MAGNETICALLY DIFFERENTIATED AND LOCATED BOARD GAME PIECES
20250387694 ยท 2025-12-25
Inventors
- Kelly Ann Marie Carlson (North Providence, RI, US)
- Claire Goolsby (Boston, MA, US)
- Liu Tingbiao (Shenzhen, CN)
Cpc classification
International classification
Abstract
A device and method for differentiating and locating game pieces on a sensorized game board via magnets of distinct strength. A central processing unit coordinates with a sensorized physical structure of an amusement device to participate and/or govern gameplay. The device within the amusement device can be used with a graphic board operating as a board game. Playable and movable objects are tracked through sensors enabling progressive storage of positions assumed by the same objects resulting from voluntary user interactions. In an illustrative scenario, multiple identification units are positioned in the amusement device where game pieces are used. The sensorized board senses the presence of a game piece as the game is played. The identification unit produces an output signal read by the computer that identifies the location and type of game piece. The computer uses the location and identity of the game pieces to monitor or participate in gameplay.
Claims
1. A board game system comprising: a sensorized board including a set of magnetic field sensors; a game token that includes an electromagnet configurable to a first magnetic moment, an energy storage apparatus, and a jiggle circuit that upon detection of motion causes the energy storage apparatus to power the electromagnet to emit a magnetic field at the first magnetic moment for a limited time; a processor; and a memory including instructions that when executed cause the processor to identify (1) a token ID of the game token as distinct from other game tokens and (2) a position corresponding to the sensorized board based on output of at least a first magnetic field sensor of the set of magnetic field sensors and a value of the first magnetic moment that the electromagnet is configured to.
2. The board game system of claim 1, further comprising: a graphic overlay board that aligns with and is positioned on top of the sensorized board, the graphic overlay board including a graphic depiction of a board game including game spaces, and wherein identification of the position corresponding to the sensorized board localized the game token to a particular game space of the game spaces.
3. The board game system of claim 1, further comprising: a game application executing on a mobile device that is communicatively connected to the sensorized board and is configured to maintain a game state including the position of the game token as identified by the token ID.
4. The board game system of claim 1, further comprising: a game application executing on a mobile device that is communicatively connected to the sensorized board and is configured to maintain a game state including the position of the game token as identified by the token ID; and a graphic overlay board that aligns with and is positioned on top of the sensorized board, the graphic overlay board including a graphic depiction of a board game including game spaces, and wherein identification of the position corresponding to the sensorized board of the game token is localized by the game application to a particular game space of the game spaces.
5. The board game system of claim 1, wherein the position corresponding to the sensorized board is between the set of magnetic field sensors and the identification thereof is further based on measurements from at least three magnetic field sensors of the set of magnetic field sensors, the at least three magnetic field sensors each having known spacing between one another.
6. The board game system of claim 1, the sensorized board further comprising: a charging cradle that is configured to receive the game token and wirelessly transmit power to the energy storage apparatus.
7. The board game system of claim 1, the game token further comprising: a controller circuit configured to deliver power to the electromagnet from the energy storage apparatus corresponding to emitting the first magnetic moment.
8. The board game system of claim 7, the sensorized board further comprising: a wireless transceiver configured to transmit instructions to the controller circuit that provision the controller circuit with the first magnetic moment.
9. A method of detection of game tokens by a game system comprising: providing a sensorized board including a set of magnetic field sensors and a first game token that includes: (A) an electromagnet configurable to a first magnetic moment, (B) an energy storage apparatus, and (C) a jiggle circuit that detects motion of the electromagnet; in response to a detected motion by the jiggle circuit, emitting, by the electromagnet, a magnetic field at the first magnetic moment for a limited time as powered by the energy storage apparatus; detecting, by the sensorized board via at least a first sensor of the set of magnetic field sensors, a corresponding magnetic field of the first game token; and deriving, by the game system, (1) a token ID of the first game token as distinct from other game tokens and (2) a position of the first game token corresponding to the sensorized board, wherein said deriving is based on a strength of the magnetic field of the first game token as detected and corresponding to a value of the first magnetic moment that the electromagnet is configured to.
10. The method of claim 9, further comprising: aligning a graphic overlay board on top of the sensorized board, the graphic overlay board including a graphic depiction of a board game including game spaces, and wherein identification of the position of the first game token corresponding to the sensorized board is localized to a particular game space of the game spaces.
