WO2009037677A1 - Interactive robot gaming system - Google Patents

Interactive robot gaming system Download PDF

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Publication number
WO2009037677A1
WO2009037677A1 PCT/IB2008/053833 IB2008053833W WO2009037677A1 WO 2009037677 A1 WO2009037677 A1 WO 2009037677A1 IB 2008053833 W IB2008053833 W IB 2008053833W WO 2009037677 A1 WO2009037677 A1 WO 2009037677A1
Authority
WO
WIPO (PCT)
Prior art keywords
game
robot
mobile toy
control unit
toy robot
Prior art date
Application number
PCT/IB2008/053833
Other languages
French (fr)
Inventor
Christian Kunneke
Johannes Petrus Jacobus Poolman
Jozef Hendrik Willem Cordier
Leon Coetsee
Willem Jacobus FOUCHÉ
Original Assignee
Robonica (Proprietary) Limited
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Robonica (Proprietary) Limited filed Critical Robonica (Proprietary) Limited
Priority to EP08807746A priority Critical patent/EP2203228A1/en
Publication of WO2009037677A1 publication Critical patent/WO2009037677A1/en

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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63HTOYS, e.g. TOPS, DOLLS, HOOPS OR BUILDING BLOCKS
    • A63H30/00Remote-control arrangements specially adapted for toys, e.g. for toy vehicles
    • A63H30/02Electrical arrangements
    • A63H30/04Electrical arrangements using wireless transmission
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63HTOYS, e.g. TOPS, DOLLS, HOOPS OR BUILDING BLOCKS
    • A63H11/00Self-movable toy figures
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63HTOYS, e.g. TOPS, DOLLS, HOOPS OR BUILDING BLOCKS
    • A63H2200/00Computerized interactive toys, e.g. dolls

Definitions

  • This invention relates to an interactive robot gaming system.
  • the present invention relates to a system for mobile toy robots to participate in interactive gaming scenarios.
  • robot generally refers to a machine or similar device which includes some form of automation or sensors for performing functions automatically with limited or no human interference. These functions may include traversing a certain course, interacting with other mobile toy robots in a gaming environment, and the like.
  • reference to the term “robot” includes reference to any mobile electronic toy subject to human control irrespective of the level of autonomy involved, e.g., a radio controlled toy car, a radio controlled gaming robot, or the like.
  • these robots are generally mobile in that they are configured for propulsion or locomotion autonomously or upon suitable instruction.
  • Gaming may either be in a single player mode or multi-player mode which may comprise one or more mobile toy robots in competition against other mobile toy robots, in order to achieve specified gaming objectives within the context of a specific gaming scenario.
  • multi-player mode mobile toy robots may be grouped in multiple teams and these teams may compete against each other to achieve a specified gaming objective within the context of a specific gaming scenario.
  • the system generally comprises at least one or more mobile toy robots that are directly controlled via remote control by participating players, optional robots that may operate semi- autonomously in response to high level commands issued by a controlling player, as well as other types of game related items, e.g., any number of passive and/or active game-related accessories to augment the realism and general gaming experience and that may or may not have an influence on the outcome of the game.
  • an interactive robot gaming system which includes
  • At least one remote control unit comprising a processor, a display and control means for remotely controiling at least one mobile toy robot;
  • the mobile toy robot remotely controlled by the at least one remote control unit
  • the mobile toy robot includes an onboard control unit and a memory on which is stored gaming software
  • the onboard control unit being configured to receive instructional information from the remote control unit, perform gaming related tasks in response to the received instructional information and to react to another mobile toy robot or a game- related accessory in a programmable manner according to a set of game rules defined by the gaming software, so that the robot is able to participate in an interactive gaming environment framework.
  • the onboard control unit may be configured to access the gaming software stored on the memory of the mobile toy robot, the onboard control unit further being configured to operate as a game engine of software routines which comprises the game rules, a scoring mechanism and/or lookup tables for a particular game.
  • the software routines are executed by the onboard control unit of the mobile toy robot in a single player game to react to the game related accessory in a programmable manner according to the set of game rules.
  • the remote control unit and the mobile toy robot is associated with each other, once after manufacturing, by placing both the remote control unit and the mobile toy robot in a pairing mode.
  • the pairing mode either or both of the remote control unit and the robot are configured to send a pair request to the other device and on receipt thereof, the sending of a reply in the form of a confirmation message indicating that the other device accepts the pair request.
  • the pairing mode may be used if the at least - A - one remote control unit or the at least one mobile toy robot is to be replaced after purchase thereof.
  • the mobile toy robot identifies the other mobile toy robot or the game- related accessory, and optionally additional mobile toy robots and game- related accessories, through unique identifier codes assigned to mobile toy robots and game-related accessories which unique identifier codes are exchanged during a joining mode and stored in the lookup table of the mobile toy robot.
  • the mobile toy robot in the system may be equipped with a variety of sensors to provide situational awareness information.
  • the variety of sensors may firstly enable a mobile toy robot to react to its surroundings and secondly to be aware of the relative location, disposition and status of other mobile toy robots or game-related accessories, in its vicinity.
  • the situational awareness information may include positions of other mobile toy robots, a position of the robot relative to a gaming environment, the position of game-related accessories, and/or the like.
  • the game engine may receive inputs in the form of various types of communications from the remote control unit associated with the mobile toy robot, information read or received from other mobile toy robots or from game-related accessories or information from onboard sensors of the mobile toy robot, the inputs being interpreted by the onboard control unit of the mobile toy robot according to the game rules, scoring mechanisms, a timer and/or lookup tables of the particular game. In response to the interpretations, the game engine may generate outputs.
  • the outputs of the game engine may be radio frequency transmissions to the remote control unit associated with the mobile toy robot, transmissions to other mobile toy robots or game-related accessories, and/or outputs to actuators of the mobile toy robot to steer or drive the mobile toy robot or to activate accessories of the mobile toy robot.
  • the onboard control unit of the mobile toy robot may further be configured, in response to interpreting the inputs according to the game rules, to generate and to transmit game-state data or information to the remote control unit, said game-state information comprising information interpreted according to the set of game rules defined by the gaming software.
  • Game- state data typically reflects information on the state of a particular game at any point in time.
  • game state data comprise information that has been interpreted according to the set of game rules that is available on the memory of the onboard control unit of the mobile toy robot. This information accordingly usually originates in the onboard control unit (or game engine).
  • game-state information may include information on interactions with other participating robots and/or game-related accessories, e.g., game-specific events, such as an attacking mobile toy robot that has 'shot' a target robot, or the target robot's acknowledgement that it has received an effective 'shot'.
  • Game-state information may further include game- related information such as life points of the mobile toy robot, the number of hits received by the mobile toy robot from another mobile toy robot or game-related accessory, information on the other mobile toy robot or the game-related accessory in the sight of the mobile toy robot, game time left, ammunition left, running scores or the outcome of engagements in a particular game or the like.
  • This game-state information is transmitted to the remote control unit which displays the information on its display on receipt thereof.
  • the gaming related tasks may include moving on a surface, engaging and/or relocating game-related accessories, engaging other mobile toy robots, and/or the like.
  • the other mobile toy robot may comprise a second or multiple other participating mobile toy robots, each being remotely controlled by a remote control unit and participating in the interactive gaming environment framework according to the gaming software stored on each of the mobile toy robots' memories.
  • the multiple mobile toy robots may be configured through the gaming software to participate in multi-player games and may be controlled by the same or separate remote control units.
  • an onboard control unit of one of the mobile toy robots Prior to commencing a multi-player game, an onboard control unit of one of the mobile toy robots is configured to be designated as a host robot of a particular game, and is allocated an available sequential host number by way of identification through polling all the other mobile toy robots in the vicinity.
  • the host mobile toy robot is configured to place the host mobile toy robot in a joining mode.
  • Other robots may join the host mobile toy robot to participate in a game by displaying game hosting information which could include the allocated host number of the host robot on remote control units respectively associated with the other robots.
  • Each of the other robots are further configured to transmit a join request to the host mobile toy robot, once a player has pressed control means on the respective remote control unit.
  • the various mobile toy robots exchange their unique identifier codes and store them in their respective lookup tables. Once all the other mobile toy robots have sent their join requests, the host mobile toy robot is configured to send a confirmation message back to the other mobile toy robots and the host remote control unit, thereby to end the joining mode.
  • the mobile toy robots are further configured to receive indication via the host robot of all the other mobile toy robots that have joined the game and the team each mobile toy robot elected to join. This information is displayed on the respective remote control units.
  • the gaming software activates the game on receipt of a commence instruction received from the remote control unit of the host mobile toy robot.
  • the commence instruction is generated when a player presses an appropriate control means on the remote control unit associated with the host mobile toy robot.
  • the unique identifier codes of the different mobile toy robots will be stored in the lookup tables of the respective robot's game engines.
  • game-state information as recorded by any one of the game engines of the mobile toy robot is continuously communicated to ail participating mobile toy robots, with each participating mobile toy robot further continuously communicating the game-state information to their controlling remote control units, thereby ensuring the constant and real time update of game engines of participating robots, which collectively forms a distributed game engine.
  • inputs of game engines may include radio frequency transmissions from other mobile toy robots participating in a particular gaming scenario while outputs may include radio frequency transmissions to other mobile toy robots participating in a particular gaming scenario
  • any mobile toy robot may be configured to react in a programmable manner by executing predetermined instructions which instruct the mobile toy robot on how to react when a sensor arrangement senses a particular circumstance and/or object.
  • the gaming software may be downloadable onto the memory of the mobile toy robot.
  • the gaming software may be executable code that may be created through a high level language such as C++ of C#, or alternatively, that may be created by a player on a personal computer by means of a an interactive software application.
  • Remote control units may also be interfaced with personal computers via cable or radio-frequency connections, which allow the personal computers to control the mobile toy robots via the remote control units and also to receive real-time sensory feedback and game-state information from the mobile toy robots.
  • the remote control units may have a number of user- interaction capabilities, including but not limited to analogue or digital joysticks, liquid crystal displays and a number of contra! means that may be assigned to different functions according to a particular gaming scenario and according to the gaming software.
  • each respective remote control unit to display information, on a display of the remote control unit, typically a LCD display, the information relating to the game state of at least one of the robots in a gaming environment so that communal gaming objectives are achievable and/or monitorable according to the game rules, or the like.
  • the game state information is displayed as graphical or textual information.
  • the interactive gaming system involves a generic gaming framework that may be applied to different types of gaming scenarios which may form part of the gaming software.
  • This generic gaming framework makes it possible to configure a variety of games that range from single player games and one-on-one competitions between two or more robots, to competitions where players have to get their mobile toy robots to achieve a set number of tasks, multi-player strategy games where teams compete with each other for common resources, game objects and/or territory, and even sport-like activities such as king-of-the-hill and soccer.
  • Gaming scenarios may each have an own background narrative or storyline that provides a shared perspective and common purpose for all the players in the game.
  • Gaming scenarios may contain one or more game-related missions that augment the game's storyline and that provide the players with challenging objectives that they have to achieve in order to win the game.
  • Missions could be simple, with a single objective, e.g., to retain possession of a ball or game-related accessory attribute for as long as possible, or compound which could include multiple objectives, e.g., to find a path through enemy minefields presented by game-related accessories, to locate enemy ammunition supplies presented by attributes of game-related accessories, to relocate enemy ammunition containers to own territory, and/or the like.
  • Missions within the context of such a gaming scenario may determine the winning conditions for the particular game.
  • Winning conditions may, for example, be based on the number of points accumulated by each player, or by a team of players, with points allocated according to the degree of success in which one or more missions have been accomplished.
  • the ultimate winner may be the player or team with the most accumulated points within a set time interval, or the player or team that first reaches a preset threshold of accumulated points, or the player or team that first accomplishes all the missions, and/or the like.
  • the mobile toy robot may comprise:
  • the game-related accessories may be any number of passive and/or active (electronically) game-related accessories.
  • the mobile toy robot may further comprise touch sensors that operate as bumpers to detect when the mobile toy robot has made contact with an object or when another robot has deliberately made contact with the robot, proximity sensors for obstacle detection and/or infrared transceivers for situational awareness.
  • the remote controlled robot is under the direct control of a player who will give it instruction via a remote control unit on where to go and what to do, in use.
  • a semi-autonomous mobile toy robot may comprise additional processing power and may be able to participate in any gaming scenarios under the indirect control of a participating player.
  • Semi-autonomous robots may comprise proximity sensors for obstacle detection and autonomous navigation purposes, infrared transceivers for situational awareness, and an onboard controller with a radio ⁇ nk to the remote control unit of its controlling player.
  • Semi-autonomous robots may further comprise advanced artificial intelligence routines stored on an onboard controller to enable the semi- autonomous robot to:
  • the advanced artificial intelligence routines may alternatively be accessible through external memory device of the semi-autonomous robot or through a radio frequency link to a host computer, and can optionally be programmed by the user using a suitable high level programming language or other programming editors or aids.
  • Add-on accessories range from mechatronic grippers for gripping and holding a ball or other game-related object, infrared emitters and/or receivers, and laser and/or infrared designators or 'guns', to different types of defensive and offensive weapons.
  • Game-related accessories are also addable to a game within the ambit of a particular gaming scenario.
  • Game-related accessories may be decorative objects that do not have an impact on the winning conditions of a particular game but that serve to enhance the realism and general gaming experience (e.g. trees, buildings).
  • Passive and active game-reiated accessories are electronically enabled to interact with participating mobile toy robots through different technologies, and will have a direct impact on the outcome of a particular game.
  • a passive game-related accessory may for example be an RFID device and an active game-related accessory may for example be an electronic device that receives and transmits infrared signals.
  • Radio-frequency signals, infrared emissions and/or other means of communication may be used to convey game-state and environmental information to other robots and participating players via their remote control units, or via other means, e.g., through sound and light components on robots and game objects.
  • All participating mobile toy robots may emit their unique identification codes on a regular pulsed basis via any of the communications mediums such as radio-frequency signals or infrared emissions.
  • Game-state information such as running scores or the outcome of engagements with competing robots, may be broadcasted via radio-frequency in real time as it happens.
  • Individual robots may also broadcast status data such as their vital statistics (e.g. battery level, ammunition left) on a regular basis or when poiled.
  • Semi-autonomous robots that are tasked, for instance, to autonomously locate and engage competing robots in a sport-like game or combat scenario, need to be able to use their situational awareness sensors to distinguish between friendly and competing robots. They also need to determine the general direction and approximate distance to competing robots to make it possible to navigate towards them and to interact or engage them.
  • both remote controlled and semi- autonomous robots will require electronic devices, resembling laser 'guns', that will enable them to manually (under operator control) or automatically 'shoot' and 'neutralize' competing robots when in line-of-sight and within a predefined range.
