The present disclosure relates generally to exemplary electronic games and puzzles, and more specifically, relates to an exemplary system, method and computer-accessible medium for generating a puzzle game using various exemplary properties of the visual world.
Sudoku-type puzzles have been known in the art for many years, an example of which can be seen in
The Sudoku puzzle is illustrated in the format shown in
Another game related to Sudoku is KenKen, an example of which can be seen on the New York Times, and which has a homepage of http://www.kenken.com/playnow.html, for the game where it gives many facts about the game and its creator, Tetsuya Miyamoto. The rules of KenKen can be described as:
Sudoku and KenKen are based on numbers. A pattern of numbers, such as their “contiguous” order, is critical to provide the common experience of these games. It should be noted that very few play Sudoku on a 9×9 grid with nine digits being random numbers from 1 to 99, and even if one wants to think of single digits, no one plays Sudoku with some random set of single digits from 0 to 9, where one of the single digits is absent (not 0 nor 9). It would be too difficult to keep track of which number is absent. In addition, it is likely that not many would play KenKen on a 6×6 grid, nor Sudoku on a 6×6 grid, with a random set of six single digits from 0 to 9, the game would be much harder.
Another game related to Sudoku is Tetris, which was invented by Alexey Pajitnov. The pieces used in Tetris are broadly known as tetraminos or tetrominos. A playing field is introduced where these shapes fall through. Tetraminos shapes falling in the playing field can be translated, rotated, and/or flipped by the player. During the game, the player tries to complete rows with these shapes, and each completed row is erased. Additional information is available at http://www.tetris.com/history/index.aspx. In a more recent game, Drop 7, the idea of a playing field is used, but instead of tetrominos, numbers fall into the playing field and some number relations are used to eliminate cells or cell segments along rows or cell segments along columns. Additional information about drop 7 can be found at http://areacodeinc.com/drop7/.
An additional game related to Sudoku, for multiple players, is Bingo. Bingo is typically played with multiple players and an oracle that produce a sequence of numbers drawn from a set of 1 to N. Each player receives a card containing a subset of numbers. An oracle produces a sequence of numbers and players fill their cards when the number called by the oracle is present in the player's card. The first player to complete the card wins. Variants of the game using game symbols other than number also exist (e.g., using pictures).
Thus, it may be beneficial to provide an exemplary game or puzzle can utilize properties of the visual world that could make a game fun and interesting while maintaining some aspects of the fun component of logic and thinking used in Sudoku, KenKen, Tetris and Drop7.
Unless the context requires otherwise, throughout the specification and claims which follow, the word “comprise” and variations thereof, such as, “comprises” and “comprising” are to be construed in an open, inclusive sense, that is, as “including, but not limited to.”
Reference throughout this specification to “one embodiment”, “an embodiment”, or “an exemplary embodiment” means that a particular feature, structure or characteristic described in connection with the embodiment is included in at least one embodiment. Thus, the appearances of the phrases “in one embodiment”, “in one exemplary embodiment” or “in an embodiment” in various places throughout this specification are not necessarily all referring to the same embodiment. Furthermore, the particular features, structures, or characteristics can be combined in any suitable manner in one or more embodiments.
The description of exemplary embodiments of the game(s), system, method and computer-accessible medium for generating a puzzle game using various exemplary properties of the visual world is/are not intended to be exhaustive. Various procedures used to play the game that anyone familiar with Sudoku, KenKen, Tetris, Drop7, can be inferred, and can be left out of this material. Also, the exemplary games, system, method and computer-accessible medium described herein are not intended to be exhaustive, and only as exemplary.
Exemplary embodiments of the present disclosure can include system, method, computer-accessible medium, exemplary games and puzzles which can be referred to as Facedoku, FaceFace, FaceTetro, and FacedokuTetro, although not limited thereto.
These and other objects of the exemplary embodiments of the present disclosure can be achieved by provision of systems, methods and computer-accessible mediums for generating and playing a game or a puzzle. For example, it is possible to determine at least one game symbol corresponding to a portion of a gestalt figure for each location in a grid. Further, it is possible to provide, to a player, at least one hint or other information about a location of each symbol in the grid. A guess and/or a response as to a content of the location of each symbol can be received from the player.
In some exemplary embodiments of the present disclosure, the game symbol can be a nose, a mouth, a left ear, a right ear, a left eye, a right eye, hair, left arm, right arm, left leg, right leg, torso, head, pair of eyes or nose and mouth. The hint can include a plurality of game symbols and the location of the cell in the grid of each of the plurality of game symbols. The guess can include a selection a game symbol(s) and a location of the cell of in the grid. The grid can be rectangle or a square, and can be sized 4×4, 5×5, 6×6, 7×7, 8×8, 9×9 or 10×10. The hint can be provided to the player at the beginning of the game or during the game. The player can win the game when the player successfully guesses each correct game symbol for each cell in the grid.
In certain exemplary embodiments of the present disclosure, a gestalt figure is displayed on the side of a row(s) or column(s) in the grid which is updated every time a game symbol is placed in the corresponding row(s) or column(s). Sub-grids can be composed of a plurality of adjacent locations in the grid. In some exemplary embodiments, a particular game symbol can only appear once in the grid. The player can undo a guess, and the player can lose a point when the player undoes the guess. The player can obtain points for a correct guess, and the number of points can depend on the amount of time needed to guess correctly.