11. The method of claim 9, further comprising: executing a game application on a mobile device that is communicatively connected to the sensorized board; registering a graphic overlay board with the game application the graphic overlay board including a graphic depiction of a board game including game spaces that have known positioning relative to the set of magnetic field sensors; and maintaining, by the game application, a game state including the position of the first game token localized to a particular game space of the game spaces as identified by the token ID.
12. The method of claim 11, wherein said maintaining further includes positions to the game spaces of a plurality of game tokens each with locally unique respective token IDs corresponding to locally unique respective magnetic moments.
13. The method of claim 9, wherein the position corresponding to the sensorized board is between the set of magnetic field sensors and said deriving is further based on measurements from at least three magnetic field sensors of the set of magnetic field sensors, the at least three magnetic field sensors each having known spacing between one another.
14. The method of claim 9, further comprising: receiving the first game token within a charging cradle of the sensorized board; and wirelessly transmitting power, by the charging cradle, to the energy storage apparatus.
15. The method of claim 9, further comprising: communicatively connecting a token controller of the first game token to a game system controller; and receiving, by the token controller, provisioning instructions from the game system that cause the token controller to regulate power to the electromagnet such that while active the electromagnet emits the magnetic field having the first magnetic moment and corresponds to the token ID.
16. A board game system comprising: a sensorized board including a set of magnetic field sensors; a first game token that includes an electromagnet configurable to a first magnetic moment, an energy storage apparatus, and a jiggle circuit that upon detection of motion causes the energy storage apparatus to power the electromagnet to emit a magnetic field at the first magnetic moment for a limited time; a graphic overlay board that aligns with and is positioned on top of the sensorized board, the graphic overlay board including a graphic depiction of a board game including game spaces; one or more processors; and one or more memories including instructions that when executed cause the processors to: execute a game application that is communicatively connected to the sensorized board and is configured to maintain a game state including the position of the game token as identified by a token ID; register the graphic overlay board with the game application the graphic overlay board wherein the game spaces have known positioning relative to the set of magnetic field sensors; maintaining, by the game application, the game state including the position of the first game token localized to a particular game space of the game spaces as identified by the token ID; detect, by the sensorized board via at least a first sensor of the set of magnetic field sensors, a corresponding magnetic field of the first game token; and derive, by the board game system, (1) the token ID of the first game token as distinct from other game tokens and (2) a position of the first game token relative to the sensorized board and localized to a current game space of the game spaces, wherein said deriving is based on a strength of the magnetic field of the first game token as detected and corresponding to a value of the first magnetic moment that the electromagnet is configured to.
17. The board game system of claim 16, wherein the position corresponding to the sensorized board is between the set of magnetic field sensors and said deriving is further based on measurements from at least three magnetic field sensors of the set of magnetic field sensors, the at least three magnetic field sensors each having known spacing between one another.
18. The board game system of claim 16, the sensorized board further comprising: a charging cradle that is configured to receive the first game token and wirelessly transmit power to the energy storage apparatus.
19. The board game system of claim 16, the first game token further comprising: a controller circuit configured to deliver power to the electromagnet from the energy storage apparatus corresponding to emitting the first magnetic moment.
20. The board game system of claim 19, the sensorized board further comprising: a wireless transceiver configured to transmit instructions to the controller circuit that provision the controller circuit with the first magnetic moment.
Description
BRIEF DESCRIPTION OF THE DRAWINGS
[0004]
[0005]
[0006]
[0007]
[0008]
[0009]
[0010]
[0011]
[0012]
[0013]
[0014]
[0015]
[0016]
DETAILED DESCRIPTION
[0017] Various embodiments disclosed herein include a sensorized board that has an array, grid, or irregular arrangement of sensors that detect magnetic fields (e.g., Hall effect sensors). Associated with the sensorized board are a set of game pieces or attachable game piece bases that include a magnet of a predetermined strength or magnetic moment. Examples of predetermined magnetic moments are varied sized and oriented permanent magnets, or an electromagnet set to a predetermined power output (and corresponding magnetic moment). The predetermined magnetic strength of the game pieces is employed as a magnetic signature of each piece. The sensorized board uses the magnetic signature of each piece to detect the location of each distinctive piece placed thereon. The base includes a housing element that retains the magnet.
[0018] Examples of varied sized permanent magnets include magnets that are sized to match the width of a game piece base but vary in overall thickness (e.g., between one and ten millimeters). Each sized magnet may be used twice, once oriented with the positive field (e.g., north pole) upward and once with the positive field downward. Similarly, in embodiments including electromagnets, the game piece is provisioned to a particular power output with a corresponding strength of magnetic field.