  • Figure 1 shows an interactive robot gaming system comprising a remote control unit in communication with two types of mobile toy robots, which robots may interact with game objects or game-related accessories, in accordance with an example embodiment of the invention
  • Figure 2 is a schematic of a remote controlled mobile toy robot
  • FIG 3 is a block diagram showing modules of an onboard control unit of the mobile toy robot of Figure 2, in accordance with an example embodiment of the present invention
  • Figure 4 is a block diagram illustrating the data architecture of information maintained, and/or downloaded and stored as gaming software in a memory of an onboard control unit of a mobile toy robot, in accordance with the example embodiment of Figure 1 ;
  • Figure 5 shows an example of a functional representation in the form of a game engine, of a central processing unit and memory of the onboard control unit, in accordance with an example embodiment of the invention
  • Figure 6 is a schematic of a remote control unit
  • Figure 7 illustrates the robot's game-state awareness through radio- frequency signals.
  • FIG 1 is a schematic diagram of an interactive robot gaming system 10 in accordance with an example embodiment of the invention.
  • the interactive robot gaming system 10 comprises a remote control unit 12, a remote controlled mobile toy robot 14 and semi- autonomous mobile toy robots 16A to 16C under the remote control unit's controt.
  • the interactive robot gaming system 10 may further comprise specific other game related items, e.g., any number of passive and/or active game-related accessories, represented in Figure 1 by passive RFID game-reiated accessories 18A and 18B and an active RFID game-related accessory 20.
  • a remote control unit 12 typically only controls a single remote controlled robot at any given time, it may also be able to concurrently control a number of semi-autonomous robots 16A to 16C.
  • the remote control unit 12 uses bi-directional radio-frequency (RF) communication 22 and 24 to send instructions to both types of robots and to receive different types of data, e.g., game-state information, status data, environmental data and optionally, situational awareness data from other mobile toy robots.
  • RF radio-frequency
  • Instructions 22 to the remote controlled robot 14 are sufficiently low level to directly control the forward and lateral movement of the robot 14 as well as the behaviour and use of optional add-on accessories to the robot 14.
  • instructions 24 to the semi-autonomous robots 16A to 16C are higher order commands that require semi-autonomous mobile toy robots to use their own onboard processing capabilities to translate and execute the instructions. Controlling the semi-autonomous robots 16A to 16C through higher order commands constitute a sufficiently low workload on the player to enable the concurrent control of a remote controlled robot 14 as well as a number of semi-autonomous robots 16A to 16C.
  • a remote controlled mobile toy robot 30 is illustrated, the robot 30 being equipped with an onboard control unit 32 and a power supply unit (not shown).
  • the mobile toy robot 30 is representative of both the remote controlled mobile toy robot 14 or any one of the semi- autonomous mobile toy robots 16A to 16C.
  • the mobile toy robot 30 has an undercarriage with at least two wheels 34, or tracks, some of which are driven by motors in such a way as to enable the robot 30 to manoeuvre forwards and/or backwards and/or laterally in response to instructions 36 received from the onboard control unit 32.
  • the main function of the onboard control unit 32 is to control the robot 30 by executing instructions to control a number of output devices and/or actuators.
  • the control of the robot 30 may be based on the commands, e.g., control instructions, received from the controlling remote control unit 12 or may be based on certain conditions detected by input devices of the mobile toy robot 30.
  • the mobile toy robot 30 may execute instructions based on conditions detected by any sensor of the mobile toy robot and/or from RF communication that may be received from other mobile toy robots in an interactive robot gaming system.
  • the mobile toy robot 30 may further execute instructions based on communications or the detection of game-related accessories (e.g., game related accessories 18A, 18B and 20 of Figure 1) in a particular gaming environment.
  • game-related accessories e.g., game related accessories 18A, 18B and 20 of Figure 1
  • the onboard control unit 32 is adapted to communicate with other external devices such as other remote controlled robots or any number of passive and/or active game-related accessories.
  • the instructions executed by the mobile toy robot 30 and the communications of the onboard control unit 32 with either other remote controlled robots, game-related accessories or the remote control unit typically depend on gaming software that may be downloaded onto the mobile toy robot (described in more detail below).
  • the mobile toy robot 30 is accordingly configured to react in a programmable manner to the specific game related items, so that the robot is able to participate in an interactive gaming environment framework.
  • the gaming software can be executable code that have been created through a high level language such as C++ or C#, or it can be created by the user on a personal computer by means of a an interactive software application.
  • FIG. 3 shows an example embodiment of the modules of an example onboard control unit 32 of the mobile toy robot 30.
  • the onboard control unit 32 may comprise a central processing unit (CPU) 80, a radio-frequency transceiver module/unit 82, memory 84, a direct communication port 86 (e.g., a Universal Series Bus (USB)), and a generic digital bus 88 that supports a number of input/output (I/O) devices.
  • the I/O devices supported may include different types of actuators, such as direct current motors, drives, solenoids and light emitting diodes, a variety of sensors (e.g., transducers), such as infrared and ultrasonic sensors, and interface devices to communicate with externa! devices such as persona! computers.
  • the CPU 80 may comprise a timer 90 which may be used to determine certain time periods according to game rules within a particular gaming environment.
  • modules of the onboard control unit may be communicatively coupled (e.g., via interfaces) to each other so as to allow information to be passed between the modules or so as to allow the modules to share and access common data.
  • the CPU 80 and the memory 84 are shown as separate modules. However, it will be appreciated that in other embodiments, these modules may function together as a single unit.
  • the direct communication port 86 may be used to download particular gaming software and custom settings onto the onboard control unit 32, in particular the memory 84 of the mobile toy robot.
  • the gaming software is used in order to appiy game rules in a gaming environment framework, i.e., between a mobile toy robot, game-related accessories, a remote control unit and optionally additional mobile toy robots.
  • the gaming software may further be employed to assign functionalities to the active game-related accessories.
  • the mobile toy robot 30 may be equipped with sensors that will provide the robot with various data, e.g., situational awareness information.
  • Situational awareness information relates to information regarding the distances and/or directions of other mobile toy robots or game-related accessories in the vicinity of a particular robot.
  • the mobile toy robot 30 may, for example, comprise one or more proximity sensors 38 at the front of the robot that emit signals 40 towards the front and/or sides of the robot 30.
  • the proximity sensors 38 will detect signals reflected back from obstacles in front or at the sides of the robot and will send a signal 42 to the onboard control unit 32 that contain information regarding the nature and approximate distance to one or more obstacles in front or at the sides of the robot 30.
  • the mobile toy robot 30 may further be equipped with an infrared sensor 44 that emits pulsed infrared signals 46 in response to instructions 48 received from the onboard control unit 32.
  • the infrared signals 46 may contain amongst others the unique identifier code for the robot 32.
  • An infrared sensor unit 50 with sensors arranged in a number of quadrants detects the infrared signals emitted by other participating robots and/or active game- related accessories, and provides data 52 to the onboard control unit 32 regarding the quadrant in which it detected other participating robots as well as an approximation of the distance to them.
  • the gaming robot 30 can further be equipped with a suitable RFID transceiver which is abie to detect and decode the identification codes on the active or passive game-related accessories 18A, 18B and 20 when a transponder of the accessories comes within the electromagnetic zone of the robot's transceiver.
  • a suitable RFID transceiver which is abie to detect and decode the identification codes on the active or passive game-related accessories 18A, 18B and 20 when a transponder of the accessories comes within the electromagnetic zone of the robot's transceiver.
  • robot accessories may also be attachable to mobile toy robots within the context of the particular gaming scenario.
  • the robot accessories may include laser guns 54, gripper actuators and related accessories. These accessories may also be controlled by signals 56 sent from the onboard control unit.
  • the onboard control unit 32 also sends, via radio-frequency signals 58 or other means, game-state data/information to other participating robots and to the controiling remote control unit.
  • the onboard control unit 32 further generally receives game-state data from other robots and instructions from its controlling remote control unit.
  • Game-state data typically reflects information on the state of a particular game at any point in time.
  • game state data comprise information that has been interpreted according to the set of game rules that is available on the memory 84 of the onboard control unit 32 of the mobile toy robot. This information accordingly usually originates in the onboard control unit 32, (or game engine as described in more detail below).
  • Game-state data may include information on interactions with other participating robots and/or game accessories, e.g., game-specific events, such as an attacking mobile toy robot that has 'shot' a target robot, or the target robot's acknowledgement that it has received an effective 'shot'.
  • Game-state information may further include game-related information such as life points, number of hits or targets in sight or information received or obtained from game-related accessories, e.g., the game-state of game accessories, such as a colour indication of the LED's, the time period left in a particular game, etc.
  • Game-state information particular to each robot that has been broadcasted 58 to all participating devices can be broadcasted in real-time as it happens via the radio-frequency link.
  • the onboard controi unit 32 may also send, via radio-frequency signals 58 or other means, status data, environment data and situational awareness data to its own controlling remote control unit.
  • Status data typically comprises information on the physical state of the particular mobile toy robot, e.g., the mobile toy robot's battery levels, its current speed etc.
  • the status data may further include customizable parameters that may be set by the user, e.g., the allowable acceleration, deceleration and top speed of the mobile toy robot. These parameters may be set by a player when the mobiie toy robot 30 is connected to a personal computer through the USB port. Typically, these parameters are set to allow a player to better controi a mobile toy robot 30 during gaming.
  • Environmental data may include data relating to particular targets or obstacles (e.g., other mobile toy robots or game-reiated accessories) in the physical environment of the mobile toy robot 30.
  • targets or obstacles e.g., other mobile toy robots or game-reiated accessories
  • Figure 4 shows a block diagram illustrating an example embodiment of architecture 100 of data that may be maintained, and/or downloaded and stored as gaming software in the memory 84 of the onboard control unit 32.
  • the data stored on the memory 84 may include the customizable parameters 102 that are saved on firmware in the memory 84.
  • the customizable parameters may include the top speed of the robot, acceleration and deceleration settings of the robot and other programmable behaviour. As mentioned, these parameters would typically be stored on the robot by a user of the robot in order for the user to better control the robot.
  • the memory 84 may be configured to have different gaming slots, each slot dedicated to a different game, with each slot having game rules 104, scoring mechanisms and winning conditions 106 and lookup tables or object maps 108 associated with it.
  • the game rules 104, scoring mechanism 106 and lookup tables 108 of the different games are downloaded as gaming software onto each mobile toy robot 30 participating in a particular gaming scenario.
  • the onboard control unit 32 of the robot 30, and in particular, the CPU 80 executes the gaming software with reference to the game rules 104, scoring mechanism 106 and lookup tables 108.
  • the gaming software that is downloaded onto the memory 84 of the mobile toy robot 30, in combination with the execution thereof by the CPU 80, enables the mobile toy robot 30 to operate as a game engine within the gaming system. It is this game engine, i.e., the software routines (embodied by the game rules 104, scoring mechanism 106 and lookup tables 108) executed on the onboard control unit 32 of a single robot in a single player game that governs the rules, scoring and in-game variables of a particular game.
  • FIG. 5 shows an example of a functional representation of a game engine 1 10 for a mobile toy robot 30 in accordance with an example embodiment of the invention.
  • the game engine 110 is a functional representation of the CPU 80 of the mobile toy robot 30 and the memory 84 which stores the game rules, scoring mechanism, and lookup tables.
  • the game engine 110 may receive inputs in the form of various types of communications (e.g., Infrared, radio-frequency etc) from different external devices or from onboard sensors.
  • the inputs of the game engine 110 may be radio frequency transmissions from the remote control unit 12 associated with the particular mobile toy robot, information read or received from game-related accessories 18A, 18B and 20, radio frequency transmissions from other mobile toy robots participating in a particular gaming scenario (whether semi-autonomous mobile toy robots under the control of the same remote control unit or remote controlled and semi- autonomous robots under the control of other remote control units) and/or inputs from onboard sensors of the mobile toy robot 30.
  • the outputs of the game engine 110 may be radio frequency transmissions to the remote control unit 12 associated with the particular mobile toy robot, transmissions to game-related accessories 18A, 18B and 20, radio frequency transmissions to other gaming robots participating in a particular gaming scenario (whether remote controlled or semi-autonomous mobile toy robots under the control of the same remote control unit or robots under the control of other remote control units) and/or outputs to sensors, drivers and/or actuators etc of the mobile toy robot 30.
  • the game engine 110 receives inputs from the robot's sensors (described in more detail below), the associated remote control unit 12 and game-related accessories 18A, 18B and 20, which inputs are interpreted and processed within the context of the game rules being executed by the onboard control unit 32.
  • the onboard control unit 32 generates appropriate outputs, e.g., a communication to the remote control unit 12, instructions to activate a LED on the robot or on a game- related accessory, instructions to the robot's motors to reduce speed, etc.
  • all participating robots have the gaming software downloaded on their respective memories 80 for execution by the respective onboard control units 32.
  • game-state data as experienced by any particular game engine 110 of a mobile toy robot 30 is communicated to all participating robots in real time, which in turn communicates the information to the respective controlling remote control units.
  • This continuous updating of game-state information between participating robots ensures that all the game engines are up to date at all times, that there is no ambiguity regarding the current state of a game and that players need not keep manual track of game state information or scoring during a game.
  • the combination of game engines may be viewed as a distributed game engine.
  • the distributed game engine allows for mobile toy robots to leave a game environment without disrupting the game play. This is achievable, especially where a Zigbee network is used for radio- frequency communication, as confirmation of delivery of any messages transmitted is inherent in the communication protocol. Should a particular mobile game robot leave a game, no further confirmation of delivery of messages would be received by other robots and the robots may, after a predetermined amount of attempts, stop transmitting to this particular mobile robot.
  • the devices participating in a gaming scenario are synchronized in real-time and provides the benefit of increased processing power through a combined multi-controller unit architecture.
  • FIG. 6 shows more detail of one embodiment of a remote control unit 120 that may be used to control remote controlled and semi-autonomous mobile toy robots 12 and 16A to 16C and also to process and display real-time game-state data, status data, environment data and situational awareness data provided by such robots.
  • the remote control unit 120 is assigned or matched to a particular remote controlled mobile toy robot, and may optionally have a number of semi-autonomous robots associated with it as well.
  • the assignment or matching is typically performed by placing both the remote control unit and the mobile toy robot to be matched in a pairing mode. During this mode either or both of the remote control unit and the robot sends a join request to the other device and on receipt thereof, the other device sends a repiy in the form confirmation message indicating that the other device accepts the join request.
  • Remote control units may also be interfaced with personal computers via cable or radio-frequency connections, which allows the personal computers to control the mobile toy robots via the remote control units and also to receive real-time sensory feedback and game-state information from them.
