MAGNETICALLY DIFFERENTIATED AND LOCATED BOARD GAME PIECES

20260097298 ยท 2026-04-09

    Inventors

    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 game system for a trivia game comprising: a slot-game apparatus that includes a slot portion with a sensorized opening having one or more magnetic field sensors positioned to detect a magnetic signature as a magnet passes through the sensorized opening; a plurality of game pieces, each configured with a respective magnet having a magnetic signature different from the magnetic signature of respective magnets corresponding to other game pieces in the plurality of game pieces; a processor coupled to the slot-game apparatus; and a memory including instructions that when executed cause the processor to detect an order of insertion of the plurality of game pieces as each game piece passes through the sensorized opening based on output from the one or more magnetic field sensors, wherein each game piece is identified based on the magnetic signature of the respective magnet, and wherein the order of insertion of the plurality of game pieces corresponds to a player response in the trivia game.

    2. The game system of claim 1, wherein the processor is configured to: determine an absolute magnitude corresponding to a particular output from the one or more magnetic field sensors; and identify a particular game piece by comparing the absolute magnitude with the magnetic signature of the respective magnet.

    3. The game system of claim 1, further comprising instructions that when executed cause the processor to: determine that a particular game piece of the plurality of game pieces has been removed from the slot portion by detecting the magnetic signature of the particular game piece moving from inside the slot portion to outside the slot portion.

    4. The game system of claim 1, wherein the one or more magnetic field sensors comprise at least two sensors positioned within the sensorized opening, and wherein the instructions when executed cause the processor to: detect a voltage difference between respective outputs from the at least two sensors, determine a magnetic field strength differential based on the voltage difference, and associate the magnetic field strength differential with the magnetic signature of each game piece.

    5. The game system of claim 4, wherein the at least two sensors are positioned to align horizontally across the sensorized opening such that each magnet of each game piece passes by each of the at least two sensors simultaneously.

    6. The game system of claim 1, wherein the one or more magnetic field sensors comprise a first sensor and a second sensor aligned vertically along a path through the sensorized opening, and wherein the instructions when executed cause the processor to: determine that the first sensor detects a particular game piece at a first timestamp and that the second sensor detects a particular game piece at a second timestamp, and determine a direction of movement of each game piece through the sensorized opening based on whether the first timestamp is prior to the second timestamp.

    7. The game system of claim 1, wherein the one or more magnetic field sensors are configured to detect a positive magnetic polarity and a negative magnetic polarity, and wherein the instructions when executed cause the processor to identify a polarity orientation of each game piece based on the detected polarity.

    8. The game system of claim 1, wherein each game piece includes an indicia comprising at least one of a color, a graphic, or text printed on an exterior surface of the game piece, and wherein the indicia corresponds to a predetermined game mechanic of the trivia game.

    9. A computer-implemented method of detecting game piece order, the method comprising: providing (a) a slot-game apparatus that includes a slot portion with a sensorized opening configured with one or more magnetic field sensors and (b) a plurality of game pieces, each game piece comprising a magnet with a unique magnetic signature that differentiates the game piece from other game pieces in the plurality of game pieces; detecting the plurality of game pieces passing through the sensorized opening using the one or more magnetic field sensors; in response to said detection, identifying each game piece based on the unique magnetic signature of a respective magnet as detected by the one or more magnetic field sensors; and determining an order of insertion of the plurality of game pieces based on a temporal sequence of said detection, wherein the order of insertion corresponds to a user response in a game.

    10. The computer-implemented method of claim 9, wherein the slot-game apparatus includes a control toggle, further comprising: detecting activation of the control toggle via user input; and in response to detecting activation of the control toggle, resetting a game state of the game by clearing stored data associated with previously detected game pieces.

    11. The computer-implemented method of claim 9, wherein the slot-game apparatus includes a gate toggle and an exit opening, further comprising: detecting activation of the gate toggle via user input; and in response to detecting activation of the gate toggle, cause release of one or more game pieces from the slot portion through the exit opening.

    12. The computer-implemented method of claim 9, further comprising: providing a graphic placard that includes game-specific information associated with the game; and providing a placard slot on the slot-game apparatus configured to receive the graphic placard.

    13. The computer-implemented method of claim 12, further comprising: receiving a code through an interface on the slot-game apparatus, wherein the code corresponds to content displayed on the graphic placard.

    14. The computer-implemented method of claim 12, further comprising: receiving a code from an external processing device that includes an input interface, wherein the code corresponds to content displayed on the graphic placard.

    15. The computer-implemented method of claim 14, wherein the external processing device includes a camera, and wherein the external processing device is configured to capture an image of the graphic placard using the camera.

