Wireless fidelity (Wi-Fi) networks are utilized to exchange information in both personal and corporate environments. One known Wi-Fi standard, the Wireless Local Area Network (WLAN) standard, specifies and details the set up, communications and the configuration protocols for an infrastructure WLAN.
Ad-hoc networks may be established in place of the infrastructure WLAN 100. Ad-hoc networks allow a client to establish an arbitrary and/or temporary network with one or more additional clients within a given communications area or range. Thus, ad-hoc networks provide configuration and operational flexibility to allow clients and/or devices that enter into communication range with each other to be configured to share information. It would be desirable to establish the communications link between the clients and/or devices in a seamless manner. Moreover, it would be desirable to allow for real-time or near real-time communications in order to quickly share and/or distribute time-sensitive information. It would further be desirable to implement interactive games or strategy simulations between one or more users and/or wireless devices within communications range of each other.
The present disclosure generally relates to wireless communications between mobile devices, and more particularly to games and gaming between wireless devices in an ad-hoc network.
In one embodiment, a method of mobile gaming is disclosed. The method includes configuring a mobile device to include a plurality of gaming parameters representative of a game to be played, communicating a gaming request via a wireless network, wherein the gaming request includes a game identifier. The method further includes detecting a gaming request response, wherein the gaming request response is associated with the game identifier, exchanging at least one of the plurality of gaming parameters, and updating at least one of the plurality of gaming parameters on the mobile device to reflect the exchanged at least one of the plurality of gaming parameters.
In another embodiment, a method of mobile gaming is disclosed. The method includes configuring a first mobile device to include a first plurality of gaming parameters representative of a game to be played, configuring a second mobile device to include a second plurality of gaming parameters representative of the game to be played, detecting the presence of the first mobile device within a communications range of the second mobile device, exchanging at least one of the first and second plurality of gaming parameters between the first and second mobile devices, and updating at least one of the first and second plurality of gaming parameters on the first and second mobile devices.
In another embodiment, a mobile device for gaming is disclosed. The mobile device includes a controller configured to store a plurality of gaming parameters representative of a game to be played, a transmitter configured to broadcast a gaming request via a wireless network, wherein the gaming request includes a game identifier, and a receiver configured to detect a gaming request response, wherein the gaming request response is associated with the game identifier. The controller portion of the mobile device is configured to exchange at least one of the plurality of gaming parameters in response to the gaming request response, and update at least one of the plurality of gaming parameters to reflect the exchanged at least one of the plurality of gaming parameters.
Additional features and advantages of the present invention are described in, and will be apparent from, the following Detailed Description and the figures.
Exemplary techniques for establishing the ad-hoc network 200 are discussed and disclosed herein. For example, the wireless device 210 may be configured to transition between an awake (active) mode and a sleep (inactive) mode during periods defined as beacon intervals. The beacon interval may be defined as a basic unit of time during which the wireless devices 210, 220 are operational. Beacon intervals may be further divided into: (1) an awake subinterval during which the wireless device is either transmitting a network connection request or listening for network activity; and (2) a sleep subinterval during which the network device is conserving power by not transmitting or receiving network messages. Before the communication link 230 or network connection is established and while awake or active, the wireless device 210 transmits or broadcasts a beacon, probe or network connection request and also listens for network activity and/or a network connection response or response beacon from, for example, the wireless device 220 if it is within the communication range 212. If a response beacon or response message is not detected while the wireless device 210 is listening, the wireless device 210 enters the sleep (inactive) mode to conserve power.
In an alternate embodiment, the wireless device 210 may alter the length and occurrence of the awake (active) mode relative to the start of each beacon interval. In another alternate embodiment, the beacon or network connection request and/or the network connection response or response beacon can be configured to include network or device information, data, etc., specific to the transmitting or broadcasting device, for example, the wireless device 210 in the example discussed above. In some embodiments, the information may include an OSI (open systems interconnection) Layer 2 address of the wireless device 210 such as a media access control (MAC) address. Different or additional information elements such as PIN codes and security credentials may also be included as part of the network connection request or probe.