In further exemplary embodiments of the present disclosure, cells in the grid can be color-coded depending on whether a game symbol can be placed in the cell. The game can end when all locations of the grid are filled, and the player can play against a further player.
A further object of the present disclosure can be achieved by provision of exemplary embodiments of systems, methods and computer-accessible mediums for generating and playing a game or a puzzle. For example, it is possible to provide, to a player, a game symbol(s) corresponding to a portion of a gestalt feature. It is possible to receive, from the player, a location of the game symbol on a grid. A portion of the grid can be eliminated when all of the game symbols in the portion of the grid together form a complete gestalt figure.
In certain exemplary embodiments of the present disclosure, the portion of the grid can be a sub-grid of the grid and is composed of a plurality of adjacent locations in the grid, and all game symbols in columns located above the sub-grid that is eliminated can fall into a next free row. The player can receive a point when the portion is removed. In some exemplary embodiments, the game symbols can be provided randomly, and the game symbol can fall down a column of the grid stopping at a row having a game symbol below it. The speed at which the game symbols fall can increase at preset intervals.
In some exemplary embodiments of the present disclosure, the player can manipulate the location of the game symbol only until the game symbol stops, and the player can flip the game symbol in a horizontal direction. The player can also undo a placement of a game symbol. The game ends when a game symbol falls in a column where a top row of the column already has a game symbol.
These and other objects, features and advantages of the exemplary embodiments of the present disclosure will become apparent upon reading the following detailed description of the exemplary embodiments of the present disclosure, when taken in conjunction with the appended claims.
Further objects, features and advantages of the present disclosure will become apparent from the following detailed description taken in conjunction with the accompanying Figures showing illustrative embodiments of the present disclosure, in which:
Throughout the drawings, the same reference numerals and characters, unless otherwise stated, are used to denote like features, elements, components, or portions of the illustrated embodiments. Moreover, while the present disclosure will now be described in detail with reference to the figures, it is done so in connection with the illustrative embodiments and is not limited by the particular embodiments illustrated in the figures, and exemplary embodiments thereof are defined by the appended claims.
The exemplary systems, methods and computer-accessible mediums according to exemplary embodiments of the present disclosure can be based on game symbols that can be based on object parts of gestalt figures. Exemplary “gestalt” figures are pictures or drawings of objects that are commonly known to players and can be composed of parts. The more people recognize an object the beneficial it is used in the game. The word “gestalt” is translated from Middle High German as “shape”. The meaning in science was developed in the art and design movement that studies visual objects as a “whole”, and its interplay with its “parts”. This movement stressed that the whole is more than the sum of the parts. Complete gestalt figures can be such that if some components are removed from shape, the shape is still recognized as figures (the whole), even without such component. For example, a face picture or a face drawing can be typical gestalt figures. The face can be shown without a nose, and yet it is still recognized as a face. Furthermore, the lack of a nose in such a gestalt feature can also be noticeable.
The exemplary systems, methods and computer-accessible mediums can utilize game symbols used in games that can be components of the gestalt figure, such as the nose of the face. These components can be referred as object parts. Instead of numbers (e.g., Sudoku), tetrominos (e.g., Tetris) or letters (e.g., Wordoku), the elements of the exemplary systems, methods and computer-accessible mediums can be elements of a priori known gestalt figures. Tetrominos, are not elements of a gestalt figure. Letters, when played to complete gestalt words, can only be part of unknown gestalt words (if known, the solution is provided) and still the use of it is for very special game structures that are not used much in a game unless the game is cross word puzzle.
The gestalt figure with all its elements (e.g., all game symbols) can be referred to as a complete gestalt figure. The exemplary systems, methods and computer-accessible mediums can incorporate the concept of gestalt figures (e.g., objects) and game symbols (e.g., object parts) to well-known structures of games similar to Sudoku, KenKen, Tetris, Drop7 and Bingo.
The exemplary systems, methods and computer-accessible mediums can use gestalt figures, complete gestalt figures, and game symbols as elements of gestalt figures, and apply it to games in grids of N×M cells, in order to fill and complete rows, fill and complete columns, fill and complete cages, and/or fill and complete sub-grids is new.
In order to develop the exemplary systems, methods and computer-accessible mediums a significant problem was faced when displaying the gestalt figures, and updating them accordingly as the game is played. In the games of Sudoku, KenKen, Tetris, Drop 7 and Bingo, there are no extra gestalt figures to be displayed. In the exemplary systems, methods and computer-accessible mediums, the game symbols (typically single digits, or letters) are displayed at the cells and can be all that is needed. Here, displaying the gestalt figure can be challenging. Therefore, the exemplary systems, methods and computer-accessible mediums can display gestalt figure for rows and columns on the sides of the grid, while for sub-grids and cages, they can be displayed in some center of the sub-grid or center of the cage. The definition of center can be adapted depending on the games. The exemplary systems, methods and computer-accessible mediums may not need to display the game symbols in the cells of the grid, even though they are placed in the cells of the grid. Instead, the game symbols placed in the cells of the grid can “make their way into the display” by having the corresponding gestalt figure, which is not complete, updated with such game symbols. This can be significantly different than Sudoku, KenKen, Tetris, Drop 7 and Bingo, where it is needed that all game symbols placed in the cell can be displayed as such in the cell.