    16. A game system comprising: a slot-game apparatus that includes a slot portion with a sensorized opening configured with one or more magnetic field sensors; a plurality of game pieces, each game piece configured with a respective magnet having a magnetic signature different from the magnetic signature of respective magnets corresponding to other game pieces in the plurality of game pieces; a graphic placard corresponding to a game that is configured to insert into a placard slot on the slot-game apparatus; 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 slot-game apparatus and is configured to maintain a game state that indicates one or more of: a score or round of the game; link the graphic placard with the game application by mapping a set of answers indicated on the graphic placard to the plurality of game pieces; detect the plurality of game pieces passing through the sensorized opening using the one or more magnetic field sensors; derive (a) an identity of each game piece based on the magnetic signature of a respective magnet as detected by the one or more magnetic field sensors and (b) an order of insertion of the plurality of game pieces based on a temporal sequence of said detection, wherein the order of insertion corresponds to a ranking of the set of answers.

    17. The game system of claim 16, further comprising: a visual scanner coupled to the slot-game apparatus and positioned to capture an image of a code printed on the graphic placard.

    18. The game system of claim 16, wherein the graphic placard displays a list of subjects to be ordered according to a predetermined scheme, wherein each game piece includes a color that corresponds to one of the displayed list of subjects, and wherein the order of insertion corresponds to a ranking of the subjects.

    19. The game system of claim 16, wherein the instructions when executed further cause the processors to: compare the order of insertion with a reference answer sequence stored in association with the graphic placard, determine that the order of insertion matches the reference answer sequence, and transmit a notification via the slot-game apparatus that indicates the match.

    20. The game system of claim 16, wherein the instructions when executed further cause the processors to: compare the order of insertion with a reference answer sequence stored in association with the graphic placard, determine that the order of insertion fails to match the reference answer sequence, and transmit a notification via the slot-game apparatus that indicates the failure to match.

    Description

    BRIEF DESCRIPTION OF THE DRAWINGS

    [0004] FIG. 1 is a diagrammatic view illustrating an electronic game board that detects the location and type of game pieces.

    [0005] FIG. 2 is a diagrammatic view of a graphic overlay board positioned above the electronic game board.

    [0006] FIG. 3A is an illustration of a game piece with varied magnetic inserts associated with a removable base.

    [0007] FIG. 3B is a magnetic field measurement of a set of distinguishable permanent magnetic bases.

    [0008] FIG. 4 is a circuit diagram of an illustrative embodiment of an electronic game board and an electromagnetic game piece system.

    [0009] FIG. 5 is a diagrammatic view of magnetic triangulation of game pieces.

    [0010] FIG. 6 is an illustration of a continuous magnetic detection board.

    [0011] FIG. 7 is a flowchart illustrating a method of detecting and provisioning game pieces via a corresponding game application.

    [0012] FIG. 8 is an illustration of a slot-game apparatus with varied magnetic inserts.

    [0013] FIG. 9 is a flowchart illustrating a method of detecting game piece order in a game via a slot-game apparatus.

    [0014] FIG. 10 is a block diagram illustrating an example computer system, in accordance with one or more embodiments.

    DETAILED DESCRIPTION

    [0015] Various embodiments disclosed herein include a sensorized board that has an array, grid, or irregular arrangement of sensors that detect magnetic fields (e.g., linear 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.

    [0016] 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.

    [0017] Use of electromagnets enable 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.

    [0018] 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).

    [0019] 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).

    [0020] 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.

    [0021] FIG. 1 is a diagrammatic view illustrating an entertainment system 100 including an electronic game board (sensorized board) 102 that detects the location and character of game pieces. The sensorized board 102 includes an array, grid, or irregular arrangement of sensors 104. The sensors are configured to detect magnetic fields. Examples include Hall effect sensors, Reed switches, magneto-resistive sensors, micro-electro-mechanical systems (MEMS) magnetic field sensors, or other suitable sensors known in the art. Based on the sensor(s) chosen, there are some limitations of the detection. For example, applications of magnetic switches do not typically have the granularity of data that field measurement would have.

    [0022] 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.

    [0023] FIG. 2 is a diagrammatic view of a graphic overlay board 204 positioned above the sensorized board 202. In some embodiments, a graphic overlay board 204 is positioned and aligned on top of the sensorized board 202. Alignment of the graphic overlay board 204 is performed with clamps, a raised edge, containment elements, simple eyeballing, or other suitable means known in the art. Examples of alignment apparatus are disclosed in Garofalo, US Pub. No. 2022/0258036.

