Claims
- 1. A computer chess game system, comprising:computer readable code means for accessing a chess engine kingbrain to generate opponent signals representative of opponent chess moves, the kingbrain being characterized by a kingbrain rating which automatically adapts to the skill level of a player based on the players moves in previous games in a multiple game match; computer readable code means for receiving one or more player inputs representative of respective player moves; computer readable code means for establishing a kingbrain rating in response to one or more of the player moves; computer readable code means for comparing one or more of the player moves with a player plan of expected player moves; computer readable code means for generating one or more opponent moves according to a predetermined plan if a player move does not deviate from said player plan; computer readable code means for adapting one or more opponent moves based on player's ability if a player move deviates from said player plan; and computer readable code means for simultaneously accessing a chess engine queen brain for generating opponent moves that are not based on the player's ability; wherein the kingbrain can be characterized by at least a heroic style characterized by high aggressiveness and a craven style characterized by high defensiveness, the system including computer readable code means to cause the kingbrain to assume the heroic style when at least one of: the kingbrain and queen brain, determines that the player is losing, the system including code means to cause the kingbrain to assume the craven style when at least one of: the kingbrain and queen brain, determines that the player is winning.
- 2. The computer chess game system of claim 1, wherein the kingbrain rating is established by establishing a processing time per move for the kingbrain.
- 3. The computer chess game system of claim 1, wherein the player can play a sequence of games using the system, and wherein the kingbrain rating is based at least in part on a kingbrain strength, the system including computer readable code means for establishing the kingbrain strength based on at least one game in the sequence of games.
- 4. The computer chess game system of claim 3, further comprising:computer readable code means associated with the queen brain for comparing at least some player moves to hypothetical moves when the respective player signals are generated to generate a game analysis; and computer readable code means for generating an audible representation of the analysis.
- 5. The computer chess game system of claim 4, further comprising computer readable code means for generating a variation tree display, the variation tree display including a graphical tree including lines representing the player moves and opponent moves for a game.
- 6. An interactive game system, comprising:a computer-implemented opponent kingbrain to generate opponent signals representative of opponent chess moves, the kingbrain being characterized by a kingbrain rating which automatically adapts to the skill level of a player based on the player's moves in previous games in a multiple game match; means for receiving player signals from a player, the player signals being representative of player moves; means responsive to the player signals for selectively establishing an expertise with which the opponent kingbrain counters the player moves in at least subsequent games; computer readable code means for comparing one or more of the player moves with a player plan of expected player moves; computer readable code means for generating one or more opponent moves according to a predetermined plan if a player move does not deviate from said player plan; computer readable code means for adapting one or more opponent moves based on players ability if a player move deviates from said player plan; and computer readable code means for simultaneously accessing a chess engine queen brain for generating opponent moves that are not based on the player's ability; wherein the kingbrain can be characterized by at least a heroic style characterized by high aggressiveness and a craven style characterized by high defensiveness, the system including computer readable code means to cause the kingbrain to assume the heroic style when at least one of: the kinqbrain and queen brain, determines that the player is losing, the system including code means to cause the kingbrain to assume the craven style when at least one of: the kinbrain and queen brain, determines that the player is winning.
- 7. The game system of claim 5, further comprising:computer readable code means for comparing at least some player moves to hypothetical moves when the respective player signals are generated to generate a game analysis; and computer readable code means for generating an audible representation of the analysis.
- 8. The game system of claim 7, further comprising computer readable code means for generating a variation tree display, the variation tree display including a graphical tree including lines representing the player moves and opponent moves for a game.
- 9. A computer-implemented method for playing chess, comprising the steps of:providing a kingbrain for generating opponent moves, the kingbrain being characterized by a kingbrain rating which automatically adapts to the skill level of a player based on the players moves in previous games in a multiple game match; receiving player signals representative of player moves; establishing a kingbrain rating based on at least one of: at least one player move, and a sequence of player moves; comparing one or more of the player moves with a player plan of expected player moves; generating one or more opponent moves according to a predetermined plan if a player move does not deviate from said player plan; adapting one or more opponent moves based on player's ability if a player move deviates from said player plan; and simultaneously accessing a chess engine queen brain for generating opponent moves that are not based on the player's ability; wherein the kingbrain can be characterized by at least a heroic style characterized by high aggressiveness and a craven style characterized by high defensiveness, the system including computer readable code means to cause the kingbrain to assume the heroic style when at least one of: the kingbrain and queen brain, determines that the player is losing, the system including code means to cause the kingbrain to assume the craven style when at least one of: the kingbrain and queen brain, determines that the player is winning.