[0019] Use of electromagnets enables precision selection of magnetic moment and thus a greater number of magnetic signatures than through use of permanent magnets that vary in size and orientation. Compared to permanent magnets, electromagnet embodiments require energy storage apparatus (e.g., batteries) to operate the magnet, and a microcontroller and generally have a higher per-unit financial cost. Electromagnet solutions enable a greater number of varied piece identifications (ex: a couple hundred) as opposed to permanent magnets which cannot be varied in size infinitely and must conform to the physical profile of a game piece. Additionally, electromagnets are triggered briefly and do not continuously maintain a magnetic field; thus, electromagnets are less likely to attract adjacent game pieces and inadvertently adjust the position of the pieces outside of an intentional game action. Permanent magnets, however, may be more cost-effective because they do not require an energy storage apparatus. Evaluation of the above tradeoffs is not an obvious endeavor and must employ careful consideration of the implications thereof.
[0020] Various embodiments of the sensorized board include game associated graphics applied directly thereon, or use of a graphic overlay that corresponds to a given set of game rules and mechanics. In some embodiments, the game makes use of game spaces that correspond to the magnetic sensors on a one-to-one basis (e.g., one game space positioned directly above or adjacent to each sensor).
[0021] In some embodiments, the game applies varied game spacing wherein a mismatched number of game spaces corresponds with a number of magnetic sensors (i.e., the correspondence between game spaces and magnetic sensors is not one-to-one). Where there are fewer sensors than game spaces, the sensorized board uses a triangulation technique (or approximation thereof) via the sensors to identify the location of game pieces relative to the sensors (e.g., via readings from the closest sensors).
[0022] Given the location and identity of the pieces, the sensorized board reports this game data to a processing device such as a computer or mobile device (e.g., smart phone) that governs and determines game states as well as reconciles position and piece type data with game locations on a known or predetermined graphic overlay. In a given example, a group of players is playing Monopoly and using a graphic game board that corresponds to that game. When the sensorized board reports that a first user's piece is present at a given location (e.g., defined either by a sensor location, multiple sensor locations, or coordinates relative to the sensorized board), the governing application executing on the processing device records the first player's game move to a position on the graphic game board based on that identified location. While the above example is to Monopoly, the sensorized board is applicable to countless other games, including The Game of Life, Battleship, Clue, Chess, tabletop roleplay, tabletop war gaming, or others based on rotations of graphic game boards overlaid on the sensorized board.
[0023]
[0024] Data generated by the sensors 104 is communicated to a local control circuit 106 that communicates with an external processing device 108 via wireless communication 110. The external processing device 108 governs game status and history as well as reconciles position and piece type data with game locations on a known or predetermined graphic overlay. In some embodiments, the external processing device 108 indicates moves made by a computer player. In some embodiments, the sensorized game board 102 folds or rolls up for easy storage.
[0025]
[0026] The graphic overlay board 204 includes predetermined game spaces where players position pieces. When aligned with the sensorized board 202, the predetermined game spaces are present at predictable locations (on a game-by-game basis). In some embodiments, the sensorized board 202 makes use of sensors positioned at a one-to-one basis (e.g., one game space positioned directly above or adjacent to each sensor). In such circumstances, the sensor detects the piece positioned directly adjacent, measures the magnetic signature and reports the data.
[0027] Where detection operates on a one-to-one basis, the detection range is limited based on the distinctiveness of the magnetic signatures employed by the pieces. Moving pieces further away from the sensor location causes the relevant magnetic field of the game piece to appear weaker (according to an inverse square). With only a single sensor reading, and without predetermined knowledge of the magnetic signature, one cannot determine a distance where varied magnetic signatures are used (e.g., because a moment of 1.68 far enough away will read like a moment of 1 that is much closer). Thus, the distance of accurate detection is based on a degree of distinctiveness of magnetic signatures. Using illustrative signature distinctiveness described herein (see, for example
[0028] Notably, if the gameplay makes use of time domain (e.g., only one or predictable players, using predictable pieces acts at a given time), then additional range on Hall effect sensors might be available. The additional range comes from employing a predetermined magnetic signature in a given player move. That is to say, additional functionality or specificity is gained when by virtue of game play mechanics, the sensorized board 202 need only determine one or the other of localization and identification, but not both.
