IE87210B1 - Electronic pool game - Google Patents

Electronic pool game Download PDF

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Publication number
IE87210B1
IE87210B1 IE20170085A IE20170085A IE87210B1 IE 87210 B1 IE87210 B1 IE 87210B1 IE 20170085 A IE20170085 A IE 20170085A IE 20170085 A IE20170085 A IE 20170085A IE 87210 B1 IE87210 B1 IE 87210B1
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IE
Ireland
Prior art keywords
pool
game
screen
rfid
ball
Prior art date
Application number
IE20170085A
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IE20170085A1 (en
Inventor
O'reilly Kieran
Cussen Seamus
Original Assignee
Kieran Oreilly
Cussen Seamus
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Application filed by Kieran Oreilly, Cussen Seamus filed Critical Kieran Oreilly
Priority to IE20170085A priority Critical patent/IE87210B1/en
Publication of IE20170085A1 publication Critical patent/IE20170085A1/en
Publication of IE87210B1 publication Critical patent/IE87210B1/en

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Abstract

An electronic pool game consisting of a pool table (1), a set of RFID fitted pool balls (4), an electronic detection system consisting of RFID antennae (12) and a reader (13), an internal processor (16), an interface tablet (10) and LED screens (7). When a user starts the game by pressing buttons on the interface tablet (10), sets of algorithms and code within the internal processor commence monitoring the pool tables pockets (2) for evidence of pool ball(s) being potted. Using information derived from the antennae (12) and readers (13) to understand the sequence of balls potted, the internal processor of the game will then issue instructions and provide graphical displays to the users thus providing a much more interactive way of playing the traditional 8-ball pool. <Figure 1>

