter B and proceed through the alphabet with letter placements until another situation is reached where there is more than one choice for letter placement. By examining the partial solution 43 in
It is worth mentioning parenthetically that after one solves a number of these types of puzzles other principles and strategies become apparent. For example in the embodiment of the puzzle just discussed, if there is a row or column that has nine or more available cells, then the first nine letters cannot all be placed in that row or column because this action will lead to a violation of the vowel rule.
Clearly the candidate move method and the tree analysis process are easier to explain in the context of the puzzle invention. One of the reasons for this is that in the puzzle, the evaluation at the end of a branch is a finite binary operation. On the other hand the evaluation of a chess position involves a continuum rather than a binary operation.
In the puzzle a candidate move either leads eventually to a solution to the puzzle or to a dead end. There is no other possibility. In chess, there is the difficulty in even identifying the appropriate end to a branch, and there is the distinct possibility that there is no end to a branch of chess moves. If a particular move does not lead to checkmate, the player evaluating a branch must often choose to end a branch based on arbitrary criteria. The situation is also complicated by the fact that a game of chess as well as a branch in an analysis tree can result in a draw.
For all of the above reasons, there are many advantages for using the method described above of using one or more embodiments of the puzzle invention to explain and teach the candidate move and tree analysis processes.
In the puzzle invention described above, a method was described that can be used to find the correct placement of the next letter, number or symbol in a sequence. Since there are usually only a few possible cells to choose from, the cell choices are like “candidate moves” in a game of chess. One can calculate up to a certain point the consequences of each cell choice, often with exacting accuracy. Since the puzzle invention is much simpler than chess, the student of chess can more easily see how the application of the candidate move method and analysis tree works in solving the puzzle. The chess student's knowledge of the candidate move method, once understood, can then be more easily transferred to its use in choosing a chess move.
Here is a detailed description of the invention as it relates to teaching chess. This invention is a method to be used to teach general chess principles that are particularly useful in choosing moves and in the evaluation of a chess position. To implement this method this invention consists of a list of chess principles, guidelines and hints that are recorded onto a CD or similar recording storage device. There are hundreds of such chess principles, guidelines and hints, many of which are codified in chess books.
The CD or other recording contains two parts. The first part consists of a monologue that helps the chess student achieve a deeply relaxed state, thus preparing the student to be in a mental state that is more conducive to mentally absorbing and remembering the chess content. Monologues of this type, often accompanied by music and sounds of nature have been available for several decades. The second part of this method is unique in that it comprises of the chess material that includes the chess principles, guidelines and hints that are used by chess players to help them evaluate chess positions and to choose chess moves. For practical purposes the master chess player not only routinely uses the chess material mentioned, but must also concretely evaluate each position and calculate the consequences of each candidate move.
The method includes the process of the chess student listening to this CD or other recording while in a relaxed state. The intention of this method is that repeated listening to this material will facilitate the mental absorption of the material in a way that allows the chess student mental access to the chess principles, guidelines and hints that are most appropriate for the particular chess position under consideration during a chess game.
Further, a DVD can be devised and manufactured wherein the chess student listens to instructions and can see the instructions being carried out visually on a chessboard, where the position and moves on the chessboard correspond to the instructions being listened to. All of the above can take place while the chess student may be in a deeply relaxed mental state that is induced by material on the CD, DVD or other multi-media device.
The combined methods consist of any combination of the following:
Although particular embodiments of the present inventions have been described and illustrated herein, it should be recognized that modifications and variations may readily occur to those skilled in the art and that such modifications and variations may be made without departing from the spirit and scope of our inventions. Consequently, our inventions as claimed may be practiced otherwise than as specifically described above.
Number | Date | Country | |
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61139738 | Dec 2008 | US |