[0029] In some embodiments, there are more or fewer game spaces than there are sensors. The embodiments that make use of a mismatched number of sensors to game spaces will be discussed below in further detail.
[0030] An external processing device or game cloud server associates location data on the sensorized board 202 with the location on the graphic overlay board 204 in order to enable remote play, saved game states, or processing device enabled game mechanics in the otherwise table top game.
[0031]
[0032] Removal of the base 306 element enables mixing and matching across a number of illustrative game pieces. Thus, the same magnetic elements are sharable across many games that a given user wishes to play. The magnetic inserts 304 are sized to fit within the removable base 306. Embodiments of magnetic inserts 304 include permanent magnets 308 and electromagnet system 310. Embodiments employing permanent magnets 308A-F vary in size and orientation.
[0033] Example sizes of such permanent magnets 308A-F include 20 mm wide by 1, 3, and 6 mm high respectively. The permanent magnets 308 are oriented in the removable base 306 with either the north pole up or the south pole up. Based on the orientation and size, each permanent magnet 308 has a different magnetic moment/strength of a respective magnetic field.
[0034]
[0035] An electromagnet system 310 includes an electromagnet coil 310A, a controller 310B, an energy storage apparatus 310C (e.g., battery or capacitor), and a jiggle sensor 310D.
[0036] In some embodiments, the electromagnet system 310 includes a charging apparatus (not explicitly pictured). Example charging apparatus (e.g., cradle or dock) include a plug port electrically connected to the energy storage apparatus 310C or an inductive coil or antenna configured to wirelessly receive power (e.g., through inductive or RF charging schemes).
[0037] The jiggle sensor 310D identifies when the associated game piece 302 is moved or jostled. Movement as detected by the controller 310B causes the electromagnet system 310 to activate for a predetermined period or until the movement ceases. The jiggle sensor 310D enables the electromagnet system 310 to save power when not in motion and prevents multiple game pieces 302 or removeable bases 306 from inadvertently attracting one another; thereby, causing the pieces 302 or removeable bases 306 to move outside of a game action due to magnetic forces.
[0038] The controller 310B includes a predetermined power output that corresponds to a magnetic signature for a given game piece 302 or a given removable base 306. In some embodiments, the electromagnet system 310 further includes a wireless transceiver that enables coordination of the predetermined power output based on pieces 302 or bases 306 of other players in a given game. The wireless transceiver enables pairing (e.g., via machine-to-machine protocols such as Bluetooth, BLE, Zigbee, or other suitable known protocols known in the art). Pairing occurs with any of a local controller on the sensorized board, or on an external processing device, such as a mobile phone, tablet, or computer.
[0039] When the electromagnetic system 310 is moved (e.g., jiggled), the controller 310B causes the electromagnetic coil 310A to activate and flash a respective magnetic signature to be detected by the corresponding sensorized board. The sensorized board uses the magnetic signature to identify which game piece 302 has been moved and where that game piece 302 was moved from and to. Detection occurs on a one (sensors) to one (piece) basis or a many (sensors) to one (piece) basis.
[0040] Prior art systems have taught away from the use of electromagnets as a source of generating an identifying signal for game pieces due, at least in part, to the perceived size and cost of electromagnetic systems. However, elements such as the jiggle sensor 310D and wireless charging solutions reduce the size requirements of the energy storage apparatus 310C.
[0041]
[0042] From the magnetic field readings, the system 500 is thus solving for multiple variables: (1) the magnetic signature and (2) distance from each of the sensors. The second of these variables corresponds to one unknown per sensor reading. With the knowledge of predictable magnetic field decay, the relative positioning of the sensors 504 (e.g., the gap between each), and multiple magnetic field measurements from those sensors 504, the sensorized board or external processing device is enabled to solve for the original strength (magnetic signature) of the game piece 502 via a systems of equations algebra solution.
[0043] In some embodiments, where players are instructed to drag game pieces rather than fully lift them from the board, additional data is available. Specifically, where a magnetic piece is dragged by a given sensor 504, the system 500 is enabled to identify a signal decay rate. Given enough data points at multiple distances from the sensor 504, the data points are fit to a curve representing the predictable nature of magnetic field decay. Given that curve, the magnetic moment at distance zero (e.g., the magnetic signature) is derivable.