The exemplary systems, methods and computer-accessible mediums can incorporate different aspects of the elements according to each exemplary the game Facedoku, FaceFace, FaceTetro, FacedokuTetro and variants of these games.
The exemplary systems, methods and computer-accessible mediums can incorporate grid sizes of N×M, where N can take any suitable value (e.g., 4-10, although not limited thereto), while M can be equal to or larger than N. The exemplary systems, methods and computer-accessible mediums can have M=N (e.g., there are as many columns as rows). The possible values of N can be the same as the ones used for the game of Sudoku or KenKen. For every grid size where the game of Sudoku or KenKen can be played, Facedoku or FaceFace or FacedokuTetro, can be played.
The exemplary systems, methods and computer-accessible mediums can be used to extend the columns to an arbitrary large number of cells (e.g., the grid can be made of M rows and N columns, where M is equal to or larger than N). Each of the N columns in FaceTetro can have M cells. The value of M can vary, although it is predefined and known to the player, and limited by the screen size of the medium where the game is played.
In Facedoku and FacedokuTetro, the concept of a sub-grid (e.g., from Sudoku) can be provided, pre-defining a set of cells forming a geometric structure in the grid. For Facedoku and FacedokuTetro, similar to Sudoku, the sub-grid is typically some set of L×K cells such that the result are N sub-grids of this size forming a total grid of size N×N. Examples can include a total grid of size N=4 with four sub-grids of size L=2 and K=2, a total grid of size N=6, with six sub-grids of size L=2 and K=3, or a total grid of size N=9 with nine sub-grids of size L=3 and K=3.
In the exemplary FaceTetro, the sub-grids can be defined dynamically. The sub-grid can be considered to be a dynamic template that can be translated to any cell in the grid. One can limit the translation to only vertical moves, thus maintaining a column structure for the sub-grid.
It is possible to provide a fixed sub-grid structure, pre-defined before the game starts (e.g.,
In the exemplary FaceFace, the sub-grid can be similar to the cage concept in KenKen (e.g., cages can be contiguous sets of cells forming arbitrary shapes such that they partition the N×N grid). Cages can be connected subset of cells in the grid, much like cages can be defined in the KenKen game. Cages can be referred to as a special sub-grid.
In Facedoku, FaceFace, FaceTetro, and FacedokuTetro, the configuration of 2 can further comprise N game symbols that are drawings representing some object part of a gestalt figure. N can equal 4, and the four game symbols can have drawings representing a “mouth”, “left eye”, “right eye”, and “nose”, as they are object parts of a “face” object (
In FaceTetro and FacedokuTetro, the game symbols can be very different from the tetrominos shapes used in Tetris. The game symbols here can be all presented within one equal shape (e.g., a rectangle). The difference from one rectangle to another is the content which can be an element of the gestalt figure. In Tetrominos, the difference from one shape to another is the shape itself, and not elements of any gestalt figure.
In Facedoku, FaceFace, FaceTetro, and FacedokuTetro, the configuration can further comprise a display for the gestalt figures which can correspond to the rows and columns. The display corresponding to a column and row can be placed on the right side of the rows grid and below the bottom of the columns grid (
Further, in Facedoku, FacedokuTetro and FaceTetro, a display of a sub-grid gestalt figure can be provided in
In FaceFace, a sub-grid can be similar to what is known as a cage in the game of KenKenA display of a cage gestalt figure of one exemplary embodiment of the present disclosure as shown in
Exemplary Display of multiple game symbols
In addition, with Facedoku, FaceFace, and FacedokuTetro, multiple copies of a game symbol can be placed along a row, column or sub-grid. Such multiplicity will not allow a player to complete the puzzle, with the exception of some cages in FaceFace. In FaceFace, one can have as the true solution a multiplicity within a cage, as long as it is not along the same row or same column. When multiple copies of a game symbol are made where they are not allowed, an indication of such a mistake can be provided to the user. In FacedokuTetro, and similarly for Facedoku and FaceFace game, an angry face can be displayed on the gestalt figure corresponding to the multiple copies of a game symbol.
For example, an “undo” button can bring the game to its previous state before the game symbol was placed (e.g., in Facedoku and FaceFace, the player can then choose another game symbol and in FacedokuTetro, another game symbols falls to the playing field). In FacedokuTetro, the exemplary game can also end when such a mistake is made.
In FaceTetro, multiple copies of the game symbol can be allowed and can be part of the game. In this case, one must resolve how to display the gestalt figure corresponding to it. The gestalt figure along a row can simply show all game symbols along a row without displaying the multiplicity.
When the multiplicity occurs along a column, the gestalt figure will only display the column's top segment game symbols. The column's top segment can be the largest set of contiguous game symbols in a column, starting from top to bottom, where all game symbols appear once on the gestalt figure. For
In Facedoku, FaceTetro and FacedokuTetro, each time a game symbol is placed in a cell, the corresponding gestalt figures must be updated with the game symbol. The game symbol is simply added to it. (See
Each time a cell is updated with a new game symbol, the gestalt figure displaying the constraints needs to be updated.