  • the remote control units may have a number of user-interaction capabilities, including but not limited to analogue or digital joysticks, liquid crystal displays and a number of buttons that may be assigned to different functions according to a particular gaming scenario.
  • the remote control unit's housing 122 contains a power supply for the unit, as well as a processor and memory chips (not shown) for storing and executing instructions.
  • a radio-frequency module in communication with the radio-frequency link 130 for communicating with the assigned mobile toy robots is also contained in the housing 122.
  • a power switch 124 will allow the player to switch the unit on or off.
  • Control means in the form of a 2-axis analogue joystick 126 or a digital device that fulfills the same purpose or one or more control or trigger buttons (e.g., forward, reverse, turn left or right) will make it possible to control a number of motors on a mobile toy robot assigned to the remote control unit, via the onboard control unit to, for instance, manoeuvre the robot, rotate a turret or lift a mechanical arm.
  • the remote control unit 120 may further comprise an interface port 128 that enables a cable interface to a personal computer using industry standard protocol such as USB or Ethernet. The interface will make it possible for programs created on the personal computer to be downloaded to the memory of the remote control unit, and for applications on the personal computer to directly send and receive information to/from the assigned mobile toy robots via the remote control unit.
  • a radio-frequency link 130 also enables bi-directional communication with the assigned remote controlled and semi-autonomous mobile toy robots. Instructions and commands may be sent to the mobile toy robots from the controlling remote control unit, and status, game-state and environmental information may be passed back to the remote control unit for further processing, display and/or action.
  • Trigger buttons 132 and 134 as well as controi buttons 136 may be configured by the user to assume different tasks, but come with a default configuration to suit a particular gaming scenario.
  • the control buttons 136 may be used by a player to select a particular status (e.g., a host status) for a mobile toy robot or to join a particular game during a game setup procedure.
  • the remote control unit also has a built-in liquid crystal display (LCD) unit 146 that displays the unit's start-up and system management information as well as game-related information as determined by a particular gaming scenario.
  • LCD liquid crystal display
  • the LCD 146 may support game-specific menu structures and multiple screen pages which may be accessed by means of the control buttons 136.
  • the LCD may display different types of information, including but not limited to the player's particulars 140, game progress or score 142, game state variables such as the number of shots !eft 138 (which form part of game-state information) and shown as a bar graph, feedback regarding obstacles in front of the robot from the mobile robot's proximity sensors 144, competing robots detected by the mobile toy robot's infrared sensors per quadrant 148 with concentric rings or dots in each quadrant that indicate either the distance to competing robots or the number of competing robots detected in a particular quadrant (which all form part of situational awareness data), battery level and game time left 150 (which form part of status data).
  • Other game-related icons and options 152 may also be displayed as required by a particular gaming scenario.
  • a game-related accessory 18A, 18B and 20 may be a RFID accessory, although a game-reiated accessory may rely on any form of wireless radio communication.
  • game related accessories may operate at any frequency and can also include any type of RFID identifier, including passive, semi-passive or an active configuration.
  • Game-related accessories may alternatively include a means to communicate with radio-frequency (such as Zigbee) with mobile toy robots and/or remote control units in the gaming environment.
  • radio-frequency such as Zigbee
  • the game-related accessory may include an antenna and be of any shape or size, including round discs, credit card sized plastic devices, coin-shaped discs or custom-made structures or housings with exposed, printed or embedded antennas. These structures are typically associated with the gaming environment and their shape may depend on the type of game environment.
  • the game-related accessory contains a transponder and memory arrangement in the form of an integrated circuit with an electronic identification code.
  • the configuration of the electronic identification code may be dependent on the specific game-related accessory.
  • the unique ID may comprise 8 bytes, with the first byte indicating the type of game-related accessory, within the gaming context, the second byte indicating the "colour" of the accessory, also within the gaming context, and the third to eight byte may be used as a unique SD.
  • the game-related accessory may further comprise an antenna that is, in the case of a passive transponder, designed to both collect power from the gaming toy robot's transceiver's incoming signal and aiso to transmit an outbound signal which includes the electronic identification code.
  • each game-related accessory comes standard with an identification code and in some cases additional non-volatile memory for storing a limited amount of data.
  • the identification code may be unique, or particular to the type of accessory.
  • a game-assigned identification code may be programmed into the non-volatile memory of the accessory, in addition to the originally assigned identification code.
  • This game-assigned identification code may, for example, be programmed into the memory of the accessory by a mobile toy robot.
  • these identification codes with their associated functionality/attributes are typically stored in the lookup tables of the mobile toy robots. The identification codes are ultimately setup and maintained for a mobile toy robot, in particular its game engine, to determine certain information within the context of a game.
  • accessories can be assigned game-related attributes by the game manufacturer in the context of a game.
  • the game-related attributes will be allocated to accessories by the gaming software by assigning or associating different game-related functions or attributes to each of the unique identification codes. This information is saved in the lookup tables forming part of the gaming software on the memory 82 of the mobile toy robot 30, and is used by the CPU 80 of the onboard control unit 32 of the robot, in execution of the gaming software.
  • the attribute data may typically be assigned to a particular accessory prior to the start of a particular game and/or, by executing the gaming software, dynamically or at random intervals during the course of a game.
  • Game related information can also be stored on a credit card sized RFID game object that can be accessed and/or retrieved before or during the course of a game by the mobile toy robot 30 through its RFID transceiver and processed by the software which is executed by the CPU 80 of the mobile toy robot 30.
  • the game-related information stored on the credit card sized RFID game object may include any combination of: a. Additional game-state information, e.g., scores, status of characters, progress with a plot of a particular game, winning conditions, resources (e.g., gaming currency or money) and more; b. Character information - settings and parameters that define a mobile toy robot's characteristics within the context of a specific game, including performance (e.g. acceleration or top speed), proficiency with different kinds of tools or weapons, protection levels, etc.; c.
  • Additional game-state information e.g., scores, status of characters, progress with a plot of a particular game, winning conditions, resources (e.g., gaming currency or money) and more
  • resources e.g., gaming currency or money
  • Game-related events, bonuses and penalties that will have a direct influence on the outcome of a game and that can either be accessed and utilized by the player at a predefined or random point in a game or that get invoked at certain stages as determined by the game rules and programmed logic of a particular game; d. Instructions and program updates that will change or enhance a specific game being executed on a gaming device.
  • the game refated information may be read by the mobile toy robot's RFID transceiver and executed by the robot's onboard control unit 32 before the start of the game, during the course of game at predetermined intervals or at user-determined events, or both at the beginning and during the course of a game as determined by the specific game currently being executed.
  • Game-state information transmitted to a particular mobile toy robot, player progress, scores and other gaming-related and player information may be transferred and stored on the credit card sized RFID game object and may further be read by RFID readers attached to personal computers in order to access data for gaming, statistical or data exchange purposes.
  • Specific attributes can also be pre-programmed or assigned en masse by the supplier or game manufacturer to a batch of game related accessories which have unique identification codes falling within a specified range, e.g., all accessories of a predetermined batch can have predetermined characteristics by storing specific attribute data on the non-volatile memory of a specific accessory. It should be appreciated that, alternatively, accessories with the same attributes may have the same identification codes.
  • a game-related accessory has an active zone with an effective range which is a function of the design and configuration of both the transponder and corresponding RFID transceiver of the gaming robot 30 and their respective antennas.
  • a specific game-related function or characteristic will accordingly be invoked when the RFID transceiver of a mobile toy robot 30 comes within the reading range of the accessory with the corresponding unique identification code.
  • Game-related accessories may be embedded in different types of physical gaming structures in order to provide it with a specific meaning or characteristic within the context of a particular game, such as a first aid station, guard post or supply depot.
  • the incoming radio frequency signal will induce an electrical current in the antenna of the accessory that will provide sufficient power to the accessory's integrated circuit to transmit the accessory's unique identification code (and/or attribute).
  • This unique identification code will be detected by the robot's transceiver via the antenna where it will be passed on to the mobile toy robot's onboard control unit 32 for further processing and application within the parameters (e.g., lookup table), game rules and context of the active gaming scenario.
  • the RFiD transceiver is interfaced to the mobile toy robot's onboard control unit 32 where different gaming software applications can be executed.
  • the unique identification code that has been read by the RFID transceiver will be passed on to the mobile toy robot's onboard control unit 32 where it wilt be processed and applied by the active gaming software application (or game engine) within the context of the particular gaming scenario or environment to influence the outcome of the game.
  • attributes that have been assigned by the particular gaming application to a specific accessory, typically stored in the lookup table.
  • attributes may include modifying the attributes and capabilities of an individual robot (e.g. improve its speed, strengthen its immunity), start or initiate an event or chain of events (e.g., general power failure or virus infection within the context of the game), increase or decrease the player's gaming resources (e.g., more money or less fuel), modifying the capabilities of different gaming elements (e.g., increased effective range for a particular weapon), different types of tools or weapons (e.g. land mines), different types of fixtures and infrastructure (e.g. first aid station, supply depot, safe haven), manmade or natural features (e.g.
  • the attribute can influence any characteristic of anything in the gaming environment, e.g., a state of the game or robots, characteristics of the robot, the game, and/or the like.
  • the attribute and its influence is often closely linked to the robots ability to traverse the gaming environment wherein the robot interacts with such environment and other similar gaming robots, either in an autonomous manner or upon instruction from a player, e.g., via the remote control unit, or the like.
  • a game-related accessory e.g., game-related accessories 18A and 18B
  • a mobile toy robot may only be able to read the unique identifier of this accessory, which identifier provides, within a gaming context, sufficient information for the mobile toy robot 30 to determine the role of the game-related accessory within the context of the game rules.
  • a game-related accessory is an active RFID accessory, e.g., game-related accessories 20, also with a unique identifier that can be read by the mobile toy robot.
  • This accessory 20 may have limited memory to which the mobile toy robot 30 may write information, e.g., the mobile toy robot may allocate a game assigned identifier to the accessory.
  • This accessory may also include a counter.
  • An example of the layout of 8 bytes of memory of this accessory may be as follows:
  • a game-related accessory is an accessory adapted to communicate for example via infrared or radio- frequency communication with mobile toy robots and remote control units.
  • This game-related accessory may further be configured to include additional LEDs, sound accessories, a direct communication port, e.g., a LJSB port, and a memory on which the same or similar gaming software as downloaded on the mobile toy robots may be downloaded.
  • a direct communication port e.g., a LJSB port
  • this game-related accessory may not necessarily make any decisions within the gaming context, mobile toy robots in the gaming environment would be able to communicate with this game-related accessory over a distance.
  • the relative distance between mobile toy robots and the accessory can be determined and used for "zoning" within a game context.
  • the USB port of the game-related accessory may be used to interface the accessory (and indirectly mobile toy robots and remote control units) with a personal computer. This may allow the game to be controlled from the computer, or alternatively, may allow multimedia inputs/outputs from the personal computer.
  • FIG. 7 illustrates how radio-frequency communication is used to communicate game-state, status and environmental data between participating mobile toy robots 160 and remote control unit 166.
  • the radio- frequency link may be based on industry standard protocols (e.g., Zigbee, Bluetooth or the like) or may be proprietary. All devices that participate in the game (mobile toy robots, remote control units and game-related accessories) are identified where necessary at the start of a particular game and unique identifier codes may be automatically assigned or allocated to each. This identification process is particularly important when playing multi-player games and happens during the game setup as follows:
  • the mobile toy robot of the first player that initiates a particular game through the player's remote control unit is designated as the host robot.
  • the onboard control unit in following the game rules, is allocated a sequential host number by way of identification and after polling the other robots in the vicinity.
  • the remote control units and specifically the onboard control unit of each remote control unit is configured to display the game hosting information, thereby enabling the other players to join the game as selected by the host.
  • This selection process results in join requests and confirmation messages being transmitted between the relevant mobile toy robots and the host robot in order to identify all the participating robots by exchanging unique identifier codes of the robots etc.
  • all participating mobile toy robots are grouped into teams as soon as a player indicates and selects, through the use of the respective remote controller unit, the team the particular mobile toy robot is to participate in.
  • the host mobile toy robot is automatically in team 1.
  • the player of the host mobile toy robot has confirmed through inputs via his remote control unit that all players, and where appropriate game accessories, have successfully joined the game, this player starts the game by pressing an appropriate button on the host remote control unit, thereby activating the gaming software.
  • the unique identifier codes of the different robots will be stored in the lookup tables of the respective robot's game engines enabling communication and proper functioning of the various components in the interactive gaming scenario framework.
  • the elaborate game-creating and hosting procedure as outlined above is necessary in order to allow different games, hosted by different players, to be played in parallel and in close proximity to each other. Players can elect which game and host they want to join, and once joined will not experience any interruptions or interference from mobile toy robots participating in other games in the immediate vicinity.
  • Radio-frequency-packets 164 containing data, as well as the sender's unique identifier, are broadcasted over the radio-frequency link to all listening devices within range, or may be sent to an individual device by specifying that receiving device's unique identifier code. Each device that receives information that has been broadcasted may discard or use it as necessary within the context and game rules of a particular gaming scenario.
  • Specifically targeted peer-to-peer communication 164 between devices that are associated to each other may be targeted at a specific device by including the target device's unique identifier code in the radio- frequency-packet.
  • targeted information may include but not be limited to specific movement instructions (e.g., move forward or turn left) and environmental information (e.g., obstacles detected, targets in sight).
  • Data can also be exchanged between semi-autonomous mobile toy robots that are participating on the same side in a particular gaming scenario; such data will enable them to be more competitive by improving their artificial intelligence-based behaviour and also by making them behave more coherently and 'intelligently' within group context.
  • all radio-frequency communications between devices may also be directed to or intercepted by a radio-frequency enabled external unit.
  • This external unit may relay the communications to a different computing device through some interface (e.g. USB), such as a computer, server or website.
  • This computing device may particularly be employed as an extension or node in a gaming scenario or in a multi-player tournament environment to monitor, record or manage tournament matches.
  • the external unit may obtain game-state information, situational awareness data, status data and environment data in order to record the progress of a particular game.
  • This information may be graphically displayed on a user interface, such as a display unit, or may be recorded for later use or analysis by players who have participated in a particular game or by interested third parties.
  • the external unit can in addition be used as an additional processor for processing-intensive tasks, particularly those involving artificial intelligence routines, and it can also be used as an extension to the distributed game engine by, for instance, enforcing certain game rules or providing the player with additional game-related instructions.
  • all devices may emit a 360° signal (e.g., an infrared signal or the like) with amongst others its unique identifier information modulated onto it.