[0044] With the magnetic signature in hand (the first of the multiple variables), the sensorized board or external processing device is enabled to compute a distance from each sensor 504A-C (the second of the multiple variables) based on known rate of magnetic field decay and differentiate the game piece 502 (via the magnetic signature). Given distances from at least three sensors, the precise location of the game piece 502 is triangulated. The triangulated or derived location data is transmitted to a paired external processing device that governs game state and actions as based on a given graphic overlay board employed by a current game.
[0045] In some embodiments or games, three sensors need not always be necessary. That is, true triangulation need not always be performed. As discussed above, a given graphic overlay has a set of game spaces depicted thereon. Using the assumption that the player will correctly place their game piece 502 on an available game space, the possible positioning of a given game piece 502 is therefore limited further by the potential spaces on the graphic overlay. There exist circumstances where the distance from two magnetic field sensors is sufficient information to identify a game space on the graphic overlay board where the game piece 502 is positioned at because of the limitations provided by the limited number of game spaces (e.g., how many game spaces are there at the respective computed distances from both sensor 504C and 504B?). Thus, game piece 502 locations are derivable by multiple sensors via use of limited game spaces of the graphic overlay board. Such a technique is less feasible when the graphic overlay board does not have static or limited game spaces.
[0046]
[0047] In a continuous sensorized board 604 embodiment, game pieces 602 physically cover multiple sensors. Based on the sensors that trigger the board, it is able to detect the edges of the base of the game piece 602 with relatively high precision. In such examples triangulation is feasible (e.g., there may be well over three sensors triggered in a given detection), but likely unnecessary and a simple binary, covered or not, determination is sufficient. A continuous sensorized board 604 is enabled to report location with high precision to an external processing device in order to derive the game pieces 602 locations on the graphic overlay board 606.
[0048]
[0049] In step 704, players indicate to the game application on the processing device which piece base they will be using. The selected game dictates a number of players or range of players available and pieces thereto. In various embodiments, the removable bases are color-coded or otherwise marked for easy identification. Users indicate to the game application a pairing of player to game piece (if distinctive), and the removable base they will be using.
[0050] In some embodiments, the removable bases include permanent magnets, in which case, the magnetic signature of the base is predetermined. Some embodiments of electromagnetic bases include factory-fixed magnetic signatures that are physically marked on the base to enable human differentiation. However, embodiments that employ electromagnetic bases are enabled to use varied magnetic signatures. In step 706, the game application or sensorized board provisions electromagnetic bases with a magnetic signature. In some embodiments, the sensorized board communicates with the electromagnetic bases and provisions the bases to one of a set of preconfigured signatures. Those magnetic signatures correspond to token identifiers (token IDs) stored by the corresponding game application. That communication occurs via the charging process e.g., through wired or dock-based inductive charging, or via wireless communication (for example, using Bluetooth, BLE, or Zigbee).
[0051] The signatures provisioned are locally unique. There are a limited number of distinct magnetic signatures based on the fidelity of both the power output of the electromagnetic base and the detection of the sensorized board. Improvements in that fidelity will increase the overall number of magnetic signatures; however, across many sensorized boards, the likelihood of collisions is high. That said, possible electromagnetic signatures would be measured in the hundreds and that is sufficient for locally unique signatures for nearly all table-top board games published to date. In circumstances of remote play, a given game may employ matching magnetic signatures that are used across different sensorized boards.
[0052] In some embodiments, the provisioning of magnetic signatures is performed by the game application and the processing device. In such circumstances, the processing device either pairs directly with the electromagnetic bases or instructions are transmitted from the processing device through the sensorized board to the electromagnetic bases.
[0053] In step 708, the sensorized board detects placement of a game piece (through the graphic overlay board). Detection identifies both the magnetic signature of the piece as well as the piece's location on the sensorized board (through any of the disclosed means such as one-to-one correspondence, triangulation, derivation, or continuous detection). In step 710, that location data relative to the sensorized board is reported to the processing device by the sensorized board. In step 712, the processing device reconciles the location data relative to the sensorized board with the game board associated with the chosen/selected game. Available game spaces are dictated by the game being played and the graphic overlay board placed above the sensorized board whereon the game pieces are placed.
[0054]
[0055] In an illustrative example, the ice cream accessory 806A is put in proximity with the mouth (e.g., the location of the sensor 804) of the toy 802. The toy 802 identifies the ice cream accessory 806A via the magnetic signature present in the ice cream accessory 806A, and the toy 802 responds with an auditory response, such as mmhmmm, I love ice cream!