Description

Ireland -1Electronic Pool Game” Field of Invention The present invention relates to an electronic gaming device in particular an RFID enabled pool table linked to a computer game.
Background to the invention Pool, also more formally known as pocket billiards (mostly in North America) or pool billiards (mostly in Europe and Australia), is the family of cue sports and games played on a pool table having six receptacles called pockets along the rails, into which balls are deposited as the main goal of play1. The most commonly played game is eight-ball pool. The goal of eight-ball pool, which is played with a full rack of fifteen balls and the cue ball, is to claim a suit (commonly stripes or solids in the US, and reds or yellows in the UK), pocket all of them, then legally pocket the 8 ball, while denying one's opponent opportunities to do the same with their suit, and without sinking the 8 ball early by accident. In Ireland and the United Kingdom the game is commonly played in pubs, and it is competitively played in leagues on both sides of the Atlantic.
Since its inception, there has been relatively little development in the game itself and in particular in relation to technology. There have been attempts to automate some parts of the game with the following patents noted in particular.
In US 9248368 B2 there were disclosures of introducing technology to allow players in different locations play each other in a game of pool. This consists of an automated system comprising of RFID (Radio Frequency identification) tags & sensors, cameras and magnetic devices which allows the position of balls within a table to be identified and then transmitted to another table. Upon a player taking a shot, a camera will detect motion of the balls and record the final location of the balls once they have stopped moving. The information on the location of the balls is sent across a network to a table in another location and upon receiving this information the table in the other location automatically moves the balls on that table to replicate the locations of the balls on the first table. -2In addition in CN202682741 there are admissions of technology being used to allow automatic scoring of a pool or snooker game. The technology comprises of RFID radio frequency identification tags which are inserted into the pool or snooker balls. A single RFID antenna is located at each of the six pockets and when a ball is potted the antenna will identify the type of ball potted due to its unique code and instruct a computer to add the score of the ball to the player’s total. The system requires a player to press a button to indicate when their go is finished and allow the next player to take their shot.
There have also been attempts to introduce a robotic cue stick system as described in ‘Automated Pool Table’, http://www.instructables.com/id/Automated-Pool-Table/. Within this system, the remote player instructs a robotic system over telecommunications and the robotic system plays against the first player on the first player's table. This robot is capable of scanning a pool table with a webcam to find the cue ball & striped balls, and then taking a shot at a striped ball using a pneumatic actuator upon instruction from the remote player.
In relation to computer gaming there are computer games available which allow a user to replicate the game of pool on a computer screen using a controller or touchscreen, notably the game of ‘Pro Pool’ which can be played on phones or tablets.
In all of the above systems, there has either been technology development to increase user functionality and connectivity or developments in computer gaming solely, however there has been limited or no development using technology to change the game of pool itself. There has been no development which links the physical connection of a playing on a real pool table with a computer generated system and accordingly, there still exists a need for a technology development to allow such a system.
Summary of the invention Accordingly, the present invention provides a platform to combine the physical play of a pool table with the enhanced technical features of a computer game.
In one embodiment, there exists said pool table consisting of 6 open pockets, a flat felted surface, a number of pool balls containing RFID radio frequency identification tags, dual short range -3antennas for detection of the tags, a medium range antenna for detection of the cue ball, an RFID radio frequency identification reader and a central processor. The RFID reader will detect and transmit the type of ball or balls potted to the central processor.
In one embodiment the game viewer consists of two LED screens which are mounted on a metal frame above the pool table to provide players with a 360 degree view of the current game.
In one embodiment there exists a human machine interface which consists of a tablet containing Wi-Fi capability to connect to the central processor.
A computer implemented game is provided wherein game software running on the central processor accesses information transmitted from the RFID reader to obtain data related to a portion of game play. The data read from the RFID reader relating to the ball type or types which are pocketed unlocks executable code in the computer program relating to the portion of game play. Computer instructions may be provided which, in response to a command received through the HMI human machine interface by the user, retrieve information from the processor or RFID reader and use it to execute a local computer program.
The advantages of this invention are that it provides the user with an enhancement gaming experience by allowing new versions of the existing 8 ball pool to be played with the addition of a graphical experience. Other advantages of the present invention will become readily apparent by those skilled in the art from the following detailed description, wherein it is shown and described in preferred embodiments of the invention, simply by way of illustration of the best mode contemplated of carrying out the invention.
Brief description of drawings The invention will be more clearly understood from the following description of an embodiment thereof, given by way of an example only, with reference to the accompanying drawings, in which: Figure 1 shows an isometric view of the present invention whereby two pool players are playing each other.
Figure 2 shows a top plan view of the sensor and controls system within the present invention. Figure 3 shows a cross sectional view of the billiard ball housing the RFID tag.
Figure 4 illustrates the computer programming steps for ball identification executed according to the system depicted in Figure 2.
Figure 5 illustrates the frame structure of the computer game interface executed by the computer game.
Figure 6 illustrates a block diagram example of the programming steps executed by the computer game.
Detailed description Referring now to the drawings and initially to Figures 1, there is illustrated a pool table (1), according to the invention comprising six pockets (2), a cloth playing surface (3), a set of RFID fitted pool balls (4), an RFID fitted cue ball (5). The pool balls are embedded with ultra-high frequency passive RFID tags working in the range of 865 - 960 Hz and each of these tags contain a unique 16 digit EPC electronic product code. Mounted above the pool table (1), there exists a support frame (6) which holds two LED screens (7). Two pool players (8) are shown holding a pool cue stick (9) who will take instructions from the mounted LED screens (7) and interact with the computer game through the human machine interface which takes the form of a computer tablet (10). As indicated/implied by Figure 2, the table has its own internal electronic system.