  • AH devices may also have a similar infrared or the like sensors in a number of quadrants arranged in a circular fashion such that it has full 360° coverage of its environment. By knowing which sensor in which quadrant has detected the 360° signal emitted by another robot it is possible to determine the general direction of the emitting robot, relative to the receiving robot.
  • gaming software is downloaded onto a single mobile toy robot.
  • the gaming software may include specific rules relating to the single player game, scoring mechanisms and a lookup table that links unique identification codes of game-related accessories to particular attributes which are to influence the game.
  • the winning condition of this example single player game is to obtain as high a score as possible within a predetermined game period, e.g., 2 minutes.
  • the single player's robot accumulates "points" by collecting tokens which are associated with particular game-related accessories (Depots #1 to #3,), where each Depot is associated with a particular colour.
  • the mobile toy robot is to transport a token collected from one of these Depots to another type of game-related accessory (Repository) where the token can be "deposited".
  • the Depots are passive RFiD game-related accessories, with the mobile toy robots effectively reading the respective identifier codes of the Depots when the robot is within a predetermined distance of the Depots.
  • the Repository may also be an RFID game-related accessory and may include a number of LED's, each of the LED's having a colour corresponding to a Depot, and which LED's are switched on when a particular colour token is off-loaded at the Repository.
  • the Repository is an active game accessory which includes an onboard processor.
  • the Repository may receive basic instructions from the participating mobile toy robot and may also communicate its unique identifier code to the robot.
  • the LED's of the Repository may be activated or deactivated according to instructions received from the mobiie toy robot.
  • the Repository may further include a game counter which activates LEDs in sequence every time a set time interval has started.
  • the objective of the single player game is to switch on ail the lights on the Repository, in predetermined periods of time, within the total game period.
  • a game menu is displayed on the LCD of the remote control unit and a player selects the particular game (and optionally the leve! of the game) by pressing one of the buttons on the remote control unit.
  • the mobile toy robot's onboard control unit transmits via radio frequency game-state information to its remote control unit to indicate to the player which colour token is to be collected from the Depots. For example, the mobile toy robot may instruct its remote control unit to flash a red LED for 45 seconds to indicate that a token is to be collected from Depot #1 , which is the red depot.
  • the player is now to manoeuvre its mobile toy robot, through the use of the remote control unit, to Depot #1 (i.e., the red Depot) and is to position the robot sufficiently close to the Depot in order to read the Depot's identification code.
  • Depot #1 i.e., the red Depot
  • the onboard control unit of the mobile toy robot in executing the relevant gaming software, makes use of the lookup table and processes the receipt of the red token. For example, a red LED on the mobile toy robot may be switched on by the robot's onboard control unit to indicate that the robot is transporting a red token. Also, this information may be transmitted to the remote control unit of the mobile toy robot, for display on its LCD.
  • the player is now to manoeuvre the mobile toy robot, through the use of the remote control unit, to the Repository and is to position the robot sufficiently close to the Repository to transmit a message to the Repository that the red token is to be deposited at the Repository.
  • the Repository receives this message and, if the message is received within the allowable 45 seconds, permanently switches on the red LED.
  • the red LED on the mobile toy robot is deactivated by the onboard control unit and the updated game-state information is transmitted to the remote control unit, which may increase the score of the player.
  • the score of the player may be dependent on the time period in which the token was deposited at the Repository.
  • the onboard control unit wili instruct the remote control unit to start flashing the next LED, without switching the red LED of the Repository on.
  • the game scenario may be enhanced in that, should the mobile toy robot bump into any object while in possession of a token, the reievant sensor of the mobile toy robot will sense this interaction and the interaction will be processed by the onboard control unit of the robot. Based on the game rules and possibly the scoring mechanisms, the onboard control unit may "release" the token, with the effect that the LED on the toy robot is deactivated and game-state information is transmitted to the remote control unit to indicate that the same token is to be picked up again.
  • gaming software is downloaded onto two mobile toy robots.
  • the gaming software may include specific rules relating to the multi-player game, scoring mechanisms and lookup tables to link unique identification codes of game-related accessories to particular attributes which are to influence the game.
  • the aim of this example multi-player game is also to obtain as high a score as possible within a number of predetermined game rounds, each of which may be a maximum of 60 seconds.
  • a player's robot accumulates "points" by collecting tokens which are associated with particular game-related accessories (Depots #1 to #3,).
  • Each mobile toy robot is to transport a collected token from a Depot to a Repository associated with a particular player's robot.
  • the Repositories are similar to the Repository described with reference to the single-player game.
  • each Repository is an active game object which includes an onboard processor. The Repository may receive basic instructions from the participating mob ⁇ e toy robot and may also communicate its unique identifier to the robots.
  • the LED's of the Repository may be activated or deactivated according to instructions received from the respective mobile toy robot or alternatively, in one example embodiment, through the Repository's onboard processor.
  • the Repository may further include a game counter which activates LEDs in sequence every time a set time interval has started.
  • the objective of the game for each player, is to switch on all the lights on the Repository associated with it, in predetermined rounds.
  • a random colour token is to be collected by a player's mobile robot, e.g., by positioning the robot close to the relevant Depot or by driving over the Depot.
  • the game rules downloaded onto the mobile toy robots specify that only one robot may be in possession of a particular token at any time.
  • the robots On commencement of the game, the robots transmit game-state information to the other participating robot, to the Repositories and to the remote control units indicating which token is to be collected first. For example, the mobile toy robots may instruct both Repositories to flash a first red LED during the first round. The mobile toy robots may further exchange game-state information between the robots and may transmit this information to the remote control unit to indicate on the LCDs of the remote control units that the players are to collect a token from their red Depot and to transport this token to the Repository. Once a mobile toy robot is in possession of the particular token, one of three options are available to the player: a.
  • the piayer can either deposit the token at the player's Repository by positioning the toy robot sufficiently close to the Repository, thereby to switch on the corresponding LED; b. The player can take the token to the opponent's Repository base to switch off (deactivate) the corresponding LED; c.
  • the token may be traded in for an Electronic Special Effect (SFX) of the same colour at a different type of game-related accessory, if available.
  • SFX Electronic Special Effect
  • a new token will be allocated and a new round wil! start when either the round time has expired or one of the above actions has been performed.
  • Information relating to the above scenarios is transmitted from the mobile toy robots to the remote control units and/or game-accessories as game- state information.
  • the opponent may intercept the robot and force the robot to drop the token by activating one of his robot's touch sensors or by shooing it with its laser gun accessory. This will cause the onboard control unit of the mobile toy robot to execute the relevant software application of the selected game which will result in the token reverting back to the depot where it was originally picked up, e.g., with the mobile toy robot transmitting the necessary game-state information to all the devices forming part of the gaming system.
  • gaming software is downloaded onto two mobile toy robots as described above.
  • a game-related accessory configured to communicate via radio- frequency (as described above) is used. Due to the radio-frequency communications, mobile toy robots are able to calculate from the signal strength of the radio-frequency transmissions the relative distance between mobile toy robots and the accessory can be determined and used for "zoning" within a game context.
  • the aim of this example multi-player game is to obtain as high a score as possible within a number of predetermined time periods, by collecting tokens from the Force Field and then to transport a collected token to a Repository associated with a particular player's robot.
  • the Force Field is "protected" by a strong force field protective shield and should a mobile toy robot attempt to collect a token, the mobile toy robot may be damaged.
  • Depots as described in relation to the other gaming scenario's above, may be used in this game context in order for the mobile toy robots to collect protective shields for protection against the Force Field when the robot approaches the Force Field.
  • a mobile toy robot will accordingly first collect protective shields from the Depots by identifying a Depot through its unique identifier code and accessing the game rules to interpret the unique identifier code.
  • the mobile toy robot calculates the distance from the Force Field through the radio-frequency signal strength and should the robot be too close to the Force Field during a particular time period, according to the game rules, the robot will be "damaged" in that the robot may have limited functionalities or capabilities.
  • the limited functionalities or capabilities may be executed by the onboard control unit of the mobile toy robot, in that the onboard control unit instructs actuators of the robot not to function properly.
  • the mobile toy robots may instruct the Force Field, from a distance, to either switch on LED's, play certain sound effects etc.
  • the Inventors regards it as an advantage that the system allows players to j participate in a direct-involvement gaming environment.
  • the Inventors regard it as a further advantage the system allows customization according to a required gaming environment which also provides particular : educational value.

Abstract

An interactive robot gaming system (10) is provided. The system comprises at least one remote control unit (12) for remotely controlling at least one mobile toy robot (14) and at least one mobile toy robot (14). The mobile toy robot includes a memory (84) on which is stored gaming software, the mobile toy robot (14) configured to perform gaming related tasks and to transmit game-state information to the remote control unit (12), said game-state information comprising information interpreted according to a set of game rules defined by the gaming software, and wherein the robot (14) is further configured to receive instructional information from the remote control unit (12) and to react to specific game related items in a programmable manner according to the set of game rules, so that the robot (14) is able to participate in an interactive gaming environment framework.

Description

INTERACTIVE ROBOT GAMING SYSTEM
BACKGROUND OF THE INVENTION
This invention relates to an interactive robot gaming system.
Computer and related console orientated gaming have gained ever- increasing popularity over the past few years, with annual revenues generated reaching into the billion dollar range. Multiplayer aspects are especially popular, as they allow numerous people to partake in achieving similar virtual objectives in an entertaining fashion.
A need has been identified to provide participants with a more tangible and lifelike alternative towards such a gaming phenomenon which enables a more reality-based entertainment experience than the existing virtually- based approaches. In addition, it is expected that such a hands-on approach has particular educational and social applications not offered by the known art. SUMMARY OF THE INVENTION
The present invention relates to a system for mobile toy robots to participate in interactive gaming scenarios.
It is to be appreciated that the term "robot" generally refers to a machine or similar device which includes some form of automation or sensors for performing functions automatically with limited or no human interference. These functions may include traversing a certain course, interacting with other mobile toy robots in a gaming environment, and the like. In this specification, it is to be appreciated that reference to the term "robot" includes reference to any mobile electronic toy subject to human control irrespective of the level of autonomy involved, e.g., a radio controlled toy car, a radio controlled gaming robot, or the like. In addition, it is further to be appreciated that these robots are generally mobile in that they are configured for propulsion or locomotion autonomously or upon suitable instruction.
Gaming may either be in a single player mode or multi-player mode which may comprise one or more mobile toy robots in competition against other mobile toy robots, in order to achieve specified gaming objectives within the context of a specific gaming scenario. In the multi-player mode, mobile toy robots may be grouped in multiple teams and these teams may compete against each other to achieve a specified gaming objective within the context of a specific gaming scenario. The system generally comprises at least one or more mobile toy robots that are directly controlled via remote control by participating players, optional robots that may operate semi- autonomously in response to high level commands issued by a controlling player, as well as other types of game related items, e.g., any number of passive and/or active game-related accessories to augment the realism and general gaming experience and that may or may not have an influence on the outcome of the game. According to one aspect of the invention there is provided an interactive robot gaming system which includes
at feast one remote control unit comprising a processor, a display and control means for remotely controiling at least one mobile toy robot; and
at least one mobile toy robot remotely controlled by the at least one remote control unit, wherein the mobile toy robot includes an onboard control unit and a memory on which is stored gaming software, the onboard control unit being configured to receive instructional information from the remote control unit, perform gaming related tasks in response to the received instructional information and to react to another mobile toy robot or a game- related accessory in a programmable manner according to a set of game rules defined by the gaming software, so that the robot is able to participate in an interactive gaming environment framework.
The onboard control unit may be configured to access the gaming software stored on the memory of the mobile toy robot, the onboard control unit further being configured to operate as a game engine of software routines which comprises the game rules, a scoring mechanism and/or lookup tables for a particular game. Typically the software routines are executed by the onboard control unit of the mobile toy robot in a single player game to react to the game related accessory in a programmable manner according to the set of game rules.
The remote control unit and the mobile toy robot is associated with each other, once after manufacturing, by placing both the remote control unit and the mobile toy robot in a pairing mode. In the pairing mode, either or both of the remote control unit and the robot are configured to send a pair request to the other device and on receipt thereof, the sending of a reply in the form of a confirmation message indicating that the other device accepts the pair request. Optionally, the pairing mode may be used if the at least - A - one remote control unit or the at least one mobile toy robot is to be replaced after purchase thereof.
The mobile toy robot identifies the other mobile toy robot or the game- related accessory, and optionally additional mobile toy robots and game- related accessories, through unique identifier codes assigned to mobile toy robots and game-related accessories which unique identifier codes are exchanged during a joining mode and stored in the lookup table of the mobile toy robot.
The mobile toy robot in the system may be equipped with a variety of sensors to provide situational awareness information. For example, the variety of sensors may firstly enable a mobile toy robot to react to its surroundings and secondly to be aware of the relative location, disposition and status of other mobile toy robots or game-related accessories, in its vicinity. As such, the situational awareness information may include positions of other mobile toy robots, a position of the robot relative to a gaming environment, the position of game-related accessories, and/or the like.
The game engine may receive inputs in the form of various types of communications from the remote control unit associated with the mobile toy robot, information read or received from other mobile toy robots or from game-related accessories or information from onboard sensors of the mobile toy robot, the inputs being interpreted by the onboard control unit of the mobile toy robot according to the game rules, scoring mechanisms, a timer and/or lookup tables of the particular game. In response to the interpretations, the game engine may generate outputs.
The outputs of the game engine may be radio frequency transmissions to the remote control unit associated with the mobile toy robot, transmissions to other mobile toy robots or game-related accessories, and/or outputs to actuators of the mobile toy robot to steer or drive the mobile toy robot or to activate accessories of the mobile toy robot. The onboard control unit of the mobile toy robot may further be configured, in response to interpreting the inputs according to the game rules, to generate and to transmit game-state data or information to the remote control unit, said game-state information comprising information interpreted according to the set of game rules defined by the gaming software. Game- state data typically reflects information on the state of a particular game at any point in time. For example, game state data comprise information that has been interpreted according to the set of game rules that is available on the memory of the onboard control unit of the mobile toy robot. This information accordingly usually originates in the onboard control unit (or game engine).
Typically, game-state information may include information on interactions with other participating robots and/or game-related accessories, e.g., game-specific events, such as an attacking mobile toy robot that has 'shot' a target robot, or the target robot's acknowledgement that it has received an effective 'shot'. Game-state information may further include game- related information such as life points of the mobile toy robot, the number of hits received by the mobile toy robot from another mobile toy robot or game-related accessory, information on the other mobile toy robot or the game-related accessory in the sight of the mobile toy robot, game time left, ammunition left, running scores or the outcome of engagements in a particular game or the like. This game-state information is transmitted to the remote control unit which displays the information on its display on receipt thereof.