[0056]
[0057] The character figurines 902 refer to a physical representation of a character or entity within the playset environment 900. The character figurine 902 includes a three-dimensional model, statuette, or miniature depicting a person, creature, and so forth. In some embodiments, the character figurine 902 includes one or more magnets 906 (e.g., those discussed above with reference to
[0058] The object figurine 904 refers to a physical representation of an inanimate item or element within the playset environment 900. The object figurine 904 similarly includes a three-dimensional model, miniature, or replica depicting various non-character elements such as buildings, vehicles, tools, environmental features, or abstract items. In some embodiments, object figurine 904 includes a similar magnet 906 (integrated into the figurine's structure or affixed to its base) that enables the local control circuit to recognize and classify the object figurine 904 as an object rather than a character. The object figurine 904 represents a wide range of items/objects, such as buildings, vehicles, tools, environmental objects (e.g., rocks), or abstract elements such as magical artifacts.
[0059] The stage 908 includes one or more sensors 910 (e.g., those discussed above with reference to
[0060] The sensors 910 enable the local control circuit to access specific data associated with the character figurine 902, such as predefined attributes, personality, behaviors, and/or backstory elements. The attributes, for example, correlate to the physical representation of the character. In some embodiments, the character figurine 902 is enabled to be customized with different outfits or accessories, each outfit/accessory being equipped with a permanent magnet or electromagnetic having a distinct magnetic signature (as discussed in further detail with reference to
[0061] The playset environment 900 operates by using the sensors 910 on the stage 908 to detect and identify the character figurines 902 and object figurines 904 placed within the playset environment 900. When a figurine is positioned on the stage 908, the sensors 910 interact with the magnets 906 embedded in the figurine to determine its identity and location. The local control circuit, in communication with the sensors 910, processes this information and triggers particular responses based on the specific figurine detected. For example, if a pink-colored character figurine 902 is placed on the stage 908, the playset environment 900 activates pink-colored lighting elements. Similarly, placement of a dog-themed figurine prompts the playset environment 900 to emit barking sounds. Positioning a character figurine 902 in a designated bathroom area, in some examples, initiates washing noises.
[0062] In some embodiments, the playset environment 900 is expandable through the addition of complementary sets (e.g., additional stages 908). The stage 908 includes sensors 910 at predetermined connection points, and additional set pieces incorporate magnets 906 at corresponding locations. When the sets are combined, the sensors 910 detect the presence of the magnets 906, enabling the playset environment 900 to recognize the newly added sections. This modular approach enables the dynamic expansion of the play area.
[0063] In some examples, playset environment 900 is a card game platform (e.g., DropMix), where the character figurine 902 is a card and the stage 908 is a board. The card's embedded magnet(s) correspond to a particular audio clip, such as a drum loop or a vocal selection. With multiple character figurines 902 (i.e., cards) are on the board, the external processing device presents a mashup, or an audio file that incorporates all of the corresponding audio clips of the cards placed on the board.
[0064] The physical location and height of figurines on the stage modify how the playset environment 900 reacts. The local control circuit detects where on the stage a figurine 902 is placed (via sensors 910) and at what height (via positional sensors positioned at different heights on the stage 908), using the spatial information to influence the narrative. For example, the stage 908 has physical features such as hills built into the stage 908, with sensors positioned at specific locations such as the top of a hill. The playset environment 900 associate a particular sensor's location (i.e., a sensor on top of the hill) with the corresponding physical feature in the playset. Placing a character figurine on a high platform, for example, signifies a vantage point. The external processing device, in some embodiments, transmits a presentation that references the identified spatial information, such as an audio file indicating I now have the high ground!
[0065]
[0066] The sensorized board 1002 and the game pieces 1004 are each integrated with a magnet or a sensor. The gameplay environment 1000 is enabled to progressively track previous locations of the game pieces 1004 using a local control circuit or an external processing device (e.g., the local control circuit 106 and the external processing device 108 in
[0067] In some embodiments, the gameplay environment 1000 uses the mileage data to dynamically modify gameplay or trigger specific events. For example, when a game piece 1004 reaches a predetermined mileage threshold, the local control circuit or external processing device activates new features by updating a game state (e.g., stored in main memory such as the main memory 1206 in
[0068] In some embodiments, the gameplay environment 1000 includes magnetic sensors within certain or all pieces of a track layout. These sensors are positioned to detect the presence of magnets embedded in toy vehicles as they traverse the track. When a specific vehicle passes over a sensor-equipped track section, it triggers predetermined effects. For example, when a race car with a unique magnetic signature drives over a pit stop section of the track, the system activates a sound effect simulating tire changes and refueling.