At block 310, a beacon interval may be defined for the wireless device 210. The beacon interval represents a basic unit of time measurement within the communication sequence 300. As previously discussed, the beacon interval may be divided into an awake or active interval and a sleep or inactive interval. The awake or active interval may be further described as the “sniff subinterval” or “sniff interval.” The sniff subinterval or sniff interval represents the portion or period within the beacon interval during which the wireless device 210 is transmitting a beacon, probe or network connection request, or listening for network activity. In one embodiment, the beacon interval may be equally subdivided into a plurality of subintervals. Thus, the sniff subinterval or sniff interval may occur regularly within the beacon interval and may span one or more of the equal subintervals. An exemplary beacon interval may have a duration of approximately one hundred milliseconds (100 ms) or may be configured to conform to any network requirements and/or application-specific criteria.
At block 320, the wireless device 210 transitions to the awake or active mode during the predefined or established sniff subinterval. During the sniff subinterval the wireless device transmits a beacon, probe or other message to any device within the communication range 212. As previously discussed, the beacon operates or acts as a network connection request and may be generated by the wireless device 210 operating as a network registrar 120 or equivalent. Alternatively, the beacon may be a probe request generated by, for example, the client or wireless device 210 searching for the registrar 120 which may be, in this example, the wireless device 220.
At block 330, the wireless device 210, operating within the sniff subinterval, listens or polls the communication range 212 in an attempt to identify network activity. It will be understood that the steps, process and/or functionality discussed in conjunction with blocks 320 and 330 may be performed serially as disclosed herein. Alternatively, the steps, processes and/or functionality discussed in conjunction with blocks 320 and 330 may be performed in parallel or reordered such that block 330 (listening) is performed before block 320 (transmitting or broadcasting). In one exemplary embodiment, the duration or period of the sniff subinterval may be approximately three point two milliseconds (3.2 ms).
At block 340, the wireless device 210 may establish a communications link 230 or network connection with a device, for example, the wireless device 220, within the communication range 212. For example, the wireless device 210, while listening for network activity or beacons, may detect a network connection request transmitted by another device, for example the wireless device 220. The network connection request may represent a beacon generated by the wireless device 220 or it may represent a response to the beacon transmitted by the wireless device 210. In one embodiment, the wireless device 220 may detect the beacon transmitted at block 320 during one of the preceding beacon intervals and may have transmitted a response. The response, in turn, may be detected by the wireless device 210 during the current or active sniff subinterval defined within the beacon interval. This challenge/response and/or handshake procedure provides a framework upon which the communication link 230 may be established.
Alternatively, at block 350, if a network connection request and/or a response is not detected, the wireless device 210 may enter the sleep or inactive mode. In an exemplary embodiment, the wireless device 210 may operate in the sleep or inactive mode for more than ninety percent (90%) of each beacon interval in order to, for example, conserve power. Alternative power conservation methods and scenarios are disclosed and discussed in copending U.S. patent application Ser. No. 11/867,665 (MP1382), filed on Oct. 4, 2007, entitled “POWERS SAVE MECHANISMS FOR DYNAMIC AD-HOC NETWORKS,” the content of which is incorporated herein by reference for all purposes.
The gaming scenario 400 is configured and designed to provide an equal chance of success for the wireless devices 210, 200 by compensating for the different beacon intervals. For example, the wireless devices 210, 200 can begin to exchange information such as, for example, “shooting” at each other, only after both users of the wireless devices 210, 200 have joined the game and have been informed that a competitor or “enemy” has been “sighted” or is within the communication range 212, 222. In one embodiment, compensation may include delaying a user indication of a received network connection request until after a network connection response or acknowledgement is communicated. For example, if the wireless device 210 receives a probe or network communication request from the wireless device 220 an indicator on the wireless device 210 may not be activated until after a probe acknowledgement or network communication response has been transmitted to the wireless device 220. In this way, both user's of the wireless devices 210, 220 can be alerted simultaneously or near-simultaneously to ensure that both users get a sighting of the “enemy” at roughly the same time. Delays which may be caused by the different timing of the beacon intervals and/or the sniff subintervals of the wireless devices 210, 220 can be addressed by delaying the user indication by a time period equal to the difference between the two sniff subinterval starting points.