The multiplicity can be represented by colors, where “red” represents multiplicity two and “black” represents multiplicity one. In this case the first game symbol just placed in a cell that has multiplicity two in the cage will have its displayed color on the gestalt figure changed from “red” to “black”, indicating one game symbol is already played. If the game symbol is placed again on another cell of the same cage, then the game symbol can removed.
In Facedoku, FaceFace, FacedokuTetro and FaceTetro, there can be an option to reveal the game symbol from each cell that contains a game symbol. Where the game is revealed (
Exemplary Cell labels
Exemplary cells can carry two exemplary sets of labels, one set of labels can be “empty” or “occupied”, and another set of labels can be “editable” or “non-editable”. A cell can only take one label from each set. Labels can include “empty” (e.g., at any time where no game symbol is placed it is labeled empty or labeled “occupied” (e.g., at any time in a cell where a game symbol is placed is labeled occupied, although not limited thereto. Set can be labeled “editable”. At any given time in a cell where a game symbol can be placed, it can be labeled editable. This can include cells labeled “empty” or “occupied”. If a cell is labeled “occupied” and “editable” at a given time, it means this cell already has a game symbol in it (e.g., “occupied”) and, at this time, one can replace it by another game symbol (e.g., “editable”). If a cell is labeled “empty” and “editable”, at a given time, it means this cell does not have a game symbol in it (e.g., “empty”) and, at this time, one can place a game symbol in it (e.g., “editable”). A cell can also be labeled “non-editable”. At any given time, a cell where a game symbol cannot be placed is labeled “non-editable”. This can include cells labeled “empty” or “occupied”. If a cell is labeled “occupied” and “non-editable” at a given time, it means this cell already has a game symbol in it (e.g., “occupied”) and, at this time, one cannot replace it by another game symbol (e.g., “non-editable”). If a cell is labeled “empty” and “non-editable” at a given time, it means this cell does not have a game symbol in it (e.g., “empty”) and at this time, one cannot place any game symbol (e.g., “non-editable”). Thus, there can be four possible label configurations for each cell. However, some games described here may not have cells with some of the label configurations.
In FaceFace, only two pairs of labels can be considered, “empty” and “editable”, and “occupied” and “editable”. Cells labeled “empty” and “editable” can also be called “available” since the cells are available to receive a new game symbol. Cells labeled “occupied” and “editable” occur where game symbols placed get the label “occupied” and “editable”. They can have the game symbol changed, typically because a player made a mistake and wants to modify the game symbol in it. These cells can be labeled as “occupied” and “editable” or simply as “occupied”. Thus, all cells labeled “available” in FaceFace are can also be labeled “empty”, and all cells labeled “occupied” can also labeled “non-editable”. (See
In Facedoku, three pairs of labels can be considered, (i) “empty” and “editable”, (ii) “occupied” and “editable”, and/or (iii) “occupied” and “non-editable”. This means that the pair of labels “empty” and “non-editable” does not apply in the game of Facedoku. The first two pairs of labels can be the same as in the game of FaceFace, already described above. At the beginning of the game, some cells are already labeled “occupied” with a game symbol in it. They are hints for the player to start the game, which can be similar to the digits provided in Sudoku at the start of the game. These cells with hints labeled “occupied” at the beginning of the game, can also be labeled “non-editable” since these are game symbols that are not to be replaced. These cells can be referred to as “hints”. Cells labeled “hint” can be colored in dark gray, cells labeled “occupied” can be colored light gray, and cells labeled “available” can be colored white. (See
In FaceTetro and FacedokuTetro, labels “occupied” and “editable” are not used. Instead, labels of “empty” and “non-editable” are used. Three pairs of labels are considered, (i) “empty” and “editable”, (ii) “occupied” and “editable”, and (iii) “empty” and “non-editable”. Cells labeled “empty” and “editable” can be referred to as “available”. Cells labeled “empty” are all cells in the grid that do not contain a game symbol in it. The set of cells that are labeled “available” are the cells labeled “empty” and if a cell labeled “occupied” exists in the column and is not the top cell, than the cell on top of it is labeled “editable”, or if no cell is labeled “occupied” in a column, then the bottom cell of a column is labeled “editable”. (See
As the game progresses, cells where game symbols are placed can get the label “occupied” and they cannot be modified. Thus, cells that are labeled “occupied” can be ‘non-editable”, just like in Tetris and Drop7. These cells can be referred to as “occupied” and “non-editable”, or simply as “occupied” (e.g., label “non-editable” is omitted) when referring to these cells. Note that here the meaning of the label “occupied” is different than in the games of Facedoku or FaceFace, since there, they are “editable” while here they are “non-editable”.
Cells labeled “empty” and “non-editable” can be referred to by the label “not-available”. These cells are “empty” at a given time, and at that time, they cannot host a game symbol. They are all cells in a column above the cell labeled “available”.