[0069] Alternatively, in some embodiments, the sensors are housed within the vehicles themselves, while the track includes embedded magnets at particular locations. As a vehicle equipped with a sensor passes over different magnetic elements in the track, the gameplay environment 1000 initiates varied responses. For instance, driving over a track piece associated with a park triggers nature sounds and bird chirping from the vehicle, while passing a house-themed section prompts the vehicle to play audio commentary about heading home.
[0070] The gameplay environment 1000, in some embodiments, is integrated with a companion mobile application running on an external processing device (e.g., the external processing device 108 in
[0071] In a toy or doll embodiment such as the toy or doll embodiment 800 discussed in further detail with reference to
[0072] In some embodiments, the sensorized board 1002 operates as an interactive arena equipped with sensors. The game pieces 1004 are embedded with magnets with specific magnetic signatures. As these game pieces 1004 move across the arena, the game pieces 1004 trigger various sensors, activating electromagnetic elements within the sensorized board 1002. For example, when a game piece 1004 passes over a particular sensor, the game piece 1004 activates an electromagnet in a nearby section of the arena. The electromagnet, for example, is programmed to either attract or repel other game pieces, depending on the magnetic polarity of the electromagnet and the respective game piece 1004. Thus, this embodiment enables gameplay where players strategically navigate their game pieces 1004 through the arena, using the magnetic forces to outmaneuver their opponents.
[0073]
[0074] Each game piece 1106 and/or accessory 1108 includes a magnet (e.g., located in its base or feet) that operates as a physical stabilizer and/or is used to identify attributes of the game piece 1106. The magnet's attractive force interacts with ferromagnetic elements embedded in the stand 1102 to provide stability that keeps the model upright in a fixed position. Further, the magnetic field generated by each game piece 1106 and accessory 1108 operates as a locally unique identifier, as discussed in further detail above with reference to
[0075] The stand 1102 includes an array of sensors 1104 positioned to detect the magnetic fields generated by the collectible models. When a game piece 1106 or accessory 1108 is placed on the stand 1102, the sensors 1104 measure the locally unique magnetic field characteristics of the game piece 1106 or accessory 1108. A local control circuit or external processing device (e.g., the local control circuit 106 or external processing device 108 in
[0076] In some embodiments, the collectible model environment 1100 integrates with a mobile application running on the external processing device 108. When a game piece 1106 or accessory 1108 is placed on the stand 1102 and identified, the application logs the item in the user's digital collection. Therefore, users are enabled to track their collection, view information about each game piece 1106 or accessory 1108 (e.g., character backstory, rarity, or collector's value), engage in online play or trading activities, and so forth. The application, in some embodiments, enables users to view additional content or animations related to their collectibles when viewed through the mobile device's camera.
Computer System
[0077]
[0078] The computer system 1200 can take any suitable physical form. For example, the computing system 1200 can share a similar architecture as that of a server computer, personal computer (PC), tablet computer, mobile telephone, game console, music player, wearable electronic device, network-connected (smart) device (e.g., a television or home assistant device), AR/VR systems (e.g., head-mounted display), or any electronic device capable of executing a set of instructions that specify action(s) to be taken by the computing system 1200. In some implementations, the computer system 1200 can be an embedded computer system, a system-on-chip (SOC), a single-board computer system (SBC), or a distributed system such as a mesh of computer systems, or it can include one or more cloud components in one or more networks. Where appropriate, one or more computer systems 1200 can perform operations in real time, in near real time, or in batch mode.
[0079] The network interface device 1212 enables the computing system 1200 to mediate data in a network 1214 with an entity that is external to the computing system 1200 through any communication protocol supported by the computing system 1200 and the external entity. Examples of the network interface device 1212 include a network adapter card, a wireless network interface card, a router, an access point, a wireless router, a switch, a multilayer switch, a protocol converter, a gateway, a bridge, a bridge router, a hub, a digital media receiver, and/or a repeater, as well as all wireless elements noted herein.
[0080] The memory (e.g., main memory 1206, non-volatile memory 1210, machine-readable medium 1226) can be local, remote, or distributed. Although shown as a single medium, the machine-readable medium 1226 can include multiple media (e.g., a centralized/distributed database and/or associated caches and servers) that store one or more sets of instructions 1228. The machine-readable medium 1226 can include any medium that is capable of storing, encoding, or carrying a set of instructions for execution by the computing system 1200. The machine-readable medium 1226 can be non-transitory or comprise a non-transitory device. In this context, a non-transitory storage medium can include a device that is tangible, meaning that the device has a concrete physical form, although the device can change its physical state. Thus, for example, non-transitory refers to a device remaining tangible despite the change in state.