    [0024] 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.

    [0025] 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 FIG. 3B) and an off-the-shelf Hall effect sensor, the detection radius from the sensor is approximately 1-1.5 cm. Accurate detection radiuses are taken into account when generating the sizes of spaces on the graphic overlay board 204. A game space of a size relating to the detection radius may instruct players of an effective placement range of their game pieces.

    [0026] 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.

    [0027] 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.

    [0028] 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 tabletop game.

    [0029] FIG. 3A is an illustration of a game piece 302 with varied magnetic inserts 304 associated with a removable base 306. Game pieces 302 often comprise figurines, miniatures, or other illustrative model. In many cases, game pieces 302 are customizable to any given game or player preference. In operating the disclosed systems and methods, the game pieces 302 include magnetic inserts 304 associated with a removable base 306.

    [0030] 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.

    [0031] 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.

    [0032] FIG. 3B is a magnetic field measurement of a set of six distinguishable magnetic bases and is representative of the depicted permanent magnets 308A-F. Despite that illustrative examples of specific sizes are provided above, in various embodiments, different sizes are employed. The example above is intended as illustrative and not limiting.

    [0033] 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. FIG. 4 is a circuit diagram of an illustrative embodiment of a sensorized board 402 and an electromagnetic game piece system 404. Electromagnetic coil 310A size and power usage balance battery usage with detection range. A larger coil and more power draw decrease use time but increase the range from which the sensorized board 102, 202 detects the electromagnetic system 310. An example battery is one or more LR44 100 mAH batteries.

    [0034] 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).

    [0035] 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.

    [0036] 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.

    [0037] 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.

    [0038] 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.

    [0039] FIG. 5 is a diagrammatic view of a magnetic triangulation system 500 of distinctive game pieces 502. Depicted is a given game piece 502 with a predetermined magnetic moment (e.g., +1.68) that is detected by a number of magnetic field sensors 504 (e.g., Hall effect sensor, MEMS). Triangulation operates when one identifies the distance of an object from at least three separate points. Depicted are three sensors 504A-C capturing a field strength from game piece 502. The reading of the sensor will not match the signature exactly where the source (the game piece 502) is some distance away from the sensor. Magnetic fields decay at a predictable rate (inverse square). For example, if the distance between a magnet and an object doubles, the magnetic field strength will drop to one-quarter of its original strength.

    [0040] 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.

    [0041] 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.

    [0042] 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.

    [0043] 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 50B?). 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.

    [0044] FIG. 6 is an illustration of a continuous magnetic detection board. Discussion has thus far focused on embodiments that made use of few sensors. Fewer sensors generally reduce the financial cost of parts, but other factors contribute to component selection. For example, sensor quality (e.g., detection precision and range) also contributes to unit cost. In some embodiments, magnetic game pieces 602 are used with a continuous sensorized board 604 that includes a high density of magnetic field sensors. In some embodiments, the sensors are present on a flexible sheet or fabric (e.g., laser scribed onto graphene).

    [0045] 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.

    [0046] FIG. 7 is a flowchart illustrating a method of detecting and provisioning game pieces via a corresponding game application. In step 702, a processing device that is paired with a sensorized board receives input regarding a selected game. Embodiments of a game application include a library of games associated with the sensorized board or a one-off game application that enables pairing with the sensorized board. During the pairing, the graphic overlay board that corresponds to the selected board is registered with the game application and aligned on top of the sensorized board. Once aligned with the sensorized board, the game spaces of the graphic overlay board have known positioning relative to the set of magnetic field sensors.

    [0047] 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.

    [0048] 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).

    [0049] 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.

    [0050] 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.

    [0051] 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.

    [0052] FIG. 8 is an illustration of a slot-game apparatus 800 with varied magnetic inserts. The slot-game apparatus 800 includes a slot portion 802 where game pieces 804 are inserted passed a sensorized opening 806. The sensorized opening 806 includes one or more magnetic field sensors (e.g., linear Hall effect sensor, MEMS). The game pieces 804 (e.g., pucks) each include a magnet of a variable magnetic strength. Depicted in the Figure are six separate game pieces 804 that each have a different magnetic signature. In some embodiments the game pieces 804 have no upside or downside and thus the polarity of the magnets within the game pieces 804 is not an effective differentiation feature.