- 10. The method of claim 9, wherein the kingbrain rating is established in response to each player move.
- 11. The method of claim 9, wherein the kingbrain rating is established by establishing a processing time per move for the kingbrain.
- 12. The method of claim 9, wherein the player can play a sequence of games using the system, and wherein the kingbrain rating is based at least in part on a kingbrain strength, the method including the step of establishing the kingbrain strength from game to game based on at least one game in the sequence of games.
- 13. The method of claim 12, further comprising the steps of:comparing at least some player moves to hypothetical moves when the respective player signals are generated to generate a game analysis; and generating an audible representation of the analysis.
- 14. The method of claim 13, further comprising the step of generating a variation tree display, the variation tree display including a graphical tree including lines representing the player moves and opponent moves for a game.
- 15. An interactive computer game system, comprising:at least one engine kingbrain to generate opponent signals representative of opponent chess moves, the kingbrain being characterized by a kingbrain rating which automatically adapts to the skill level of a player based on the player's moves in previous games in a multiple game match; computer readable code means for receiving player signals representative of player moves; computer readable code means associated with the engine kingbrain for comparing at least some player moves to a player plan of hypothetical moves when the respective player signals are generated to generate a game analysis; computer readable code means for generating one or more opponent moves according to a predetermined plan if a player move does not deviate from said player plan; computer readable code means for adapting one or more opponent moves based on player's ability if a player move deviates from said player plan; computer readable code means for generating an audible representation of the analysis; and computer readable code means for simultaneously accessing a chess engine queen brain for generating opponent moves that are not based on the player's ability; wherein the kingbrain can be characterized by at least a heroic style characterized by high aggressiveness and a craven style characterized by high defensiveness, the system including computer readable code means to cause the kingbrain to assume the heroic style when at least one of: the kingbrain and queen brain, determines that the player is losing, the system including code means to cause the kingbrain to assume the craven style when at least one of the kinqbrain and queen brain, determines that the player is winning.
- 16. The game system of claim 15, wherein the kingbrain rating is established by establishing a processing time per move for the kingbrain.
- 17. The game system of claim 15, wherein the player can play a sequence of games using the system, and wherein the kingbrain rating is based at least in part on a kingbrain strength, the system including computer readable code means for establishing the kingbrain strength from game to game based on at least one game in the sequence of games.
- 18. The game system of claim 15, further comprising computer readable code means for generating a variation tree display, the variation tree display including a graphical tree including lines representing the player moves and opponent moves for a game, the graphical tree being manipulable by the player to present lines representing at least alternate player moves.
- 19. A computer chess game system, comprising:a chess engine kingbrain characterized by at least a heroic style characterized by a high aggressiveness and a craven style characterized by high defensiveness, said kingbrain further characterized by a kingbrain rating which automatically adapts to the skill level of a player based on the player's moves in previous games in a multiple game match; means for receiving player signals representative of player moves; computer readable code means for comparing one or more of the player moves with a player plan of expected player moves; computer readable code means for generating one or more opponent moves according to a predetermined plan if a player move does not deviate from said player plan; computer readable code means for adapting one or more opponent moves based on players ability if a player move deviates from said player plan; computer readable code means to cause the kingbrain to assume the heroic style when the kingbrain determines that the player is losing based at least in part on the player moves; and computer readable code means for simultaneously accessing a chess engine queen brain for generating of ponent moves that are not based on the player's ability; computer readable code means to cause the kingbrain to assume the heroic style when at least one of: the kinqbrain and queen brains determines that the player is losing; and computer readable code means to cause the kingbrain to assume the craven style when at least one of: the kingbrain and queen brain, determines that the player is winning.
- 20. The system of claim 19, wherein the player can play a sequence of games using the system, and wherein the kingbrain rating is based at least in part on a kingbrain strength, the system including computer readable code means for establishing the kingbrain strength based on at least one game in the sequence of games.
- 21. The system of claim 19, further comprising:computer readable code means associated with the queen brain for comparing at least some player moves to hypothetical moves when the respective player signals are generated to generate a game analysis; and computer readable code means for generating an audible representation of the analysis.
- 22. The system of claim 19, further comprising computer readable code means for generating a variation tree display, the variation tree display including annotations based on the game analysis and a graphical tree including lines representing the player moves and opponent moves for a game.