[0081] Although implementations have been described in the context of fully functioning computing devices, the various examples are capable of being distributed as a program product in a variety of forms. Examples of machine-readable storage media, machine-readable media, or computer-readable media include recordable-type media such as volatile and non-volatile memory 1210, removable flash memory, hard disk drives, optical disks, and transmission-type media such as digital and analog communication links.
[0082] In general, the routines executed to implement examples herein can be implemented as part of an operating system or a specific application, component, program, object, module, or sequence of instructions (collectively referred to as computer programs). The computer programs typically comprise one or more instructions (e.g., instructions 1204, 1208, 1228) set at various times in various memory and storage devices in computing device(s). When read and executed by the processor 1202, the instruction(s) cause the computing system 1200 to perform operations to execute elements involving the various aspects of the disclosure.
CONCLUSION
[0083] Unless the context clearly requires otherwise, throughout the description and the claims, the words comprise, comprising, and the like are to be construed in an inclusive sense, as opposed to an exclusive or exhaustive sense; that is to say, in the sense of including, but not limited to. As used herein, the terms connected, coupled, or any variant thereof means any connection or coupling, either direct or indirect, between two or more elements; the coupling or connection between the elements can be physical, logical, or a combination thereof. Additionally, the words herein, above, below, and words of similar import, when used in this application, refer to this application as a whole and not to any particular portions of this application. Where the context permits, words in the above Detailed Description using the singular or plural number may also include the plural or singular number respectively. The word or, in reference to a list of two or more items, covers all of the following interpretations of the word: any of the items in the list, all of the items in the list, and any combination of the items in the list.
[0084] The above Detailed Description of examples of the technology is not intended to be exhaustive or to limit the technology to the precise form disclosed above. While specific examples for the technology are described above for illustrative purposes, various equivalent modifications are possible within the scope of the technology, as those skilled in the relevant art will recognize. For example, while processes or blocks are presented in a given order, alternative implementations can perform routines having steps, or employ systems having blocks, in a different order, and some processes or blocks can be deleted, moved, added, subdivided, combined, and/or modified to provide alternative or sub-combinations. Each of these processes or blocks can be implemented in a variety of different ways. Also, while processes or blocks are at times shown as being performed in series, these processes or blocks can instead be performed or implemented in parallel, or can be performed at different times. Further, any specific numbers noted herein are only examples: alternative implementations can employ differing values or ranges.
[0085] The teachings of the technology provided herein can be applied to other systems, not necessarily the system described above. The elements and acts of the various examples described above can be combined to provide further implementations of the technology. Some alternative implementations of the technology may include not only additional elements to those implementations noted above, but also may include fewer elements.
[0086] These and other changes can be made to the technology in light of the above Detailed Description. While the above description describes certain examples of the technology, and describes the best mode contemplated, no matter how detailed the above appears in text, the technology can be practiced in many ways. Details of the system may vary considerably in its specific implementation, while still being encompassed by the technology disclosed herein. As noted above, specific terminology used when describing certain features or aspects of the technology should not be taken to imply that the terminology is being redefined herein to be restricted to any specific characteristics, features, or aspects of the technology with which that terminology is associated. In general, the terms used in the following claims should not be construed to limit the technology to the specific examples disclosed in the specification, unless the above Detailed Description section explicitly defines such terms. Accordingly, the actual scope of the technology encompasses not only the disclosed examples, but also all equivalent ways of practicing or implementing the technology under the claims.
[0087] To reduce the number of claims, certain aspects of the technology are presented below in certain claim forms, but the applicant contemplates the various aspects of the technology in any number of claim forms. For example, while only one aspect of the technology is recited as a computer-readable medium claim, other aspects may likewise be embodied as a computer-readable medium claim, or in other forms, such as being embodied in a means-plus-function claim. Any claims intended to be treated under 35 U.S.C. 112 (f) will begin with the words means for, but use of the term for in any other context is not intended to invoke treatment under 35 U.S.C. 112 (f). Accordingly, the applicant reserves the right to pursue additional claims after filing this application to pursue such additional claim forms, in either this application or in a continuing application.