Returning to
At block 404, the wireless device 210, now registered and ready to play the Mafia Game, transmits or broadcasts a game beacon or other network communication request. The game beacon announces to other devices within the communication range 212 the presence of a wireless device 210 configured to play the Mafia Game. In one embodiment, the game beacon may include a Service Set Identifier (SSID) such as, for example, “Mafia” and a gang identifier such as, for example, the assigned gang G_1. During the transmission or broadcast of the game beacon a light emitting diode (LED) may be triggered to indicate the transmission.
At block 406, the wireless device 210 may receive a game beacon or a game beacon response from the wireless device 220 within the communication range 212. The received game beacon or game beacon response may include the Mafia SSID, and a gang identifier G_2. It will be understood that the wireless device 220 may be configured to include (1) an ammunition amount, A_2; (2) an amount of money, M_2; (3) a player rank, R_1; and (4) a gang, G_2. In response to the exchanged beacons, the communications link 230 may be established between the two wireless devices 210, 220.
At block 408, the gang identifiers G_1 and G_2 are evaluated by each of the wireless devices 210, 220. If the gang identifiers G_1 and G_2 represent different gangs or teams, then the game scenario proceeds towards block A. If the gang identifiers G_1 and G_2 represent the same gang or team, then the game scenario proceeds towards block B.
Referring to
At block 412, in response to this indication, the users of the wireless devices 210, 220 both attempt to shoot each other. The communications between the wireless devices 210, 220 can be processed and/or delayed in any manner discussed above in order to compensate for communications lags in the ad-hoc network 200 and/or between the differences in beacon intervals.
At block 414, the ammunition assigned to each of the wireless devices 210, 220 is evaluated. If either device does not have enough ammunition, e.g., if either A_1 or A_2 is low or empty, then at block 416 the ammo indicator of the appropriate device 210, 220 is triggered to notify the user(s) that they cannot fire. For example, a yellow LED may be activated and blink slowly.
At block 418, assuming sufficient ammunition, the users may shoot at each other. In particular, both wireless devices 210, 220 shoot at each other, but fail to hit each other.
At block 420, the misses registered by both of the wireless devices 210, 220 are recorded and/or stored. Moreover, indicators on both of the wireless devices 210, 200 may be triggered. For example, an LED on each of the wireless devices 210, 220 can be flashed slowly to signify a missed shot.
At block 422, assuming sufficient ammunition, the game scenario 400 indicates that the wireless device 210 is “hit” in response to the “shot” fired by the wireless device 220.
At block 424, the hit is registered with the wireless device 210 and an indicator is activated to inform the user. The indicator, as discussed above, could be a steady glowing LED, a vibrating mechanism and/or text and graphics on a display screen.
At block 426, the ammunition amounts A_1 and A_2 associated with the wireless devices 210, 200 are updated. For example, the ammunition amount A_1 associated with wireless device 210 (the device that was hit in the exchange) may be decreased by two shots. Similarly, the ammunition amount A_2 associated with wireless device 220 (the device that was not hit in the exchange) may be decreased by a single shot. In this instance, the user of the wireless device 210 is penalized by losing ammunition by being hit in the exchange.
At block 428, the ammunition amount A_1, A_2 and player rank R_1, R_2 for the wireless devices 210, 220 can be updated to reflect the results of the information exchange, e.g., the exchange of “shots.”
Returning to block 430, representing case two, the wireless device 210 receives an indication that the wireless device 220 is part of a different gang G_2. The user of wireless device 210 decides to engage and shoot the wireless device 220 in the rival gang G_2.
At block 432, in response to this indication, the user of the wireless device 210 shoots at the wireless device 220. As previously discussed, the communications between the wireless devices 210, 220 can be processed and/or delayed in any manner discussed above in order to compensate for communications lags in the ad-hoc network 200 and/or between the differences in beacon intervals.
At block 434, the ammunition assigned to the wireless device 210 is evaluated. If the device does not have enough ammunition, e.g., if A_1 is low or empty, then at block 416 the ammo indicator of the wireless device 210 is triggered to notify the user that they cannot fire. For example, a yellow LED may be activated and blink slowly.