The gaming related tasks may include moving on a surface, engaging and/or relocating game-related accessories, engaging other mobile toy robots, and/or the like.
The other mobile toy robot may comprise a second or multiple other participating mobile toy robots, each being remotely controlled by a remote control unit and participating in the interactive gaming environment framework according to the gaming software stored on each of the mobile toy robots' memories.
The multiple mobile toy robots may be configured through the gaming software to participate in multi-player games and may be controlled by the same or separate remote control units.
Prior to commencing a multi-player game, an onboard control unit of one of the mobile toy robots is configured to be designated as a host robot of a particular game, and is allocated an available sequential host number by way of identification through polling all the other mobile toy robots in the vicinity.
The host mobile toy robot, according to the gaming software stored on its memory, is configured to place the host mobile toy robot in a joining mode. Other robots may join the host mobile toy robot to participate in a game by displaying game hosting information which could include the allocated host number of the host robot on remote control units respectively associated with the other robots. Each of the other robots are further configured to transmit a join request to the host mobile toy robot, once a player has pressed control means on the respective remote control unit. The various mobile toy robots exchange their unique identifier codes and store them in their respective lookup tables. Once all the other mobile toy robots have sent their join requests, the host mobile toy robot is configured to send a confirmation message back to the other mobile toy robots and the host remote control unit, thereby to end the joining mode.
In multi-player team games, the mobile toy robots are further configured to receive indication via the host robot of all the other mobile toy robots that have joined the game and the team each mobile toy robot elected to join. This information is displayed on the respective remote control units.
Once the joining mode has ended, the gaming software activates the game on receipt of a commence instruction received from the remote control unit of the host mobile toy robot. The commence instruction is generated when a player presses an appropriate control means on the remote control unit associated with the host mobile toy robot.
The unique identifier codes of the different mobile toy robots will be stored in the lookup tables of the respective robot's game engines.
In multi-player games, game-state information as recorded by any one of the game engines of the mobile toy robot is continuously communicated to ail participating mobile toy robots, with each participating mobile toy robot further continuously communicating the game-state information to their controlling remote control units, thereby ensuring the constant and real time update of game engines of participating robots, which collectively forms a distributed game engine.
In multi-player games, inputs of game engines may include radio frequency transmissions from other mobile toy robots participating in a particular gaming scenario while outputs may include radio frequency transmissions to other mobile toy robots participating in a particular gaming scenario
It follows that any mobile toy robot may be configured to react in a programmable manner by executing predetermined instructions which instruct the mobile toy robot on how to react when a sensor arrangement senses a particular circumstance and/or object.
The gaming software may be downloadable onto the memory of the mobile toy robot.
The gaming software may be executable code that may be created through a high level language such as C++ of C#, or alternatively, that may be created by a player on a personal computer by means of a an interactive software application. Remote control units may also be interfaced with personal computers via cable or radio-frequency connections, which allow the personal computers to control the mobile toy robots via the remote control units and also to receive real-time sensory feedback and game-state information from the mobile toy robots. The remote control units may have a number of user- interaction capabilities, including but not limited to analogue or digital joysticks, liquid crystal displays and a number of contra! means that may be assigned to different functions according to a particular gaming scenario and according to the gaming software.
It is to be appreciated that, where a plurality of mobile toy robots and remote control units are involved, the system allows each respective remote control unit to display information, on a display of the remote control unit, typically a LCD display, the information relating to the game state of at least one of the robots in a gaming environment so that communal gaming objectives are achievable and/or monitorable according to the game rules, or the like.
Typically, the game state information, or any other information to be displayed on the remote control unit, is displayed as graphical or textual information.
The interactive gaming system involves a generic gaming framework that may be applied to different types of gaming scenarios which may form part of the gaming software. This generic gaming framework makes it possible to configure a variety of games that range from single player games and one-on-one competitions between two or more robots, to competitions where players have to get their mobile toy robots to achieve a set number of tasks, multi-player strategy games where teams compete with each other for common resources, game objects and/or territory, and even sport-like activities such as king-of-the-hill and soccer.
Gaming scenarios, as defined within the context of the generic gaming framework described above, may each have an own background narrative or storyline that provides a shared perspective and common purpose for all the players in the game. Gaming scenarios may contain one or more game-related missions that augment the game's storyline and that provide the players with challenging objectives that they have to achieve in order to win the game. Missions could be simple, with a single objective, e.g., to retain possession of a ball or game-related accessory attribute for as long as possible, or compound which could include multiple objectives, e.g., to find a path through enemy minefields presented by game-related accessories, to locate enemy ammunition supplies presented by attributes of game-related accessories, to relocate enemy ammunition containers to own territory, and/or the like.
Missions within the context of such a gaming scenario may determine the winning conditions for the particular game. Winning conditions may, for example, be based on the number of points accumulated by each player, or by a team of players, with points allocated according to the degree of success in which one or more missions have been accomplished. The ultimate winner may be the player or team with the most accumulated points within a set time interval, or the player or team that first reaches a preset threshold of accumulated points, or the player or team that first accomplishes all the missions, and/or the like.
Different types of mobile toy robots are usable to participate in the gaming scenarios as described above.
In one example embodiment, the mobile toy robot may comprise:
means to communicate and/or interact with game related accessories in it's gaming environment;
means to communicate and interact with other mobile toy robots participating in a game; and an onboard control unit with a radio link to the remote control unit or additionally remote control units not associated with the mobile toy robot.
The game-related accessories may be any number of passive and/or active (electronically) game-related accessories.
Optionally, the mobile toy robot may further comprise touch sensors that operate as bumpers to detect when the mobile toy robot has made contact with an object or when another robot has deliberately made contact with the robot, proximity sensors for obstacle detection and/or infrared transceivers for situational awareness. The remote controlled robot is under the direct control of a player who will give it instruction via a remote control unit on where to go and what to do, in use.
In another example embodiment, a semi-autonomous mobile toy robot may comprise additional processing power and may be able to participate in any gaming scenarios under the indirect control of a participating player.
Semi-autonomous robots may comprise proximity sensors for obstacle detection and autonomous navigation purposes, infrared transceivers for situational awareness, and an onboard controller with a radio ϋnk to the remote control unit of its controlling player.
Semi-autonomous robots may further comprise advanced artificial intelligence routines stored on an onboard controller to enable the semi- autonomous robot to:
execute high level commands transmitted from a remote control unit;
navigate autonomously within the playing environment; and/or execute basic game-related tasks such as autonomously locating competing robots and engaging them within the context of the particular game.
The advanced artificial intelligence routines may alternatively be accessible through external memory device of the semi-autonomous robot or through a radio frequency link to a host computer, and can optionally be programmed by the user using a suitable high level programming language or other programming editors or aids.
Mobile toy robots participating in the gaming scenarios are typically configured to be equipped with different types of add-on accessories, subject to the constraints as defined in a particular gaming scenario. Addon accessories range from mechatronic grippers for gripping and holding a ball or other game-related object, infrared emitters and/or receivers, and laser and/or infrared designators or 'guns', to different types of defensive and offensive weapons.
Different game-related accessories are also addable to a game within the ambit of a particular gaming scenario. Game-related accessories may be decorative objects that do not have an impact on the winning conditions of a particular game but that serve to enhance the realism and general gaming experience (e.g. trees, buildings). Passive and active game-reiated accessories are electronically enabled to interact with participating mobile toy robots through different technologies, and will have a direct impact on the outcome of a particular game. A passive game-related accessory may for example be an RFID device and an active game-related accessory may for example be an electronic device that receives and transmits infrared signals.
A considerable amount of environmental, tactical and game-state information has to be interchanged between mobile toy robots for them to participate on a meaningful basis in a gaming scenario. Radio-frequency signals, infrared emissions and/or other means of communication may be used to convey game-state and environmental information to other robots and participating players via their remote control units, or via other means, e.g., through sound and light components on robots and game objects. All participating mobile toy robots may emit their unique identification codes on a regular pulsed basis via any of the communications mediums such as radio-frequency signals or infrared emissions. Game-state information, such as running scores or the outcome of engagements with competing robots, may be broadcasted via radio-frequency in real time as it happens. Individual robots may also broadcast status data such as their vital statistics (e.g. battery level, ammunition left) on a regular basis or when poiled.
Semi-autonomous robots that are tasked, for instance, to autonomously locate and engage competing robots in a sport-like game or combat scenario, need to be able to use their situational awareness sensors to distinguish between friendly and competing robots. They also need to determine the general direction and approximate distance to competing robots to make it possible to navigate towards them and to interact or engage them. For some types of games, both remote controlled and semi- autonomous robots will require electronic devices, resembling laser 'guns', that will enable them to manually (under operator control) or automatically 'shoot' and 'neutralize' competing robots when in line-of-sight and within a predefined range.
BRIEF DESCRIPTiON OF THE DRAWINGS
The invention is now described, by way of non-limiting examples, with reference to the accompanying drawings wherein
Figure 1 shows an interactive robot gaming system comprising a remote control unit in communication with two types of mobile toy robots, which robots may interact with game objects or game-related accessories, in accordance with an example embodiment of the invention;
Figure 2 is a schematic of a remote controlled mobile toy robot;
Figure 3 is a block diagram showing modules of an onboard control unit of the mobile toy robot of Figure 2, in accordance with an example embodiment of the present invention;
Figure 4 is a block diagram illustrating the data architecture of information maintained, and/or downloaded and stored as gaming software in a memory of an onboard control unit of a mobile toy robot, in accordance with the example embodiment of Figure 1 ;
Figure 5 shows an example of a functional representation in the form of a game engine, of a central processing unit and memory of the onboard control unit, in accordance with an example embodiment of the invention;
Figure 6 is a schematic of a remote control unit; and
Figure 7 illustrates the robot's game-state awareness through radio- frequency signals.
DETAILED DESCRIPTION OF THE INVENTION
Figure 1 is a schematic diagram of an interactive robot gaming system 10 in accordance with an example embodiment of the invention. In one example embodiment, the interactive robot gaming system 10 comprises a remote control unit 12, a remote controlled mobile toy robot 14 and semi- autonomous mobile toy robots 16A to 16C under the remote control unit's controt. The interactive robot gaming system 10 may further comprise specific other game related items, e.g., any number of passive and/or active game-related accessories, represented in Figure 1 by passive RFID game-reiated accessories 18A and 18B and an active RFID game-related accessory 20.
Although a remote control unit 12 typically only controls a single remote controlled robot at any given time, it may also be able to concurrently control a number of semi-autonomous robots 16A to 16C. The remote control unit 12 uses bi-directional radio-frequency (RF) communication 22 and 24 to send instructions to both types of robots and to receive different types of data, e.g., game-state information, status data, environmental data and optionally, situational awareness data from other mobile toy robots. It will be appreciated that radio-frequency communications are preferred between the mobile toy robots and the remote control unit as various devices can communicate with each other in real time, without the nuisance of wires connecting any of the devices. Infrared communication between the remote control untt and the mobile toy robots would not be feasible, as infrared communication cannot effectively transfer the amount of data between the various devices that is necessary within an interactive gaming environment.
Instructions 22 to the remote controlled robot 14 are sufficiently low level to directly control the forward and lateral movement of the robot 14 as well as the behaviour and use of optional add-on accessories to the robot 14. instructions 24 to the semi-autonomous robots 16A to 16C are higher order commands that require semi-autonomous mobile toy robots to use their own onboard processing capabilities to translate and execute the instructions. Controlling the semi-autonomous robots 16A to 16C through higher order commands constitute a sufficiently low workload on the player to enable the concurrent control of a remote controlled robot 14 as well as a number of semi-autonomous robots 16A to 16C. Turning now to Figure 2, a remote controlled mobile toy robot 30 is illustrated, the robot 30 being equipped with an onboard control unit 32 and a power supply unit (not shown). The mobile toy robot 30 is representative of both the remote controlled mobile toy robot 14 or any one of the semi- autonomous mobile toy robots 16A to 16C.
The mobile toy robot 30 has an undercarriage with at least two wheels 34, or tracks, some of which are driven by motors in such a way as to enable the robot 30 to manoeuvre forwards and/or backwards and/or laterally in response to instructions 36 received from the onboard control unit 32.
The main function of the onboard control unit 32 is to control the robot 30 by executing instructions to control a number of output devices and/or actuators. The control of the robot 30 may be based on the commands, e.g., control instructions, received from the controlling remote control unit 12 or may be based on certain conditions detected by input devices of the mobile toy robot 30. For example, the mobile toy robot 30 may execute instructions based on conditions detected by any sensor of the mobile toy robot and/or from RF communication that may be received from other mobile toy robots in an interactive robot gaming system. The mobile toy robot 30 may further execute instructions based on communications or the detection of game-related accessories (e.g., game related accessories 18A, 18B and 20 of Figure 1) in a particular gaming environment.
It follows that the onboard control unit 32 is adapted to communicate with other external devices such as other remote controlled robots or any number of passive and/or active game-related accessories.
The instructions executed by the mobile toy robot 30 and the communications of the onboard control unit 32 with either other remote controlled robots, game-related accessories or the remote control unit typically depend on gaming software that may be downloaded onto the mobile toy robot (described in more detail below). The mobile toy robot 30 is accordingly configured to react in a programmable manner to the specific game related items, so that the robot is able to participate in an interactive gaming environment framework. The gaming software can be executable code that have been created through a high level language such as C++ or C#, or it can be created by the user on a personal computer by means of a an interactive software application.
Figure 3 shows an example embodiment of the modules of an example onboard control unit 32 of the mobile toy robot 30. For example, the onboard control unit 32 may comprise a central processing unit (CPU) 80, a radio-frequency transceiver module/unit 82, memory 84, a direct communication port 86 (e.g., a Universal Series Bus (USB)), and a generic digital bus 88 that supports a number of input/output (I/O) devices. The I/O devices supported may include different types of actuators, such as direct current motors, drives, solenoids and light emitting diodes, a variety of sensors (e.g., transducers), such as infrared and ultrasonic sensors, and interface devices to communicate with externa! devices such as persona! computers.
The CPU 80 may comprise a timer 90 which may be used to determine certain time periods according to game rules within a particular gaming environment.
It will be appreciated that some of the modules of the onboard control unit may be communicatively coupled (e.g., via interfaces) to each other so as to allow information to be passed between the modules or so as to allow the modules to share and access common data. In the example embodiment described in accordance with Figure 3, the CPU 80 and the memory 84 are shown as separate modules. However, it will be appreciated that in other embodiments, these modules may function together as a single unit.