    [0053] In practice, the slot-game apparatus 800 operates on the principle of order of insertion. Thus, detection of the game pieces 804 as each passes the sensorized opening 806 of the slot portion 802 records an order of placement. The varied magnetic strength of each game piece 804 enables the sensorized opening 806 to record the order of insertion of the pieces (and, in some embodiments, whether a given piece is removed via the same aperture). In some embodiments, two or more sensors are configured to detect a voltage difference between the two sensors and correspond that voltage difference to the varied strength magnets. Positioning the two or more sensors to align horizontally enables a consistent reading from the sensors as the magnet will pass by each sensor at the same time. In some embodiments, two sensors aligned vertically enable detection of a direction of game piece 804 movement e.g., the order of detection through the slot portion 802 indicates whether the piece 804 is being dropped in the slot portion 802 or being extracted therefrom.

    [0054] In some embodiments, sensors that are configured to detect each polarity differentiate an orientation of the game piece 804 if applicable for a given embodiment of a game. In some embodiments, the slot-game apparatus 800 communicates with an external processing device (see FIG. 1, 108) that enables facilitation of gameplay.

    [0055] Each game piece 804 includes human distinguishable indicia such as a color, a graphic, or text to tell each piece 804 apart and function with a predetermined game mechanic. The slot-game apparatus 800 includes an onboard processing device (see, for example, element 106 of FIG. 1) that is woken up with a control toggle 808. In some contexts, control toggle 808 further resets the game state. Game pieces 804 in the slot portion 802 are released with a gate toggle 810 through an exit opening 812. A graphic placard 814 provides guidance to users on game mechanics. The graphic placard 814 inserts into a placard slot (not shown) on the slot-game apparatus 800. In some embodiments, players indicate the content of the graphic placard 814 by entering a code into the slot-game apparatus 800 or an external processing device. In some embodiments, an external processing device scans the graphic placard 814. In some embodiments, a visual scanner on the slot-game apparatus 814 scans a code on the graphic placard 814 in order to identify an active game mechanic.

    [0056] In a given gameplay example, players order subjects described on the graphic placard 814 using correspondingly colored game pieces 804 by a predetermined scheme (e.g., order from least to most teeth using corresponding pucks for: Shark, Human, Snail, Dog, Snake, and Cow).

    [0057] FIG. 9 is a flowchart illustrating a method 900 of detecting game piece order in a game via a slot-game apparatus. In some embodiments, the method 900 is performed by a computer system, e.g., example computer system 1000 illustrated and described in more detail with reference to FIG. 10. Embodiments can include different and/or additional operations or can perform the operations in different orders.

    [0058] In operation 902, an entertainment system (e.g., the entertainment system 100 in FIG. 1) provides (a) a slot-game apparatus that includes a slot portion with a sensorized opening configured with one or more magnetic field sensors and (b) a plurality of game pieces, each game piece comprising a magnet with a unique magnetic signature that differentiates the game piece from other game pieces in the plurality of game pieces. In some embodiments, a first magnetic orientation and a second magnetic orientation of the respective magnets of the plurality of game pieces are identical. In a trivia game example, each game piece includes one or more indicia comprising at least one of a color, a graphic, or text printed on an exterior surface of the game piece. The indicia correspond to a predetermined game mechanic of the trivia game.

    [0059] In operation 904, the slot-game apparatus detects the plurality of game pieces passing through the sensorized opening using the one or more magnetic field sensors.

    [0060] In response to said detection, in operation 906, the slot-game apparatus identifies each game piece based on the unique magnetic signature of a respective magnet (e.g., that differentiates the game piece from other game pieces in the plurality of game pieces) as detected by the one or more magnetic field sensors. In some embodiments, the one or more magnetic field sensors detect a positive magnetic polarity and a negative magnetic polarity to enable the slot-game apparatus to identify a polarity orientation of each game piece based on the detected polarity.

    [0061] In some embodiments, the one or more magnetic field sensors comprise at least two sensors positioned within the sensorized opening. The slot-game apparatus detects a voltage difference between respective outputs from the at least two sensors, determines a magnetic field strength differential based on the voltage difference, and associates the magnetic field strength differential with the magnetic signature of each game piece. For example, the at least two sensors are positioned to align horizontally across the sensorized opening such that each magnet of each game piece passes by each of the at least two sensors simultaneously. In another example, the one or more magnetic field sensors comprise a first sensor and a second sensor aligned vertically along a path through the sensorized opening. In the case of vertically-aligned sensors, the slot-game apparatus determines that the first sensor detects a particular game piece at a first timestamp and that the second sensor detects a particular game piece at a second timestamp, and determines a direction of movement of each game piece through the sensorized opening based on whether the first timestamp is prior to the second timestamp.