At block 436, the status of the shot from wireless device 210 to the wireless device 220 is evaluated. If the shot misses, then at block 438 the indicator coupled to the wireless device 210 is triggered. For example, a yellow LED on the wireless device 210 can be activated to blink slowly. If the shot hits or connects with the wireless device 220, then at block 440 the indicator coupled to the wireless devices 210, 220 are triggered. For example, a blue LED on the wireless device 210 can be activated to blink slowly and a red LED on the wireless device 220 can be activated.
At block 442, the ammunition amounts A_1 and A_2 associated with the wireless devices 210, 200 are updated. For example, the ammunition amount A_1 associated with wireless device 210 (the device that successfully shot) may be increased by one shot. Similarly, the ammunition amount A_2 associated with wireless device 220 (the device that was hit in the exchange) may be decreased by a single shot. In this instance, the user of the wireless device 220 is penalized by losing ammunition for being hit in the exchange and the user of the wireless device 210 is rewarded with extra ammunition.
At block 428, the ammunition amount A_1, A_2 and player rank R_1, R_2 for the wireless devices 210, 220 can be updated to reflect the results of the information exchange, e.g., the exchange of shots.
Referring to
At block 446, the wireless device 210 communicates a request to the wireless device 220 via the communications link 230. The request may include, for example, an ammunition amount, a monetary amount or any other pertinent transaction information.
At block 448, the ammunition status of the wireless device 220 is evaluated to determine if additional ammunition is available for sale. If the wireless device 220 has no ammunition to sell, then at block 450 the wireless device 210 does not receive the requested ammunition. An indicator such as, for example, a yellow LED, on the wireless device 210 can be activated. Subsequently, at block 428, the ammunition amount A_1, A_2 and player rank R_1, R_2 for the wireless devices 210, 220 can be updated to reflect the results of the information exchange.
However, if the wireless device 220 has ammunition to sell, then at block 452 the wireless device 210 receives the requested ammunition or information representative of the requested ammunition.
At block 454, the ammunition amounts A_1 and A_2 associated with the wireless devices 210, 200 are updated. For example, the ammunition amount A_1 associated with wireless device 210 increases, while the ammunition amount A_2 associated with wireless device 220 decreases by an equal amount. Indicators such as, for example, a blue LED, on both of the wireless devices 210, 200 may be activated to show that the transaction was complete.
At block 428, the ammunition amount A_1, A_2 and player rank R_1, R_2 for the wireless devices 210, 220 can be updated to reflect the results of the information exchange.
Returning to block 456, representing case two, the wireless devices 210, 220 want to purchase or trade with each other.
At block 458, the wireless devices 210, 220 communicate ammunition requests to each other via the communications link 230. The requests may include, for example, an ammunition amount, a monetary amount or any other pertinent transaction information.
At block 460, neither wireless device 210 nor wireless device 220 receives additional ammunition from the other device. Indicators on each of the devices 210, 200 may be activated. For example, a yellow LED on each of the devices can be triggered to blink slowly.
At block 428, the ammunition amount A_1, A_2 and player rank R_1, R_2 for the wireless devices 210, 220 can be updated to reflect the results of the information exchange.
At block 502, a user may download the Mafia Game, or any other game that may be implemented via the ad-hoc network 200 and wireless devices 210, 220 as well as on a client personal computer (not shown).
At block 504, the user registers with a game server (not shown) via a network such as, for example, the ad-hoc network 200, the Internet (not shown), an intranet (not shown) or any other communications medium. The registration process communicates the game parameters necessary to configure, for example, the wireless device 210. The game parameters may include: (1) an ammunition amount, A_1; (2) an amount of money, M_1; (3) a player rank, R_1; and (4) a gang, G_1.
At block 506, the user may synchronize the wireless device 210 which may be, for example, the MARVELL® AIMM Key, with the personal computer. The synchronization process communicates and exchanges information between the wireless device 210 and the web-server via, for example, the Internet.
At block 508, the synchronization between the personal computer, which now contains the information stored within the wireless device 210, and the web-server based version of the Mafia Game updates the ammunition and player rank gathered and consolidated at the block 428. The synchronization may further update the ammunition and rank of user's in other gangs which the wireless device 210 encountered during a game playing session.