The direct communication port 86, in one example embodiment, a USB port, may be used to download particular gaming software and custom settings onto the onboard control unit 32, in particular the memory 84 of the mobile toy robot. The gaming software is used in order to appiy game rules in a gaming environment framework, i.e., between a mobile toy robot, game-related accessories, a remote control unit and optionally additional mobile toy robots. The gaming software may further be employed to assign functionalities to the active game-related accessories. This enables the mobile toy robot 30 to identify and interact with the different game-related accessories, e.g., through identification codes that are assigned to a similar group of accessories during their manufacture or activation, and to allow the mobile toy robot 30 to communicate with its remote control unit and optionally, with other participating mobile toy robots.
As mentioned, and turning back to Figure 2, the mobile toy robot 30 may be equipped with sensors that will provide the robot with various data, e.g., situational awareness information. Situational awareness information relates to information regarding the distances and/or directions of other mobile toy robots or game-related accessories in the vicinity of a particular robot. The mobile toy robot 30 may, for example, comprise one or more proximity sensors 38 at the front of the robot that emit signals 40 towards the front and/or sides of the robot 30. The proximity sensors 38 will detect signals reflected back from obstacles in front or at the sides of the robot and will send a signal 42 to the onboard control unit 32 that contain information regarding the nature and approximate distance to one or more obstacles in front or at the sides of the robot 30.
The mobile toy robot 30 may further be equipped with an infrared sensor 44 that emits pulsed infrared signals 46 in response to instructions 48 received from the onboard control unit 32. The infrared signals 46 may contain amongst others the unique identifier code for the robot 32. An infrared sensor unit 50 with sensors arranged in a number of quadrants detects the infrared signals emitted by other participating robots and/or active game- related accessories, and provides data 52 to the onboard control unit 32 regarding the quadrant in which it detected other participating robots as well as an approximation of the distance to them. The gaming robot 30 can further be equipped with a suitable RFID transceiver which is abie to detect and decode the identification codes on the active or passive game-related accessories 18A, 18B and 20 when a transponder of the accessories comes within the electromagnetic zone of the robot's transceiver.
Different types of robot accessories may also be attachable to mobile toy robots within the context of the particular gaming scenario. For example, the robot accessories may include laser guns 54, gripper actuators and related accessories. These accessories may also be controlled by signals 56 sent from the onboard control unit.
The onboard control unit 32 also sends, via radio-frequency signals 58 or other means, game-state data/information to other participating robots and to the controiling remote control unit. The onboard control unit 32 further generally receives game-state data from other robots and instructions from its controlling remote control unit. Game-state data typically reflects information on the state of a particular game at any point in time. For example, game state data comprise information that has been interpreted according to the set of game rules that is available on the memory 84 of the onboard control unit 32 of the mobile toy robot. This information accordingly usually originates in the onboard control unit 32, (or game engine as described in more detail below). Game-state data may include information on interactions with other participating robots and/or game accessories, e.g., game-specific events, such as an attacking mobile toy robot that has 'shot' a target robot, or the target robot's acknowledgement that it has received an effective 'shot'. Game-state information may further include game-related information such as life points, number of hits or targets in sight or information received or obtained from game-related accessories, e.g., the game-state of game accessories, such as a colour indication of the LED's, the time period left in a particular game, etc. Game-state information particular to each robot that has been broadcasted 58 to all participating devices can be broadcasted in real-time as it happens via the radio-frequency link.
The onboard controi unit 32 may also send, via radio-frequency signals 58 or other means, status data, environment data and situational awareness data to its own controlling remote control unit.
Status data typically comprises information on the physical state of the particular mobile toy robot, e.g., the mobile toy robot's battery levels, its current speed etc. The status data may further include customizable parameters that may be set by the user, e.g., the allowable acceleration, deceleration and top speed of the mobile toy robot. These parameters may be set by a player when the mobiie toy robot 30 is connected to a personal computer through the USB port. Typically, these parameters are set to allow a player to better controi a mobile toy robot 30 during gaming.
Environmental data, in turn, may include data relating to particular targets or obstacles (e.g., other mobile toy robots or game-reiated accessories) in the physical environment of the mobile toy robot 30.
Figure 4 shows a block diagram illustrating an example embodiment of architecture 100 of data that may be maintained, and/or downloaded and stored as gaming software in the memory 84 of the onboard control unit 32.
The data stored on the memory 84 may include the customizable parameters 102 that are saved on firmware in the memory 84. For example, the customizable parameters may include the top speed of the robot, acceleration and deceleration settings of the robot and other programmable behaviour. As mentioned, these parameters would typically be stored on the robot by a user of the robot in order for the user to better control the robot. The memory 84 may be configured to have different gaming slots, each slot dedicated to a different game, with each slot having game rules 104, scoring mechanisms and winning conditions 106 and lookup tables or object maps 108 associated with it. The game rules 104, scoring mechanism 106 and lookup tables 108 of the different games are downloaded as gaming software onto each mobile toy robot 30 participating in a particular gaming scenario. When a player selects to play a particular game that has been downloaded onto the mobile toy robot 30, the onboard control unit 32 of the robot 30, and in particular, the CPU 80, executes the gaming software with reference to the game rules 104, scoring mechanism 106 and lookup tables 108.
It will be appreciated that the data architecture shown in Figure 4 is merely illustrative and although certain algorithms are shown in block 106 and various elements of lookup tables are shown by block 108, these algorithms and lookup tables would be dependent on the gaming scenario and associated rules.
The gaming software that is downloaded onto the memory 84 of the mobile toy robot 30, in combination with the execution thereof by the CPU 80, enables the mobile toy robot 30 to operate as a game engine within the gaming system. It is this game engine, i.e., the software routines (embodied by the game rules 104, scoring mechanism 106 and lookup tables 108) executed on the onboard control unit 32 of a single robot in a single player game that governs the rules, scoring and in-game variables of a particular game.
Figure 5 shows an example of a functional representation of a game engine 1 10 for a mobile toy robot 30 in accordance with an example embodiment of the invention. The game engine 110 is a functional representation of the CPU 80 of the mobile toy robot 30 and the memory 84 which stores the game rules, scoring mechanism, and lookup tables. The game engine 110 may receive inputs in the form of various types of communications (e.g., Infrared, radio-frequency etc) from different external devices or from onboard sensors. For example, the inputs of the game engine 110 may be radio frequency transmissions from the remote control unit 12 associated with the particular mobile toy robot, information read or received from game-related accessories 18A, 18B and 20, radio frequency transmissions from other mobile toy robots participating in a particular gaming scenario (whether semi-autonomous mobile toy robots under the control of the same remote control unit or remote controlled and semi- autonomous robots under the control of other remote control units) and/or inputs from onboard sensors of the mobile toy robot 30.
These inputs are interpreted according to the game rules, scoring mechanisms, the timer and lookup tables of the particular game and, in response to these interpretations, the game engine 110 may generate outputs. The outputs of the game engine 110 may be radio frequency transmissions to the remote control unit 12 associated with the particular mobile toy robot, transmissions to game-related accessories 18A, 18B and 20, radio frequency transmissions to other gaming robots participating in a particular gaming scenario (whether remote controlled or semi-autonomous mobile toy robots under the control of the same remote control unit or robots under the control of other remote control units) and/or outputs to sensors, drivers and/or actuators etc of the mobile toy robot 30.
For example, in a single player game, the game engine 110 receives inputs from the robot's sensors (described in more detail below), the associated remote control unit 12 and game-related accessories 18A, 18B and 20, which inputs are interpreted and processed within the context of the game rules being executed by the onboard control unit 32. The onboard control unit 32 generates appropriate outputs, e.g., a communication to the remote control unit 12, instructions to activate a LED on the robot or on a game- related accessory, instructions to the robot's motors to reduce speed, etc. In a multi-player gaming scenario, all participating robots have the gaming software downloaded on their respective memories 80 for execution by the respective onboard control units 32. In order to maintain a gaming environment framework, game-state data as experienced by any particular game engine 110 of a mobile toy robot 30 is communicated to all participating robots in real time, which in turn communicates the information to the respective controlling remote control units. This continuous updating of game-state information between participating robots ensures that all the game engines are up to date at all times, that there is no ambiguity regarding the current state of a game and that players need not keep manual track of game state information or scoring during a game.
As all participating mobile toy robots' game engines effectively contribute to the management of the game, the combination of game engines may be viewed as a distributed game engine.
In one example embodiment, the distributed game engine allows for mobile toy robots to leave a game environment without disrupting the game play. This is achievable, especially where a Zigbee network is used for radio- frequency communication, as confirmation of delivery of any messages transmitted is inherent in the communication protocol. Should a particular mobile game robot leave a game, no further confirmation of delivery of messages would be received by other robots and the robots may, after a predetermined amount of attempts, stop transmitting to this particular mobile robot.
Also, through the use of the communication network connecting the various mobile toy robots and remote control units, e.g., a Zigbee network, the devices participating in a gaming scenario are synchronized in real-time and provides the benefit of increased processing power through a combined multi-controller unit architecture.
Figure 6 shows more detail of one embodiment of a remote control unit 120 that may be used to control remote controlled and semi-autonomous mobile toy robots 12 and 16A to 16C and also to process and display real-time game-state data, status data, environment data and situational awareness data provided by such robots. The remote control unit 120 is assigned or matched to a particular remote controlled mobile toy robot, and may optionally have a number of semi-autonomous robots associated with it as well. The assignment or matching is typically performed by placing both the remote control unit and the mobile toy robot to be matched in a pairing mode. During this mode either or both of the remote control unit and the robot sends a join request to the other device and on receipt thereof, the other device sends a repiy in the form confirmation message indicating that the other device accepts the join request.
Remote control units may also be interfaced with personal computers via cable or radio-frequency connections, which allows the personal computers to control the mobile toy robots via the remote control units and also to receive real-time sensory feedback and game-state information from them. The remote control units may have a number of user-interaction capabilities, including but not limited to analogue or digital joysticks, liquid crystal displays and a number of buttons that may be assigned to different functions according to a particular gaming scenario.
The remote control unit's housing 122 contains a power supply for the unit, as well as a processor and memory chips (not shown) for storing and executing instructions. A radio-frequency module in communication with the radio-frequency link 130 for communicating with the assigned mobile toy robots is also contained in the housing 122. A power switch 124 will allow the player to switch the unit on or off. Control means in the form of a 2-axis analogue joystick 126 or a digital device that fulfills the same purpose or one or more control or trigger buttons (e.g., forward, reverse, turn left or right) will make it possible to control a number of motors on a mobile toy robot assigned to the remote control unit, via the onboard control unit to, for instance, manoeuvre the robot, rotate a turret or lift a mechanical arm. The remote control unit 120 may further comprise an interface port 128 that enables a cable interface to a personal computer using industry standard protocol such as USB or Ethernet. The interface will make it possible for programs created on the personal computer to be downloaded to the memory of the remote control unit, and for applications on the personal computer to directly send and receive information to/from the assigned mobile toy robots via the remote control unit.
A radio-frequency link 130 also enables bi-directional communication with the assigned remote controlled and semi-autonomous mobile toy robots. Instructions and commands may be sent to the mobile toy robots from the controlling remote control unit, and status, game-state and environmental information may be passed back to the remote control unit for further processing, display and/or action. Trigger buttons 132 and 134 as well as controi buttons 136 may be configured by the user to assume different tasks, but come with a default configuration to suit a particular gaming scenario. For example, the control buttons 136 may be used by a player to select a particular status (e.g., a host status) for a mobile toy robot or to join a particular game during a game setup procedure.
The remote control unit also has a built-in liquid crystal display (LCD) unit 146 that displays the unit's start-up and system management information as well as game-related information as determined by a particular gaming scenario. The LCD 146 may support game-specific menu structures and multiple screen pages which may be accessed by means of the control buttons 136. The LCD may display different types of information, including but not limited to the player's particulars 140, game progress or score 142, game state variables such as the number of shots !eft 138 (which form part of game-state information) and shown as a bar graph, feedback regarding obstacles in front of the robot from the mobile robot's proximity sensors 144, competing robots detected by the mobile toy robot's infrared sensors per quadrant 148 with concentric rings or dots in each quadrant that indicate either the distance to competing robots or the number of competing robots detected in a particular quadrant (which all form part of situational awareness data), battery level and game time left 150 (which form part of status data). Other game-related icons and options 152 may also be displayed as required by a particular gaming scenario.
In one example embodiment, a game-related accessory 18A, 18B and 20 may be a RFID accessory, although a game-reiated accessory may rely on any form of wireless radio communication. As such, game related accessories may operate at any frequency and can also include any type of RFID identifier, including passive, semi-passive or an active configuration. Game-related accessories may alternatively include a means to communicate with radio-frequency (such as Zigbee) with mobile toy robots and/or remote control units in the gaming environment.
Typically, the game-related accessory may include an antenna and be of any shape or size, including round discs, credit card sized plastic devices, coin-shaped discs or custom-made structures or housings with exposed, printed or embedded antennas. These structures are typically associated with the gaming environment and their shape may depend on the type of game environment.
In one example embodiment, the game-related accessory contains a transponder and memory arrangement in the form of an integrated circuit with an electronic identification code. The configuration of the electronic identification code may be dependent on the specific game-related accessory. For example, in an example embodiment of a passive game- related accessory 18A and 18B, the unique ID may comprise 8 bytes, with the first byte indicating the type of game-related accessory, within the gaming context, the second byte indicating the "colour" of the accessory, also within the gaming context, and the third to eight byte may be used as a unique SD.
The game-related accessory may further comprise an antenna that is, in the case of a passive transponder, designed to both collect power from the gaming toy robot's transceiver's incoming signal and aiso to transmit an outbound signal which includes the electronic identification code.
As mentioned, each game-related accessory comes standard with an identification code and in some cases additional non-volatile memory for storing a limited amount of data. The identification code may be unique, or particular to the type of accessory. Also, a game-assigned identification code may be programmed into the non-volatile memory of the accessory, in addition to the originally assigned identification code. This game-assigned identification code may, for example, be programmed into the memory of the accessory by a mobile toy robot. As mentioned above, these identification codes with their associated functionality/attributes are typically stored in the lookup tables of the mobile toy robots. The identification codes are ultimately setup and maintained for a mobile toy robot, in particular its game engine, to determine certain information within the context of a game.
Subject to a particular gaming scenario, accessories can be assigned game-related attributes by the game manufacturer in the context of a game. In an example embodiment of the invention, the game-related attributes will be allocated to accessories by the gaming software by assigning or associating different game-related functions or attributes to each of the unique identification codes. This information is saved in the lookup tables forming part of the gaming software on the memory 82 of the mobile toy robot 30, and is used by the CPU 80 of the onboard control unit 32 of the robot, in execution of the gaming software. The attribute data may typically be assigned to a particular accessory prior to the start of a particular game and/or, by executing the gaming software, dynamically or at random intervals during the course of a game.