In FaceFace, only two pairs of labels are considered, “empty” and “editable”, and “occupied” and “editable”. Cells labeled “empty” and “editable” can be referred to by a new label “available” since the cells are available to receive a new game symbol. Cells labeled “occupied” and “editable” can have the game symbol changed, typically because a player made a mistake and wants to modify the game symbol in it. These cells can be referred to as “occupied” (e.g., the label “editable” is omitted when referring to these cells). Thus, all cells labeled “available” in FaceFace are also labeled “empty”, and all cells labeled “occupied” are also labeled “non-editable”. (See
In Facedoku, three pairs of labels are considered, (i) “empty” and “editable”, (ii) “occupied” and “editable”, and (iii) “occupied” and “non-editable”. This means that the pair of labels “empty” and “non-editable” does not apply in the game of Facedoku. The first two pairs of labels are the same as in the game of FaceFace, already described above. The third pair of labels labeled “occupied” and “non-editable” are already labeled “occupied” with a game symbol in it. They are hints for the player to start the game with and can be very similar to the digits provided in Sudoku at the start of the game. These cells with hints labeled “occupied” at the beginning of the game are also labeled “non-editable” since these are game symbols that are not to be replaced. In Facedoku these cells can be referred to by the label “hint”. As shown in
In
In
In FaceTetro and FacedokuTetro, the pairs of cells labeled “occupied” and “editable” are not considered. However, cells labeled “empty” and “non-editable” are considered. Cells labeled “empty” and “editable” can be referred to as “available”. Cells labeled “empty” can be all cells in the grid that do not contain a game symbol in it. The set of cells that are labeled “available”, can be the cells labeled “empty” and if a cell labeled “occupied” exist in the column and is not the top cell, than the cell on top of it is labeled “editable”, or if no cell is labeled “occupied” in a column, than the bottom cell of a column is labeled “editable”. Note that columns whose Mth element (e.g., top element) is labeled “occupied” will have no cells labeled “available” (
Cells where a game symbol is placed get the label “occupied” and they cannot be modified. Thus, cells that are labeled “occupied” are “non-editable”, just like in Tetris and Drop7. These cells referred to as “occupied” and “non-editable” can be simply referred to as “occupied”. Note that here the meaning of the (abused) label “occupied” is different than in the games of Facedoku or FaceFace, since there, they are “editable” while here they are “non-editable”. Cells labeled “empty” and “non-editable” can be referred to as “not-available”. These cells are “empty” at a given time, and at that time, they cannot host a game symbol. They are all cells in a column above the cell labeled “available”.
FaceTetro and FacedokuTetro are, e.g., games comprised of a random sequence of game symbols that can fall down a playing field, similar to Tetrominos shapes falling down a playing field in the popular game of Tetris, and more recently numbers falling in the game of Drop7. At any time in the game, only one game symbol falls into the playing field until it is placed such that another game symbol can then start to fall the playing field.
A portion of the playing field can be partitioned in columns whose width is the same as each game symbol width. Thus, each column can contain many game symbols, one on top of the other. There are N columns and N game symbols to compose a complete gestalt figure. The height of each column can be made of M cells.
In Facedoku and FaceFace, the player can select a game symbol from the N game symbol options.
In FaceTetro and FacedokuTetro, a sequence of game symbols fall into the playing field such that game symbol to be played at any given time is not chosen by the player, but rather it is generated by the game itself. The player can manipulate the given game symbols via translation of the game symbol, and for some pieces, flipping is allowed. For example a “left eye” game symbol can be flipped to become a “right eye” game symbol, and vice-versa. A “left ear” can be flipped to become a “right ear” and vice versa.
According to the above exemplary description, the flip can mean a horizontal flip (e.g., to apply mirror symmetry with respect to an imaginary vertical line placed on one side of the rectangle (square) box containing the game symbol). These operations of translation and flipping can be similar to the ones in Tetris. Similar to Tetris one can use left and right arrow key buttons to allow the player to control translations of one column, translation per key pushed, and a “flip” button to allow flipping. In some exemplary variants, the player can also delete game symbols that fall into the playing field, and if there is a score mechanism, the player should pay some penalty to use the delete button.
In FacedokuTetro, when the deletion or undo operation is not allowed in the game, the sequence of game symbols falling down into the playing field must be exactly N2 (square of N) game symbols. Note the sequence of N2 game symbols does not have to contain exactly N copies of each game symbol, since as described above, some game symbols can become a different game symbol under “flipping” (e.g., the player can transform a “right eye” into a “left eye” or a “right ear” into a “left ear” as the pieces are falling into the playing field).
In Facedoku and FaceFace, the player can select a cell labeled “available” to place a game symbol. Then, the player can select a game symbol from the list of N game symbols. As described above, if the cell labeled “available” is also labeled “occupied” (e.g., if there is a game symbol already there), such game symbol will be highlighted in the set of N game symbols displayed for use. The player can select another game symbol to replace it.
In FacedokuTetro and FaceTetro, each time a new game symbols fall into the playing field, the player can manipulate the game symbol with translation (e.g., flipping or deletion). The player must make a decision where to place the game symbol by moving the piece to a selected column. The game symbol simply falls down the column and lands on top of the lowest possible cell, the cell labeled “available” in the column, if a cell labeled “available” exists. For example, if a column does not have a cell labeled “available”, then it may not be possible to have the game symbol placed there. In addition, the game symbol that just felt in a column will become the top game symbol of the selected column. The cell above, if it exists (there are only M cells in a column), becomes the new labeled “available” cell in the column. So at any time in these games, there is at most N cells labeled “available” (e.g., there is one cell on top of each column), except there are no cells labeled “available” if the top cell in a column is the Mth cell. In the FacedokuTetro game, e.g., M=N.