At block 510, the client version of the game which is executed by the personal computer can create and display user information such as, for example, ammunition, number of hits, players hit, player rank, etc.
At block 512, the user may alter the player status or parameters for the game. For example, if ammunition has been purchased from other players during the course of the day, the player providing the ammunition must be paid. Thus, the user may pay a debt based on the money M_1 allocated during the registration processor or earned during the gaming session. Alternatively, the money M_1 may be utilized to increase or buy a higher player rank, for example, to move from rank R_1 to R_2 by paying a fellow gang member, e.g., another person in the gang G_1 from the example above. In yet another alternative, the user may switch gangs from, for example, gang G_1 to gang G_3. For example, players can negotiate the switch based on rank and rank points in an attempt to increase their standing in the new gang.
At block 514, the client version of the game which is executed by the personal computer can create and display a contact list. The contact list may detail the player interaction during the course of a gaming session. Moreover, a graphical depiction of the interaction may be created to detail the contacts between individuals, gangs, etc.
The above gaming strategy provides an example of how a simple WLAN transceiver can be utilized to participate in an interactive game between peers associated with the ad-hoc network 200. It will be understood that other gaming scenarios and strategies may be created and/or adapted to utilize the functionality provided by the WLAN transceiver described and discussed above. Moreover, the MARVELL® AIMM Key is an example of a simple WLAN transceiver. The WLAN transceiver in this example includes a single button and is configured to transmit and receive information and information packets.
The disclosed system and gaming strategy illustrate an exemplary interactive gaming scenario that utilizes a simple WLAN transceiver. The WLAN transceiver may be utilized in stand-alone gaming strategies as described above, or may be implemented and integrated in larger and/or existing gaming consoles to further enhance the gaming experience. Regardless of the precise implementation, the WLAN transceiver may be utilized to augment and enhance a user's gaming experience.
It should be understood that various changes and modifications to the presently preferred embodiments described herein will be apparent to those skilled in the art. Such changes and modifications can be made without departing from the spirit and scope of the present invention and without diminishing its intended advantages. It is therefore intended that such changes and modifications be covered by the appended claims.
This patent claims the priority benefit under 35 U.S.C. §119(e) of U.S. provisional patent application Ser. No. 60/862,898, filed on Oct. 25, 2006, titled “GAMING USING MARVELL AIMM”, the content of which is incorporated in its entirety herein by reference for all purposes. This patent is related to copending U.S. patent application Ser. No. 11/867,665 (MP1382), filed on Oct. 4, 2007, entitled “POWER SAVE MECHANISMS FOR DYNAMIC AD-HOC NETWORKS,” and U.S. patent application Ser. No. 11/867,661 (MP1381), filed on Oct. 4, 2007, entitled “AUTOMATIC AD-HOC NETWORK CREATION AND COALESCING USING WPS,” the contents of which are incorporated herein by reference for all purposes.
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20080069105 | Costa et al. | Mar 2008 | A1 |
20080095112 | Wiemann et al. | Apr 2008 | A1 |
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20090092060 | Goto | Apr 2009 | A1 |
20090180441 | Ikeda | Jul 2009 | A1 |
20090191878 | Hedqvist et al. | Jul 2009 | A1 |
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Number | Date | Country |
---|---|---|
1375772 | Oct 2002 | CN |
1522503 | Aug 2004 | CN |
1842000 | Oct 2006 | CN |
1622319 | May 2004 | EP |
2004-136009 | Oct 2002 | JP |
2004-141225 | Oct 2002 | JP |
2003-289277 | Oct 2003 | JP |
2004-135778 | May 2004 | JP |
2006-086959 | Sep 2004 | JP |
2006-50020 | Feb 2006 | JP |
2006-148448 | Jun 2006 | JP |
2006-148488 | Jun 2006 | JP |
WO 03003610 | Jan 2003 | WO |
WO 2004062198 | Jul 2004 | WO |
WO 2005011203 | Feb 2005 | WO |
WO 2005076543 | Aug 2005 | WO |
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Number | Date | Country | |
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60862898 | Oct 2006 | US |