Game related information can also be stored on a credit card sized RFID game object that can be accessed and/or retrieved before or during the course of a game by the mobile toy robot 30 through its RFID transceiver and processed by the software which is executed by the CPU 80 of the mobile toy robot 30.
In one example embodiment, the game-related information stored on the credit card sized RFID game object may include any combination of: a. Additional game-state information, e.g., scores, status of characters, progress with a plot of a particular game, winning conditions, resources (e.g., gaming currency or money) and more; b. Character information - settings and parameters that define a mobile toy robot's characteristics within the context of a specific game, including performance (e.g. acceleration or top speed), proficiency with different kinds of tools or weapons, protection levels, etc.; c. Game-related events, bonuses and penalties that will have a direct influence on the outcome of a game and that can either be accessed and utilized by the player at a predefined or random point in a game or that get invoked at certain stages as determined by the game rules and programmed logic of a particular game; d. Instructions and program updates that will change or enhance a specific game being executed on a gaming device.
The game refated information may be read by the mobile toy robot's RFID transceiver and executed by the robot's onboard control unit 32 before the start of the game, during the course of game at predetermined intervals or at user-determined events, or both at the beginning and during the course of a game as determined by the specific game currently being executed.
Game-state information transmitted to a particular mobile toy robot, player progress, scores and other gaming-related and player information may be transferred and stored on the credit card sized RFID game object and may further be read by RFID readers attached to personal computers in order to access data for gaming, statistical or data exchange purposes. Specific attributes can also be pre-programmed or assigned en masse by the supplier or game manufacturer to a batch of game related accessories which have unique identification codes falling within a specified range, e.g., all accessories of a predetermined batch can have predetermined characteristics by storing specific attribute data on the non-volatile memory of a specific accessory. It should be appreciated that, alternatively, accessories with the same attributes may have the same identification codes.
Typicaliy, a game-related accessory has an active zone with an effective range which is a function of the design and configuration of both the transponder and corresponding RFID transceiver of the gaming robot 30 and their respective antennas. A specific game-related function or characteristic will accordingly be invoked when the RFID transceiver of a mobile toy robot 30 comes within the reading range of the accessory with the corresponding unique identification code.
Game-related accessories may be embedded in different types of physical gaming structures in order to provide it with a specific meaning or characteristic within the context of a particular game, such as a first aid station, guard post or supply depot.
In a gaming scenario, where an RFID accessory which is embedded in a gaming structure, comes within the electromagnetic zone of the RFiD transceiver's antenna, the incoming radio frequency signal will induce an electrical current in the antenna of the accessory that will provide sufficient power to the accessory's integrated circuit to transmit the accessory's unique identification code (and/or attribute).
This unique identification code will be detected by the robot's transceiver via the antenna where it will be passed on to the mobile toy robot's onboard control unit 32 for further processing and application within the parameters (e.g., lookup table), game rules and context of the active gaming scenario. In one embodiment, the RFiD transceiver is interfaced to the mobile toy robot's onboard control unit 32 where different gaming software applications can be executed. The unique identification code that has been read by the RFID transceiver will be passed on to the mobile toy robot's onboard control unit 32 where it wilt be processed and applied by the active gaming software application (or game engine) within the context of the particular gaming scenario or environment to influence the outcome of the game.
The nature of this influence on the outcome of a game will be determined by the attributes that have been assigned by the particular gaming application to a specific accessory, typically stored in the lookup table. These attributes may include modifying the attributes and capabilities of an individual robot (e.g. improve its speed, strengthen its immunity), start or initiate an event or chain of events (e.g., general power failure or virus infection within the context of the game), increase or decrease the player's gaming resources (e.g., more money or less fuel), modifying the capabilities of different gaming elements (e.g., increased effective range for a particular weapon), different types of tools or weapons (e.g. land mines), different types of fixtures and infrastructure (e.g. first aid station, supply depot, safe haven), manmade or natural features (e.g. river, manhole), navigational aids such as way points and/or beacons, and the like. It is thus to be appreciated that the attribute can influence any characteristic of anything in the gaming environment, e.g., a state of the game or robots, characteristics of the robot, the game, and/or the like.
It is to be appreciated that the attribute and its influence is often closely linked to the robots ability to traverse the gaming environment wherein the robot interacts with such environment and other similar gaming robots, either in an autonomous manner or upon instruction from a player, e.g., via the remote control unit, or the like.
In its simplest form, a game-related accessory, e.g., game-related accessories 18A and 18B, may be a passive RFID accessory with a unique identifier. A mobile toy robot may only be able to read the unique identifier of this accessory, which identifier provides, within a gaming context, sufficient information for the mobile toy robot 30 to determine the role of the game-related accessory within the context of the game rules.
Another example embodiment of a game-related accessory is an active RFID accessory, e.g., game-related accessories 20, also with a unique identifier that can be read by the mobile toy robot. This accessory 20 may have limited memory to which the mobile toy robot 30 may write information, e.g., the mobile toy robot may allocate a game assigned identifier to the accessory. This accessory may also include a counter. An example of the layout of 8 bytes of memory of this accessory may be as follows:
• Byte 1 = type of accessory within gaming context
• Byte 2 = game assigned identifier
• Bytes 3 to 8 = status of LEDs of accessory and different modes
Yet another example embodiment of a game-related accessory is an accessory adapted to communicate for example via infrared or radio- frequency communication with mobile toy robots and remote control units. This game-related accessory may further be configured to include additional LEDs, sound accessories, a direct communication port, e.g., a LJSB port, and a memory on which the same or similar gaming software as downloaded on the mobile toy robots may be downloaded. Although this game-related accessory may not necessarily make any decisions within the gaming context, mobile toy robots in the gaming environment would be able to communicate with this game-related accessory over a distance. Also, as the communications between the mobile toy robot and the accessory would make use of infrared or radio-frequency communication, through calculations relating to the signal strength, the relative distance between mobile toy robots and the accessory can be determined and used for "zoning" within a game context. The USB port of the game-related accessory may be used to interface the accessory (and indirectly mobile toy robots and remote control units) with a personal computer. This may allow the game to be controlled from the computer, or alternatively, may allow multimedia inputs/outputs from the personal computer.
Figure 7 illustrates how radio-frequency communication is used to communicate game-state, status and environmental data between participating mobile toy robots 160 and remote control unit 166. The radio- frequency link may be based on industry standard protocols (e.g., Zigbee, Bluetooth or the like) or may be proprietary. All devices that participate in the game (mobile toy robots, remote control units and game-related accessories) are identified where necessary at the start of a particular game and unique identifier codes may be automatically assigned or allocated to each. This identification process is particularly important when playing multi-player games and happens during the game setup as follows:
Prior to the commencement of the game, the mobile toy robot of the first player that initiates a particular game through the player's remote control unit, is designated as the host robot. The onboard control unit, in following the game rules, is allocated a sequential host number by way of identification and after polling the other robots in the vicinity.
Other players that would like to join the initiated game, will also use their remote controller units to join the game. In particular, the remote control units, and specifically the onboard control unit of each remote control unit is configured to display the game hosting information, thereby enabling the other players to join the game as selected by the host. This selection process results in join requests and confirmation messages being transmitted between the relevant mobile toy robots and the host robot in order to identify all the participating robots by exchanging unique identifier codes of the robots etc. In case of multi-piayer team games, all participating mobile toy robots are grouped into teams as soon as a player indicates and selects, through the use of the respective remote controller unit, the team the particular mobile toy robot is to participate in. The host mobile toy robot is automatically in team 1.
Once the player of the host mobile toy robot has confirmed through inputs via his remote control unit that all players, and where appropriate game accessories, have successfully joined the game, this player starts the game by pressing an appropriate button on the host remote control unit, thereby activating the gaming software. The unique identifier codes of the different robots will be stored in the lookup tables of the respective robot's game engines enabling communication and proper functioning of the various components in the interactive gaming scenario framework.
The elaborate game-creating and hosting procedure as outlined above is necessary in order to allow different games, hosted by different players, to be played in parallel and in close proximity to each other. Players can elect which game and host they want to join, and once joined will not experience any interruptions or interference from mobile toy robots participating in other games in the immediate vicinity.
Radio-frequency-packets 164, containing data, as well as the sender's unique identifier, are broadcasted over the radio-frequency link to all listening devices within range, or may be sent to an individual device by specifying that receiving device's unique identifier code. Each device that receives information that has been broadcasted may discard or use it as necessary within the context and game rules of a particular gaming scenario.
Specifically targeted peer-to-peer communication 164 between devices that are associated to each other (e.g., between a controlling remote control unit and its associated mobile toy robot), may be targeted at a specific device by including the target device's unique identifier code in the radio- frequency-packet. Such targeted information may include but not be limited to specific movement instructions (e.g., move forward or turn left) and environmental information (e.g., obstacles detected, targets in sight). Data can also be exchanged between semi-autonomous mobile toy robots that are participating on the same side in a particular gaming scenario; such data will enable them to be more competitive by improving their artificial intelligence-based behaviour and also by making them behave more coherently and 'intelligently' within group context.
In one example embodiment of the invention, all radio-frequency communications between devices, in particular communications to remote control units or other participating mobile toy robots, may also be directed to or intercepted by a radio-frequency enabled external unit. This external unit may relay the communications to a different computing device through some interface (e.g. USB), such as a computer, server or website. This computing device may particularly be employed as an extension or node in a gaming scenario or in a multi-player tournament environment to monitor, record or manage tournament matches. The external unit may obtain game-state information, situational awareness data, status data and environment data in order to record the progress of a particular game. This information may be graphically displayed on a user interface, such as a display unit, or may be recorded for later use or analysis by players who have participated in a particular game or by interested third parties. The external unit can in addition be used as an additional processor for processing-intensive tasks, particularly those involving artificial intelligence routines, and it can also be used as an extension to the distributed game engine by, for instance, enforcing certain game rules or providing the player with additional game-related instructions.
In some gaming scenarios it may be necessary for some or all the participating mobile toy robots and electronically enabled game-related accessories to be aware of the relative direction, orientation and distance of all other participating devices. As a means to achieve this, all devices may emit a 360° signal (e.g., an infrared signal or the like) with amongst others its unique identifier information modulated onto it. AH devices may also have a similar infrared or the like sensors in a number of quadrants arranged in a circular fashion such that it has full 360° coverage of its environment. By knowing which sensor in which quadrant has detected the 360° signal emitted by another robot it is possible to determine the general direction of the emitting robot, relative to the receiving robot.
The present invention will now be described with reference to specific example embodiments of gaming scenarios.
In an exampie single player game, gaming software is downloaded onto a single mobile toy robot. The gaming software may include specific rules relating to the single player game, scoring mechanisms and a lookup table that links unique identification codes of game-related accessories to particular attributes which are to influence the game.
The winning condition of this example single player game is to obtain as high a score as possible within a predetermined game period, e.g., 2 minutes. The single player's robot accumulates "points" by collecting tokens which are associated with particular game-related accessories (Depots #1 to #3,), where each Depot is associated with a particular colour. The mobile toy robot is to transport a token collected from one of these Depots to another type of game-related accessory (Repository) where the token can be "deposited".
In this example embodiment, the Depots are passive RFiD game-related accessories, with the mobile toy robots effectively reading the respective identifier codes of the Depots when the robot is within a predetermined distance of the Depots.
The Repository may also be an RFID game-related accessory and may include a number of LED's, each of the LED's having a colour corresponding to a Depot, and which LED's are switched on when a particular colour token is off-loaded at the Repository. In this example embodiment, the Repository is an active game accessory which includes an onboard processor. The Repository may receive basic instructions from the participating mobile toy robot and may also communicate its unique identifier code to the robot. The LED's of the Repository may be activated or deactivated according to instructions received from the mobiie toy robot. The Repository may further include a game counter which activates LEDs in sequence every time a set time interval has started.
The objective of the single player game is to switch on ail the lights on the Repository, in predetermined periods of time, within the total game period.
Prior to commencing with the game, a game menu is displayed on the LCD of the remote control unit and a player selects the particular game (and optionally the leve! of the game) by pressing one of the buttons on the remote control unit. Once the game commences, the mobile toy robot's onboard control unit transmits via radio frequency game-state information to its remote control unit to indicate to the player which colour token is to be collected from the Depots. For example, the mobile toy robot may instruct its remote control unit to flash a red LED for 45 seconds to indicate that a token is to be collected from Depot #1 , which is the red depot.
The player is now to manoeuvre its mobile toy robot, through the use of the remote control unit, to Depot #1 (i.e., the red Depot) and is to position the robot sufficiently close to the Depot in order to read the Depot's identification code. Once the identification code is read, the onboard control unit of the mobile toy robot, in executing the relevant gaming software, makes use of the lookup table and processes the receipt of the red token. For example, a red LED on the mobile toy robot may be switched on by the robot's onboard control unit to indicate that the robot is transporting a red token. Also, this information may be transmitted to the remote control unit of the mobile toy robot, for display on its LCD.
Similarly, the player is now to manoeuvre the mobile toy robot, through the use of the remote control unit, to the Repository and is to position the robot sufficiently close to the Repository to transmit a message to the Repository that the red token is to be deposited at the Repository. The Repository receives this message and, if the message is received within the allowable 45 seconds, permanently switches on the red LED. Once the token has been deposited, the red LED on the mobile toy robot is deactivated by the onboard control unit and the updated game-state information is transmitted to the remote control unit, which may increase the score of the player. In an example embodiment, the score of the player may be dependent on the time period in which the token was deposited at the Repository. In the event that the 45 seconds expire prior to the red token being deposited, the onboard control unit wili instruct the remote control unit to start flashing the next LED, without switching the red LED of the Repository on.
This process and communications continue for the duration of the game.
The game scenario may be enhanced in that, should the mobile toy robot bump into any object while in possession of a token, the reievant sensor of the mobile toy robot will sense this interaction and the interaction will be processed by the onboard control unit of the robot. Based on the game rules and possibly the scoring mechanisms, the onboard control unit may "release" the token, with the effect that the LED on the toy robot is deactivated and game-state information is transmitted to the remote control unit to indicate that the same token is to be picked up again.
In an example multi-player game, gaming software is downloaded onto two mobile toy robots. The gaming software may include specific rules relating to the multi-player game, scoring mechanisms and lookup tables to link unique identification codes of game-related accessories to particular attributes which are to influence the game.