In the form shown in Figure 2, there is illustrated the internal electronic system which is housed under the playing cloth (3). Under this playing cloth and housed at each of the six pool table pockets (2), there exists dual short range RFID antennas (12) which are connected to an RFID reader (13). Each of these dual antennas (12) are shielded with a metallic cover (14) to prevent a false read from the surface of the pool table. In addition to these short range antennas there exists a medium range antenna (15) which is used to identify a change in signal strength for the cue ball to detect when a player has taken a shot.
The purpose of the antennas and RFID reader is to identify the unique code of the pool balls (4) when potted by a player in any of the six pockets or identify the unique code of the cue ball (5) and transmit this information through an ethemet port to a central processor (16). This central processor will contain the computer code and algorithms to process this information and provide the player with a set of instructions depending on the type game chosen by the player or players. -5The central processor is connected to the LED display screens (7) and the interface tablet (10) by means of a WIFI hub connector (19). The LED screens will display the instructions and the game graphics to the players.
Referring now to Figure 3, there is illustrated a cross sectional image of the RFID fitted pool ball. The ultra-high frequency RFID tags (16) are placed internal to the pool balls in a cavity (17) and sealed with a resin (18) to ensure that the ball remains completely solid and circular.
The flow chart in figure 4 describes the stages of signal transfer from the time a player hits the cue ball until the next players turn. Upon player 1 hitting the cue ball (5), the medium range RFID antenna (15) in combination with the RFID reader (13) will detect a change in signal strength for the cue ball and send this information to the central processor (16). This change in state provides confirmation to the game that a player has taken a shot. The next stage of the flow chart asks whether the cue ball was potted. This is confirmed by checking that no other antennas in the pockets detect a unique electronic Product code EPC from the cue ball registering in a predetermined time. At the same time as checking for the cue ball Electronic product code EPC, the central processor will also confirm whether any other pool balls were potted in the same predetermined time by confirming whether any pool ball Electronic product codes EPC’s were registered at any of the pockets. This information is processed within the central processor and if no balls were registered as potted then the next player can proceed to take their shot. If however the processor did register a ball potted then the processor will determine the next instruction according to the game type which has been selected to play. For example, in one such game embodiment, the game algorithm which is stored in said processor would determine that the player who potted a ball will remain in the game, whereas if the player had not potted the ball, the game would indicate that this player has lost and shall not continue. This outcome would be displayed on the LED screens (7). The screen structure of the game algorithm is illustrated more specifically in Figure 5.
Referring now to Figure 5, there is illustrated by way of example the wireframe structure of the screens which a user will have access to from the human machine interface tablet (10). From the home screen (20) which is displayed on said interface tablet, the user will be able to access either the menu (21) or the player select screen (22) to commence the game. Within said menu there exists links to screens comprising of‘player select’ (23), ‘Staff login’ (24) and a ‘Help’ screen (25) . From said ‘Staff login’ screen the user can access either a ‘Statistics’ screen (27) or a ‘Ball teach’ screen (26). The ‘Ball teach’ screen can be used to store an electronic product code associated with a new RFID embedded pool ball (5) to the processor. This function may want to be used in the event that a ball becomes missing or non-functional; for example to replace a green ball, the code of the new green ball will need to be taught to the processor.
The ‘Statistics’ screen (27) can be used to gather statistical analysis of the number of games played, hours played or similar statistical information. It should also be noted that it will be possible to access this data through a Wi-Fi enabled connection to the processor (19).
From the ‘Player’ Screen, the players will be able to enter their names and it may also be envisioned to enter a picture of the player by allowing the tablet to take a photo in real time and assign this photo to the player name. The player can then proceed to the ‘Game select’ screen (28) to choose the type of game they would like to play. There are expected to be a number of games and for illustration purposes, three games are shown; ‘Game 1’ (29), ‘Game 2’ (30) and ‘Game 3’ (31). It is expected that graphical displays shall be shown in the event of a player winning a game (32) following by a confirmation ‘Winning’ screen (33). An example of the program execution steps within a game shall be more specifically illustrated in Figure 6.
Within the block diagram illustration in Figure 6, there is illustrated an example of the programming steps as executed by the algorithms within one of the games.
All players who wish to partake in the game shall have entered their names into the game processor by typing them on the ‘Player’ screen (23) using the human machine interface tablet (10). All players shall start with a total of 3 points linked to their name and this shall be displayed on the overhead screens (7). The game will commence once the first player strikes the cue ball (5). From here, information from the balls potted or struck shall be processed and execute a set of algorithms within the game play as described previously within Figure 4. For example, if the cue ball is potted then the algorithm with calculate that a point must be deducted from the player. If the player has no points remaining then their player score will show zero on the screen and they will no longer partake in the game. The algorithm will check if there are at least 2 players with point’s remaining to allow the game to continue. If there is only one player with point’s remaining then that player will be declared the winner and the game will be over. Another feature of the game shall be that if the player pots the black ball legally then that player shall gain an extra point. -7 While the invention has been described herein with reference to preferred embodiments, these have been presented by way of example only. The invention may be varied without departing from the inventive concept.
Citations: 1 The Official Website for the Governing Body of Pool. WPA-Pool.com. Sydney, Australia: World Pool-Billiard Association fWPA). 2011. banner, copyright notice, etc. Retrieved November 4,2011. Pool billiards is sometimes hyphenated and/or spelled with a singular billiard. The WPA itself uses pool-billiard in its logo but pool-billiards in its legal notices. The organization compounds the words to result in an acronym of WPA, WPBA having already been taken by the Women's Professional Billiards Association. Normal English grammar would not hyphenate here, and the term is actually a Germanism.