    [0062] In operation 908, the slot-game apparatus determines an order of insertion of the plurality of game pieces based on a temporal sequence of the detection, wherein the order of insertion corresponds to a user response in a game. In some embodiments, rather than detecting the insertion of game pieces, the slot-game apparatus determines that a particular game piece of the plurality of game pieces has been removed from the slot portion by detecting the magnetic signature of the particular game piece moving from inside the slot portion to outside the slot portion.

    [0063] In some embodiments, the entertainment system includes a graphic placard that includes game-specific information associated with the game. The slot-game apparatus includes a placard slot on the slot-game apparatus configured to receive the graphic placard. Additionally or alternatively, the slot-game apparatus receives a code through an interface on the slot-game apparatus, wherein the code corresponds to content displayed on the graphic placard and/or receives a code from an external processing device that includes an input interface. In some embodiments, the external processing device includes a camera, and thus is enabled to capture an image of the graphic placard using the camera. For example, a visual scanner coupled to the slot-game apparatus is positioned to capture an image of a code printed on the graphic placard.

    [0064] In a trivia game example, the entertainment system executes a game application that is communicatively connected to the slot-game apparatus and maintains a game state that indicates a score or round of the game. The entertainment system links the graphic placard with the game application by mapping a set of answers indicated on the graphic placard to the plurality of game pieces. The graphic placard, for example, displays a list of subjects to be ordered according to a predetermined scheme. Each game piece includes a color that corresponds to one of the displayed list of subjects. The order of insertion corresponds to a ranking of the subjects.

    [0065] The slot-game apparatus is enabled to, in some embodiments, compare the order of insertion with a reference answer sequence stored in association with the graphic placard, determine that the order of insertion matches the reference answer sequence, and transmit a notification via the slot-game apparatus that indicates the match. In contrast, if the slot-game apparatus determines that the order of insertion fails to match the reference answer sequence, the slot-game apparatus transmits a notification via the slot-game apparatus that indicates the failure to match.

    [0066] In some embodiments, the slot-game apparatus includes a control toggle. The slot-game apparatus detects activation of the control toggle via user input. In response to detecting activation of the control toggle, the slot-game apparatus resets a game state of the game by clearing stored data associated with previously detected game pieces. In some embodiments, the slot-game apparatus includes a gate toggle and an exit opening. The slot-game apparatus detects activation of the gate toggle via user input. In response to detecting activation of the gate toggle, the slot-game apparatus causes release of one or more game pieces from the slot portion through the exit opening.

    Computer System

    [0067] FIG. 10 is a block diagram that illustrates an example of a computer system 1000 in which at least some operations described herein can be implemented. As shown, the computer system 1000 can include: one or more processors 1002, main memory 1006 containing instructions 1008, non-volatile memory 1010, a network interface device 1012, a video display device 1018, an input/output device 1020, a control device 1022 (e.g., keyboard and pointing device), a drive unit 1024 that includes a machine-readable (storage) medium 1026 containing instructions 1028, and a signal generation device 1030 that are communicatively connected to a bus 1016. The bus 1016 represents one or more physical buses and/or point-to-point connections that are connected by appropriate bridges, adapters, or controllers. Various common components (e.g., cache memory) are omitted from FIG. 10 for brevity. Instead, the computer system 1000 is intended to illustrate a hardware device on which components illustrated or described relative to the examples of the figures and any other components described in the specification can be implemented.

    [0068] The computer system 1000 can take any suitable physical form. For example, the computing system 1000 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 1000. In some implementations, the computer system 1000 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 1000 can perform operations in real time, in near real time, or in batch mode.

    [0069] The network interface device 1012 enables the computing system 1000 to mediate data in a network 1014 with an entity that is external to the computing system 1000 through any communication protocol supported by the computing system 1000 and the external entity. Examples of the network interface device 1012 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.

    [0070] The memory (e.g., main memory 1006, non-volatile memory 1010, machine-readable medium 1026) can be local, remote, or distributed. Although shown as a single medium, the machine-readable medium 1026 can include multiple media (e.g., a centralized/distributed database and/or associated caches and servers) that store one or more sets of instructions 1028. The machine-readable medium 1026 can include any medium that is capable of storing, encoding, or carrying a set of instructions for execution by the computing system 1000. The machine-readable medium 1026 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.

    [0071] 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 1010, removable flash memory, hard disk drives, optical disks, and transmission-type media such as digital and analog communication links.

    [0072] 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 1004, 1008, 1028) set at various times in various memory and storage devices in computing device(s). When read and executed by the processor 1002, the instruction(s) cause the computing system 1000 to perform operations to execute elements involving the various aspects of the disclosure.

    [0073] Conclusion 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.

    [0074] 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.

    [0075] 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.

    [0076] 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.

    [0077] 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.