In FaceTetro, each time a row is completed, it can automatically be erased, and a point can be scored. A complete row can be a row composed of all different game symbols that form a complete gestalt figure, thus composing a complete gestalt figure along the row. (See
Each time the column top segment is complete, the player scores a point, followed by the column top-segment getting erased and a new column top-segment is automatically computed (possibly an empty one). The new gestalt figure can reflect the new column top-segment. The column top segment can be complete if all game symbols in it complete a gestalt figure. It can be equivalent to say that when a complete gestalt figure associated to the column is created, the column top segment is erased and a point is scored. (See
In one variant of the game, each time a sub-grid is complete, the player scores a point, followed by the sub-grid getting erased. The sub-grid can be pre-defined, as in the game of Facedoku (
In FaceTetro, the game can terminate (ends) when a piece is placed on top of a column where the maximum height is already reached. The maximum height (or maximum number of rows allowed) in the playing field can be M, and can be predefined and can vary according to the media one plays on, and its screen size. Larger screen sizes can accommodate for a larger number of rows or a larger maximum height. As seen in
In Facedoku and FacedokuTetro, the game can terminate (ends) when all cells of the grid are filled (not one cell is left with the label “empty”). The game is successfully completed (thus called a puzzle) if all gestalt figures associated to all N rows, N columns, and if applicable all N sub-grids, are complete. Thus, the final configuration of the game is a N×N grid containing one and only one type of game symbol per column, and one and only one type of game symbol per row, and if applicable, one and only one type of game symbol per sub-grid. (See
In FaceFace, the game can terminate (ends) when all cells of the grid are filled (not one cell is left with the label “empty”). The game is successfully completed (thus called a puzzle) if all gestalt figures associated with all rows, columns are complete while the constraints at the cages are satisfied.
All games described above can be made of successive placements of game symbols in the grid. Each placement takes time as the player must choose where to place the game symbol, and in some cases, the game symbols fall to a playing field, which also takes time. A measurement of performance of a player is therefore how long a player takes to complete the task for each of these games.
In Facedoku, FaceFace, and FacedokuTetro, a score can be just the inverse of the time it takes to complete these games (and the higher the score the better). In FacedokuTetro and FaceTetro, the speed in which a game symbol falls the playing field implies a level of difficulty. The faster a game symbol falls, the harder it is to make a good decision on what to do with the game symbol (e.g., the harder it is to decide to which column to move the game symbol, or to apply a flip or not to the game symbol (if possible), or to delete or not the game symbol (if possible)). Tetris has such a mechanism to increase the speed in which the Tetraminos fall the playing field to make the game more difficult.
In FaceTetro, exemplary scores can be achieved when a row gets completed (and erased), when a top segment of a column gets completed (and erased) and if applicable, when a sub-grid gets completed (and erased). Therefore, as the speed of the game symbols falling in the playing field increases, the harder it is score (or the faster the player has to make a decision where to place the game symbol the harder is to make a good decision).
In FacedokuTetro, there is a sequence of exactly N2 game symbols to fall the playing field when the game does not include the option to delete a game symbol that is falling. For example, the game exhibits different levels of difficulty according to different sequences of N2 game symbols. An empirical study can be carried out to evaluate the difficulty of each sequence of N2 game symbols with N different game symbols. Alternatively, it can be possible to evaluate, for each play, a measure of difficulty at each time. Each cell labeled “available” can allow a small set of game symbols to be placed. The allowed set can be made of game symbols that are not multiples along rows, column and sub-grid (if applicable). The union of all sets of labels coming from the cells labeled “available” can be the set of allowed game symbols at each play. Note that some game symbols can show up on multiple allowed sets of various cells labeled “available”. One can then assign the difficulty playing a game symbol according to how many cells are labeled “available” in the set of allowed game symbols. The more cells labeled “available”, the easier is to place it. A game is thus difficult or easy if the sequence of game symbols produced is taken from examining how difficult or easy each play is. If all game symbols are selected based on the most difficult game symbol for each play, the game is considered difficult. This exemplary method can be expanded to evaluate a predefined sequence of plays, invoking probability calculations to what a player may do given a game symbol falling to the playing field.
In FacedokuTetro, a specific sequence of N2 game symbols can be given. For example, the player has the option to place all the game symbols on the proper columns (to land on the cell “available”) to complete the game. Instead, the player can arrive in the middle of the game with a configuration that for the next game symbol there is no play to make that will lead to a possible solution. In this exemplary case, no matter where this new game symbol is placed, it will cause an “angry face” to appear (
In Facedoku, FaceFace, FaceTetro, and FacedokuTetro, the score of a game facilitates a player to know if the player is improving his ability to play the game by tracking his own score. In such exemplary games, different players can compare their performances, and thus have the game to be played with multiple participants. Alternatively or in addition, a unique game can be played by several players one against each other. For each round, one player plays a game symbol. In FaceTetro, whoever places the last game symbol to complete a row or column top segment or sub-grid (if applies) scores the corresponding point. In Facedoku, FaceFace, and FacedokuTetro, a player scores a point if the placement of the game symbol is valid. Thus, if one player makes a mistake, the game symbol is not placed (it is deleted from the game) but the player does not score a point. An extra score is made for the player to make the final placement of a game symbol that completes the puzzle. Additionally, and as an option, the players can have a limited time to make a play.