- 23. A computer-based strategic game system, comprising:computer readable code means for accessing a chess engine kingbrain to generate opponent signals representative of opponent chess moves, the kingbrain being characterized by a kingbrain rating which automatically adapts to the skill level of a player based on the player's moves in previous games in a multiple game match; means for receiving player signals representative of player moves; means for generating opponent moves In response to the player moves; computer readable code means for comparing one or more of the player moves with a player plan of expected player moves; computer readable code means for generating one or more opponent moves according to a predetermined plan if a player move does not deviate from said player plan; computer readable code means for adapting one or more opponent moves based on player's ability if a player move deviates from said player plan; means for analyzing the player moves; computer readable code means for simultaneously accessing a chess engine queen brain for generating opponent moves that are not based on the plaver's ability; wherein the kingbrain can be characterized by at least a heroic style characterized by high aggressiveness and a craven style characterized by high defensiveness, the system including computer readable code means to cause the kingbrain to assume the heroic style when at least one of: the kingbrain and queen brain, determines that the player is losing, the system including code means to cause the kingbrain to assume the craven style when at least one of: the kingbrain and queen brain, determines that the player is winning; and means for generating a variation tree, the variation tree including a graphical tree including lines representing the player moves and opponent moves for a game.
- 24. The strategic game system of claim 23, wherein the player can play a sequence of games using the system, and wherein the kingbrain rating is based at least in part on a kingbrain strength, the system including means for establishing the kingbrain strength from game to game based on at least one game in the sequence of games.
- 25. A computer chess game system, comprising:(a) a programmed data processor; and (b) programming associated with said programmed data processor for carrying out the operations of (i) receiving one or more player inputs representative of respective player moves, (ii) accessing a chess engine kingbrain to generate opponent signals representative of opponent chess moves, the kingbrain being characterized by a kingbrain rating which automatically adapts to the skill level of a player based on the player's moves in previous games in a multiple game match, (iii) establishing a kingbrain rating in response to one or more of the player moves, (iv) comparing one or more of the player moves with a player plan of expected player moves; (v) generating one or more opponent moves according to a predetermined plan if a player move does not deviate from said player plan; (vi) adapting one or more opponent moves based on player's ability if a player move deviates from said player plan; and (v) simultaneously accessing a chess engine queen brain for generating opponent moves that are not based on the players ability; (vi) wherein the kingbrain can be characterized by at least a heroic style characterized by high aggressiveness and a craven style characterized by high defensiveness, the system including computer readable code means to cause the kingbrain to assume the heroic style when at least one of: the kingbrain and queen brain, determines that the player is losing, the system including code means to cause the kinqbrain to assume the craven style when at least one of: the kingbrain and queen brain, determines that the player is winning.
- 26. A chess program, comprising a set of instructions stored on a media accessible by a computer and executable on said computer, wherein said computer program performs the steps of:(a) receiving one or more player inputs representative of respective player moves; (b) generating opponent signals with a chess engine kingbrain, said opponent signals representative of opponent chess moves, said kingbrain being characterized by a kingbrain rating which automatically adapts to the skill level of a player based on the player's moves in previous games in a multiple game match; (c) establishing a kingbrain rating in response to one or more of the player moves; (d) comparing one or more player moves with a player plan of expected player moves; (e) generating one or more opponent moves according to a predetermined plan if said player moves do not deviate from said player plan; (f) adapting one or more opponent moves based on player's ability if said player moves deviate from said player plan; and (g) simultaneously accessing a chess engine queen brain for generating opponent moves that are not based on the player's ability; (h) wherein the kingbrain can be characterized by at least a heroic style characterized by high aggressiveness and a craven style characterzed by high defensiveness, the system including computer readable code means to cause the kingbrain to assume the heroic style when at least one of: the kingbrain and queen brain, determines that the player is losing, the system including code means to cause the kinqbrain to assume the craven style when at least one of: the kingbrain and queen brain, determines that the player is winning.
CROSS-REFERENCE TO RELATED APPLICATIONS
This application claims priority from U.S. provisional patent application Ser. No. 60/046,772, filed May 9, 1997, incorporated herein by reference.
US Referenced Citations (11)
Non-Patent Literature Citations (2)
Entry |
Voice Chess Challenger, New Yorker, vol. LV, No. 37, Oct. 29, 1979, p1.* |
Katz and Butler, “Game Commander”—applying an architecture of game theory and tree lookahead to the command and control process, IEEE, all pages, Jan. 1994. |
Provisional Applications (1)
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Number |
Date |
Country |
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60/046772 |
May 1997 |
US |