The aim of this example multi-player game is also to obtain as high a score as possible within a number of predetermined game rounds, each of which may be a maximum of 60 seconds. Similar to the single player game described above, a player's robot accumulates "points" by collecting tokens which are associated with particular game-related accessories (Depots #1 to #3,). Each mobile toy robot is to transport a collected token from a Depot to a Repository associated with a particular player's robot. In this example embodiment, the Repositories are similar to the Repository described with reference to the single-player game. For example, each Repository is an active game object which includes an onboard processor. The Repository may receive basic instructions from the participating mobϋe toy robot and may also communicate its unique identifier to the robots. These communications are typically through RFiD. The LED's of the Repository may be activated or deactivated according to instructions received from the respective mobile toy robot or alternatively, in one example embodiment, through the Repository's onboard processor. The Repository may further include a game counter which activates LEDs in sequence every time a set time interval has started.
The objective of the game, for each player, is to switch on all the lights on the Repository associated with it, in predetermined rounds. During each round, a random colour token is to be collected by a player's mobile robot, e.g., by positioning the robot close to the relevant Depot or by driving over the Depot. However, in this mufti-player game, the game rules downloaded onto the mobile toy robots specify that only one robot may be in possession of a particular token at any time.
On commencement of the game, the robots transmit game-state information to the other participating robot, to the Repositories and to the remote control units indicating which token is to be collected first. For example, the mobile toy robots may instruct both Repositories to flash a first red LED during the first round. The mobile toy robots may further exchange game-state information between the robots and may transmit this information to the remote control unit to indicate on the LCDs of the remote control units that the players are to collect a token from their red Depot and to transport this token to the Repository. Once a mobile toy robot is in possession of the particular token, one of three options are available to the player: a. The piayer can either deposit the token at the player's Repository by positioning the toy robot sufficiently close to the Repository, thereby to switch on the corresponding LED; b. The player can take the token to the opponent's Repository base to switch off (deactivate) the corresponding LED; c. The token may be traded in for an Electronic Special Effect (SFX) of the same colour at a different type of game-related accessory, if available.
A new token will be allocated and a new round wil! start when either the round time has expired or one of the above actions has been performed. Information relating to the above scenarios is transmitted from the mobile toy robots to the remote control units and/or game-accessories as game- state information.
In the event that one mobile toy robot has collected a token, the opponent may intercept the robot and force the robot to drop the token by activating one of his robot's touch sensors or by shooing it with its laser gun accessory. This will cause the onboard control unit of the mobile toy robot to execute the relevant software application of the selected game which will result in the token reverting back to the depot where it was originally picked up, e.g., with the mobile toy robot transmitting the necessary game-state information to all the devices forming part of the gaming system.
In another example multi-player game, gaming software is downloaded onto two mobile toy robots as described above. In this multi-player game a game-related accessory (Force Field) configured to communicate via radio- frequency (as described above) is used. Due to the radio-frequency communications, mobile toy robots are able to calculate from the signal strength of the radio-frequency transmissions the relative distance between mobile toy robots and the accessory can be determined and used for "zoning" within a game context. The aim of this example multi-player game is to obtain as high a score as possible within a number of predetermined time periods, by collecting tokens from the Force Field and then to transport a collected token to a Repository associated with a particular player's robot. According to the game rules, the Force Field is "protected" by a strong force field protective shield and should a mobile toy robot attempt to collect a token, the mobile toy robot may be damaged. Depots, as described in relation to the other gaming scenario's above, may be used in this game context in order for the mobile toy robots to collect protective shields for protection against the Force Field when the robot approaches the Force Field.
In the execution of the gaming software, a mobile toy robot will accordingly first collect protective shields from the Depots by identifying a Depot through its unique identifier code and accessing the game rules to interpret the unique identifier code. When the mobile toy robot then approaches the Force Field, the mobile toy robot calculates the distance from the Force Field through the radio-frequency signal strength and should the robot be too close to the Force Field during a particular time period, according to the game rules, the robot will be "damaged" in that the robot may have limited functionalities or capabilities. The limited functionalities or capabilities may be executed by the onboard control unit of the mobile toy robot, in that the onboard control unit instructs actuators of the robot not to function properly.
In the event that the game rules and scenario allow the mobile toy robot to collect tokens from the force field, these tokens are to be deposited at a Repository, as described above with relation to the other example games.
As the mobile toy robots communicate with the Force Field via radio- frequency communications, the mobile toy robots may instruct the Force Field, from a distance, to either switch on LED's, play certain sound effects etc. Although only certain embodiments of the invention have been described herein, it will be understood by any person skilled in the art that other modifications, variations, and possibilities of the invention are possible. I
Such modifications, variations and possibilities are therefore to be considered as falϋng within the spirit and scope of the invention and hence forming part of the invention as herein described and/or exemplified. '
it shall further be understood that the examples are provided for illustrating [ the invention further and to assist a person skilled in the art with I understanding the invention and is not meant to be construed as unduly | limiting the reasonable scope of the invention. i
The Inventors regards it as an advantage that the system allows players to j participate in a direct-involvement gaming environment. The Inventors regard it as a further advantage the system allows customization according to a required gaming environment which also provides particular : educational value.

Claims

CLAIMS:
1. An interactive robot gaming system including
at least one remote control unit comprising a processor, a display and control means for remotely controlling at least one mobile toy robot;
at least one mobile toy robot remotely controlled by the at least one remote control unit, wherein the mobile toy robot includes an onboard control unit and a memory on which is stored gaming software, the onboard control unit being configured to receive instructional information from the remote control unit, perform gaming related tasks in response to the received instructional information and to react to another mobiie toy robot or a game-related accessory in a programmable manner according to a set of game rules defined by the gaming software, so that the robot is able to participate in an interactive gaming environment framework.
2. An interactive robot gaming system according to claim 1 wherein the onboard control unit of the mobile toy robot is configured to access the gaming software stored on the memory of the mobile toy robot, the onboard control unit further being configured to operate as a game engine of software routines which comprises the game rules, a scoring mechanism for a particular game and a lookup table for the particular game.
3. An interactive robot gaming system according to claim 2 wherein the mobiie toy robot further comprises sensors to provide situational awareness information to the game engine allowing the mobile toy robot to react to its surroundings and to determine the relative location, disposition or status of the other mobile toy robot or game- related accessory.
4. An interactive robot gaming system according to claim 3 wherein the game engine executes the software routines in a single player game by receiving inputs in the form of various types of communications from the remote control unit controlling the mobile toy robot and/or from the sensors of the mobile toy robot, the inputs being interpreted by the game engine according to the game rules, scoring mechanisms and/or lookup tables of the particular game.
5. An interactive robot gaming system according to claim 3 wherein the system comprises multiple mobile toy robots controlled by more than one remote control unit and one or more game-related accessories, wherein the respective game engines of the multiple toy robots execute the software routines in a multiplayer game, each game engine receiving inputs in the form of various types of communications from its associated remote control unit controlling the mobile toy robot, from the sensors of the mobile toy robot, and/or from other mobile toy robots or game-related accessories, the inputs being interpreted by the respective game engines according to the game rules, scoring mechanisms and/or lookup tables of the particular game.
6. An interactive robot gaming system according to claim 4 or claim 5 wherein the communications from the sensors relate to interactions of the mobile toy robot with other mobile toy robots or the game- related accessory.
7. An interactive robot gaming system according to any one of claims 4 to 6 wherein, in response to interpreting the inputs according to the game rules, the game engine generates game state information.
8. An interactive robot gaming system according to claim 7 wherein the game-state information is game-related information on the state of a particular game at any point in time.
9. An interactive robot gaming system according to claim 8 wherein the game related information is life points of the mobile toy robot, the number of hits received by the mobile toy robot from another toy robot or game-related accessory, information on another toy robot or game-related accessory in the sight of the mobile toy robot, game time left, ammunition left, running scores or the outcome of engagements in a particular game or the like.
10. An interactive robot gaming system according to any one of claims 7 to 19 wherein the game-state information is transmitted to the mobile toy robot's remote control unit and the remote control unit displays the game state information on it's display on receipt thereof.
1 1. An interactive robot gaming system according to claim 10 wherein the display of the remote control unit is a liquid crystal display (LCD).
12. An interactive robot gaming system according to claim 11 wherein the game state information is displayed on the display of the remote control unit as graphical or textual information.
13. An interactive robot gaming system according to any one of claims 4 to 12 wherein the game engine, in response to the interpretation of the inputs, outputs instructions to the game-related accessory or actuators of the mobile toy robot thereby to control actions of the mobile toy robot and/or functionality of the game-related accessory.
14. An interactive robot gaming system according to any one of claims 7 to 13, wherein game-state information of any one of the mobile toy robots is continuously communicated to all participating robots, with each participating mobile toy robot further continuously communicating the game-state information to their controlling remote control units, thereby ensuring the constant update of game engines of participating robots to collectively define a distributed game engine.
15. An interactive robot gaming system according to claim 1 wherein the game-related accessory is multiple game related accessories selected from passive or active game related accessories configured to aliow communication with mobile toy robots,
16. An interactive robot gaming system according to claim 15 wherein each game-related accessory has an identifier code to enable communication between the game-related accessories and mobile toy robots.
17. An interactive robot gaming system according to any one of claims 1 to 16 wherein the remote control unit is interfaced with a personal computer via a cable or a radio-frequency connection, the personal computer thereby to control the mobile toy robot via the remote control unit and also to receive real-time sensory feedback and game-state information from the remote control unit.
18. An interactive robot gaming system according to any one of claims 1 to 16 wherein at least one mobile toy robot is interfaced with a personal computer via a radio-frequency connection, the personal computer thereby to control the mobile toy robot and also to receive real-time sensory feedback and game-state information from the mobile toy robot.
19. An interactive robot gaming system according to claim 7 wherein radio-frequency communications between one or mobile toy robots and game-related accessory are relayed via a radio-frequency enabled external unit to a personal computer, the personal computer thereby acting as a display unit or relay station of game- state information, situational awareness data, status data and environment data, acting as an additional processor for the robot, or acting as an extension or part of a distributed game engine.
20. An interactive robot gaming system according to claim 1 wherein the gaming software is downloadable onto the memory of the mobile toy robot and comprises executable code created through a high level programming language software created on a personal computer by a player by means of an interactive gaming software application.
21. An interactive robot gaming system according to claim 1 wherein the control means of the remote control unit includes a number of buttons to control the mobile toy robot, each of the buttons being assigned to a different function according to the game rules of the gaming software.
22. An interactive robot gaming system according to claim 3 wherein the sensors include touch sensors that operate as bumpers to detect when the mobile toy robot has made contact with an object, game-related accessory, or when another mobile toy robot has deliberately made contact with the robot, proximity sensors for obstacle detection and/or infrared transceivers for situational awareness.
23. An interactive robot gaming system according to claim 1 wherein the game-reiated accessory comprises an information carrier including an RFID transceiver and memory which stores game- related information to be accessed by the mobile toy robot.
24. An interactive robot gaming system according to claim 23 wherein the game-related information stored on the information carrier comprise information on game-related events, bonuses and/or penalties which, when accessed by the mobile toy robot has a direct influence on the outcome of a game.
25. An interactive robot gaming system according to claim 25 wherein the mobile toy robot accesses the game related information on the information carrier and the onboard control unit executes, in terms of the game rules, the information at the start of the game, during the course of the game at predetermined intervals or at user- determined events, or both at the beginning and during the course of a game as determined by the specific game currently being executed.
26. An interactive robot gaming system according to claim 5 wherein, prior to commencing the multi-player game, the onboard control unit of one of the mobile toy robots is configured to be designated as a host robot of a particular game, and is allocated an available sequential host number by way of identification.
27. An interactive gaming system according to claim 26 wherein the host mobile toy robot, according to the gaming software stored on its memory, is configured to place the host mobile toy robot in a joining mode.
28. An interactive gaming system according to claim 27 wherein other mobile toy robots join the host mobile toy robot to participate in a multiplayer game by being configured to display host joining details of the host robot on their respective remote control units.
29. An interactive gaming system according to claim 28 wherein each of the other mobile toy robots are configured to transmit a join request to the host mobile toy robot, in response to a player pressing the control means on the respective remote control unit.
30. An interactive gaming system according to claim 29 wherein all mobile toy robots exchange their unique identifier codes and store received unique identifier codes of other mobile toy robots in their respective lookup tables during the joining mode.
31. An interactive gaming system according to claim 30 wherein, once all the other mobile toy robots have sent their join requests, the host mobile toy robot is configured to send a confirmation message back to the other mobile toy robots, thereby to end the joining mode.
32. An interactive gaming system according to any one of claims 1 to 31 wherein communications between the remote control unit and each of the mobile toy robots are via radio frequency link.
33. A mobile toy robot for use in an interactive robot gaming system, the robot including
means to communicate and/or interact with another mobile toy robot or with a game-related accessory in it's gaming environment;
a memory on which is stored gaming software,
an onboard control unit with a radio link to a remote control unit, the onboard control unit being configured to receive instructional information from the remote control unit thereby to allow the remote control unit to remotely control the robot, perform gaming related tasks in response to the received instructional information and to react to the other mobile toy robot or with a game-related accessory in a programmable manner according to a set of game rules defined by the gaming software, so that the robot is able to participate in an interactive gaming environment framework.
34. A mobile toy robot according to claim 33 wherein the onboard control unit of the mobile toy robot is configured to access the gaming software stored on the memory and to operate as a game engine of software routines which comprises the game rules, a scoring mechanism for a particular game and lookup tables for a particular game.
35. A mobile toy robot according to claim 34 wherein the mobile toy robot further comprises sensors to provide situational awareness information to the game engine allowing the mobile toy robot to react to its surroundings and to determine the relative location, disposition or status of the at least game related items.
36. A mobile toy robot according to claim 35 wherein the game engine executes the software routines in a single player game by receiving inputs in the form of various types of communications from the remote control unit controlling the mobile toy robot and/or from the sensors of the mobile toy robot, the inputs being interpreted by the game engine according to the game rules, scoring mechanisms and/or lookup tables of a particular game.
37. A mobile toy robot according to claim 36 wherein the communications from the sensor reiate to interactions of the mobile toy robot with the game-related accessory or other mobiie toy robot.
38. A mobile toy robot according to claim 36 wherein, in response to interpreting the inputs according to the game rules, the game engine generates game state information.
39. A mobile toy robot according to any one of claims 36 to 38 wherein the game-state information is transmitted to the remote control unit for display, on receipt thereof, on a display of the remote control unit.
40. A mobile toy robot according to any one of claims 34 to 39 wherein the game engine, in response to the interpretation of the inputs, outputs instructions to the game related accessory and/or outputs i instructions to actuators of the mobile toy robot thereby to control actions of the mobile toy robot. f
I
41. A mobile toy robot according to any one of claims 33 to 40 wherein ; communications between the mobile toy robot and the remote control unit are via radio frequency link. :
PCT/IB2008/053833 2007-09-21 2008-09-22 Interactive robot gaming system WO2009037677A1 (en)

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EP2205333A1 (en) 2010-07-14

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