One possible exemplary rule to add is similar to that of the game “Wheel of Fortune”. If the player makes a good play, the player is given another chance to play. A good play is the one in which the player scores a point. It is also possible to reduce the time for each consecutive play, so that it gets harder and harder to make good decision, as a player scores consecutive points. In this exemplary way, the games can be played with friends at home, on physical devices, on a television shows similar to “Wheel of Fortune”, or on the Internet via software and computer devices. It is also possible for games to be played on social networks.
In Facedoku, FaceFace, FaceTetro, and FacedokuTetro, it is possible play these games with one separate grid for each player. Each player can play his/her own grid, independent of the other player's grid. This Bingo version starts with each player being given an initial grid.
In Facedoku and FaceFace Bingo, each player's initial grid can be different, but to be fair it is reasonable to provide all with the same degree of difficulty. The criteria of Sudoku can be used where one can use the number of revealed cells as a measure of difficulty and the required methods needed to solve the puzzle. The fewer logic rules are needed to solve a puzzle, the easier it is. In Facedoku and FaceFace, all cells that are labeled “occupied” can also not be “editable”. Once a game symbol is placed, no changes are possible.
In FaceTetro and FacedokuTetro Bingo, the game symbols falling into the playing field are the same for all players, and it is the choice of each player which column to let them fall that will allow players to solve the FacedokuTetro puzzle faster or to score more points in the FaceTetro game. At each time step of the global game the following exemplary procedure could take place:
a. A game symbol is randomly selected and announced to all players.
b. A limited and agreed on time is then allotted for each player to select a cell in their respective grid (or game), and place the game symbol.
c. During the allotted time, each player chooses one cell in their grid. Note that for FacedokuTetro and FaceTetro, the choice is for a column, but for each column only one cell will receive the game symbol. So one can refer to this procedure as selecting a cell. If a correct cell was selected for the placement of the game symbol announced, the gestalt figures are updated accordingly. If the player did not select a cell, or if the cell selected did not allow the game symbol announced, the game is not updated (the game symbol is deleted). Note that here all cells that have a game symbol placed cannot be modified (e.g., cells labeled “occupied” are all also labeled “not-editable”). Thus, a player may not be able to place a game symbol if all cells containing the game symbol announced are already occupied.
Steps a,b,c can be repeated until a termination point (either time expires or a player completes a puzzle). For example, FaceTetro is not a puzzle to be completed so it can terminate when time expires and the player with highest scores wins.
In Facedoku, FaceFace, and FacedokuTetro, in a N×N matrix game and N game symbols, each symbol should be announced at least N times (minus the number of starting values) in order to complete all the gestalt figures, since each game symbol is placed at N cells to complete Facedoku game. In one exemplary variant, once a game symbol is called the minimum number of times, it will not be called again. In this exemplary case, after all game symbols have been drawn N times (minus the number of starting values), the winner or winners of the game are the ones that revealed more cells. In another exemplary variant, game symbols can be called as many times as needed until the first player (or first players) complete their respective grid. In this case, it is possible that after repeated game symbol announcements, there are no more cells to place a game symbol in a player's grid game. Note that each player is playing a different instance of a game, so one cannot copy the solution from the other player, as the solutions can be different.
In FacedokuTetro, it is possible to copy the other player, although exactly copy would be made of all the same moves. As such, this is not a good game to cheat at. These games are inspired by, e.g., bingo, but are different games from bingo. Not only because the game symbols are drawings, and not numbers, but because each step of the game requires a player to resolve one step of the puzzle-like game. In Bingo, at each step, the player simply verifies if a symbol is present or not on the player's card. Thus, the question at each game symbol announcement is not whether the game symbol can be placed on each of the player's grid, but rather if a player is fast enough (within the given limited and agreed time) to find a valid cell where to place the game symbol.
Different game symbol drawings can be provided to represent the same symbol. For example, a “mouth” symbol can be drawn differently (including colored in different ways or any other way a “mouth” can be represented differently), (See
The exemplary gestalt figures along the row and columns only display a default game symbol, but the sub-grids display the game symbols associated to that sub-grid. One sub-grid can display different pairs of eyes and/or different mouth drawings. These exemplary differences only reflect on the display since for the game to be played and be valid, it makes no difference if the player uses one drawing representation of a “mouth” or multiple drawing representation of a “mouth” to play. Some or all face gestalt figures corresponding to a game symbol can display the drawing representation of the chosen game symbol. In this case, the face gestalt figures associated with a cell where a “mouth” is selected can look different than the face gestalt figures corresponding to another cell where a “mouth” is selected, according to which “mouth” drawings are included.