Claims (4)

1. -8CLAIMS
1. An electronic pool game comprising: a set of RFID fitted pool balls (4) and an RFID fitted cue ball (5), wherein ultra-high frequency RFID tags (16) are placed internally into a cavity (17) in the balls (4, 5) and sealed with resin (18) to ensure the balls remains solid and circular, wherein each RFID tag contain a unique product code; a rectangular pool table comprising: a flat felted playing surface (3); six pockets (2), one positioned at each comer of the rectangular pool table, one positioned mid-way along the right long side of the rectangular table and one positioned mid-way along the left long side of the rectangular table; an internal electronic system comprising: a series of dual short range RFID antennas (12) positioned under the playing surface (3) and at each of the six pockets (2), the antennas being connected to an RFID reader (13), wherein each antenna is shielded with a metallic cover (14) to prevent a false reading from the pool table; a medium range antenna (15) connected to a RFID reader (13) to identify a change in signal strength for the cue ball (5), wherein the RFID antennas (12) and RFID readers (13) identify the unique code of the pool ball (4) and the cue ball (5) and transmit this information to a central processor (16); -9at least one LED display screen (7) mounted on an overhead frame (6), wherein the screen (7) will display instructions and game graphics for the players; an interface tablet (10) optionally positioned on the pool table; wherein the LED display screen (7) and the interface tablet (10) are connected to the central processor via a Wi-Fi hub connector (19), wherein the interface tablet (10) contains a camera to allow visual data input; a series of algorithms for the pool game stored on the central processor (16) with data input being obtained from the RFID tags contained in the pool balls (4) and the cue ball (5), the RFID antennae (12, 15), RFID readers (13) and the interface tablet (10) and data output being displayed on the LED display screen (7).
2. An electronic pool game as claimed in claim 1, wherein the interface tablet (10) will display several differing screens including a home screen (20) from where the user will be able to access either the menu screen (21) or the player select screen (22) to commence the game; wherein the menu screen (21) contains links to other screens such as player screen (23), staff login screen (24) and a help screen (25), wherein the staff login screen (24) allows the user to access either a statistics screen (27) or a ball teach screen (26), wherein the ball teach screen (26) is used to store a new electronic product code associated with a new RFID embedded ball (4, 5) to the central processor (16) should any existing balls need to be replaced, wherein the statistics screen (27) can be used to gather statistical analysis of the games played; -10wherein the player select screen (22) also provides a link to the player screen (23), wherein the player screen (23) allows users enter their names and a photograph in real time and provides a link to the game select screen (28) to choose the type of game (29, 30, 31) they would like to play; wherein graphical displays shall be shown in the event of a player winning a game (32) followed by a confirmation winning screen (33).
3. A method of use of the electronic pool game as claimed in any preceding claim, wherein: upon a player hitting the cue ball (5), the medium range RFID antenna (15) in combination with the RFID reader (13) will detect a change in signal strength for the cue ball and send this information to the central processor (16), confirming to the game that a player has taken a shot; should no other antennas (12) in the pockets detect a unique product code from the cue ball (5) registering in a pre-determined time this confirms that the cue ball was not potted, should no other antennas (12) in the pockets detect a unique product code from the pool balls (4) registering in a pre-determined time this confirms that no pool balls were potted, allowing the next user to take their shot; should antennas register a ball (4 or 5) potted, then the central processor (16), with the algorithms, will determine the next instruction according to the game type (29, 30, 31) which has been selected to play.
4. An electronic pool game as hereinbefore described with reference to the accompanying drawings.
IE20170085A 2017-04-06 2017-04-06 Electronic pool game IE87210B1 (en)

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IE87210B1 true IE87210B1 (en) 2021-03-03

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