To add a game symbol to a cell, an exemplary mechanism can be provided. (See, e.g.,
In some media, one can also generate animations. In these cases, the innovation for the display of the Faceboku, of displaying gestalt figures to play the game, leads to the possibility that animations on these gestalt figures can be introduced. For example, when the game ends, one can create an animation of all gestalt figures shown on the sub-grids (submatrices) according to the object they represent. If they are “face gestalt figures” they can “smile, if they are full body, they can dance, and so on and so forth according to the animation choice of the animator. Of course, the media must support animations.
Exemplary Software Arrangement and/or Computer Accessible Medium
The mechanisms above can be implemented in software for a computer device by one having ordinary skill in the art of programming with graphical interfaces. This can include the development of applications for iPhone or iPad, Android, Blackberry, Windows Phone, other smart phones, tablets or desktop platforms. One software embodiment of the game can be readily implemented using any Object-Oriented programming language. The following is a description of such an implementation for a 4×4 version of the game.
According to one exemplary embodiment, there can be nine (9) principal classes: Controller, MainView, Block, GridBackground, Cell, Hint, InfoView, SettingsView and GameModel. The Controller class can instantiate the MainView, which can initialize 4 instances of Block, one instance of Grid Background and 8 instances of Hint (4 of which will be the gestalts for the rows, and the remaining, the gestalts for the columns). The MainView can also initialize the GameModel (the class responsible for the game itself), 4 buttons for entering the four symbols in the cells, 1 button for erasing a symbol in an editable cell, 1 button for starting a new game, 1 button for triggering the SettingsView (which allows choosing one between 3 levels of game difficulty: Easy, Medium, Hard), and one button for triggering the InfoView (which explains how to play the game). Each Block can be responsible for instantiating its 4 cells.
Once all cells are completed, the GameModel can verify if the solution is correct. If it is, a message of congratulations is presented to the player. If not, a message that something is wrong with the game is presented.
The exemplary game can also be provided as an exemplary embodiment that uses a physical device, e.g., with hardware (e.g., one or more processors), that can be purchased in electronic stores. The device could resemble an electronic calculator, with buttons and displays, and possibly with buttons that are also displays. In
Facedoku can be implemented on a physical media as a mechanical system. For example, similar to the TV show “Wheel of Fortune”, where players guess correct letters, physical squares can turn around (turn on) and reveal the chosen “correct” letter. One could play Facedoku in a TV show, where at any time a player guess the correct game symbol for a square all the gestalt figures associated to that square could turn to reveal the chosen game symbol. Also, the selected square can turn a particular color (e.g., gray) to indicate, it has already been played.
An exemplary Facedoku game can also be provided for purchase at regular toy stores using some physical media for game symbols, such as the ones used in the game Scrabble. The player would update the gestalt figures along the row, column and possibly sub-grid. So, each time a game symbol is placed on some squares of the N×N matrix, the square turns some color (e.g., gray) to indicate it has been played, and the player would update all the gestalt figures associated to that square. One could even possibly build a mechanical mechanism to simultaneously update all gestalt figures along a row and a column and on the sub-grid via one move by the player. One can be able to control some of the cells via software, or mechanically one can develop mechanisms to create some simple level of animation, e.g., a “mouth” game symbol can produce a smile by opening it.
Facedoku can be embodied in a paper and pencil setting, and the player may only require some pencil or pen or marker to play the game. The game can be printed with its initial configuration. The player must simply choose a play (update an unoccupied cell with some game symbol), and draw the game symbol at each gestalt figure along the row, column and possibly sub-grid corresponding to the selected cell. Moreover, the player must also mark the cell as occupied. It is possible to mark the occupied cells by drawing on them with a pencil (e.g., turning white into gray). Where sub-grids are also required to host a gestalt figure, then one can mark the cells with a clear dot on the corner of the cells while drawing the game symbol in the appropriate place on the sub-grid. It is also possible to color the cells as light gray colors not to obstruct the drawing of a game symbol over the same cell space. (See
As shown in
Further, the exemplary processing arrangement 2510 can be provided with or include an input/output arrangement 2570, which can include, e.g., a wired network, a wireless network, the internet, an intranet, a data collection probe, a sensor, etc. As shown in
The foregoing merely illustrates the principles of the disclosure. Various modifications and alterations to the described embodiments will be apparent to those skilled in the art in view of the teachings herein. It will thus be appreciated that those skilled in the art will be able to devise numerous systems, arrangements, and procedures which, although not explicitly shown or described herein, embody the principles of the disclosure and can be thus within the spirit and scope of the disclosure. Various different exemplary embodiments can be used together with one another, as well as interchangeably therewith, as should be understood by those having ordinary skill in the art. In addition, certain terms used in the present disclosure, including the specification, drawings and claims thereof, can be used synonymously in certain instances, including, but not limited to, e.g., data and information. It should be understood that, while these words, and/or other words that can be synonymous to one another, can be used synonymously herein, that there can be instances when such words can be intended to not be used synonymously. Further, to the extent that the prior art knowledge has not been explicitly incorporated by reference herein above, it is explicitly incorporated herein in its entirety. All publications referenced are incorporated herein by reference in their entireties.
The following references are hereby incorporated by reference in their entirety.
The present application relates to, and claims priority from, U.S. Provisional Patent Application No. 61/566,504, filed on Dec. 2, 2011, the entire disclosure of which is incorporated herein by reference in its entirety.
Number | Date | Country | |
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61566504 | Dec 2011 | US |