WO2021205349A1 - Apparatus for playing a game - Google Patents

Apparatus for playing a game Download PDF

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Publication number
WO2021205349A1
WO2021205349A1 PCT/IB2021/052868 IB2021052868W WO2021205349A1 WO 2021205349 A1 WO2021205349 A1 WO 2021205349A1 IB 2021052868 W IB2021052868 W IB 2021052868W WO 2021205349 A1 WO2021205349 A1 WO 2021205349A1
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WO
WIPO (PCT)
Prior art keywords
playing
movement
zone
mapping
arrangement
Prior art date
Application number
PCT/IB2021/052868
Other languages
French (fr)
Inventor
Mark Peter HARNELL
Carla Liotta HARNELL
Original Assignee
Harnell Mark peter
Harnell Carla Liotta
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 Harnell Mark peter, Harnell Carla Liotta filed Critical Harnell Mark peter
Publication of WO2021205349A1 publication Critical patent/WO2021205349A1/en

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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63DBOWLING GAMES, e.g. SKITTLES, BOCCE OR BOWLS; INSTALLATIONS THEREFOR; BAGATELLE OR SIMILAR GAMES; BILLIARDS
    • A63D15/00Billiards, e.g. carom billiards or pocket billiards; Billiard tables
    • A63D15/006Training or aiming arrangements on billiard tables
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63DBOWLING GAMES, e.g. SKITTLES, BOCCE OR BOWLS; INSTALLATIONS THEREFOR; BAGATELLE OR SIMILAR GAMES; BILLIARDS
    • A63D15/00Billiards, e.g. carom billiards or pocket billiards; Billiard tables
    • A63D15/20Scoring or registering devices
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/23Input arrangements for video game devices for interfacing with the game device, e.g. specific interfaces between game controller and console
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/57Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/65Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor automatically by game devices or servers from real world data, e.g. measurement in live racing competition
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/812Ball games, e.g. soccer or baseball

Definitions

  • the present invention relates to an apparatus for playing a game, particularly but not exclusively a cue sports game, and a system comprising such an apparatus and a virtual environment for playing a game, and a system comprising a plurality of apparatus for playing a game.
  • the present invention provides apparatus for playing a game, comprising: a playing object for movement by a player in a playing zone; a playing zone having at least one playing surface defining a parameter of play; a mapping arrangement for mapping movement of the playing object in the playing zone and generating mapping data corresponding to the position and movement; an output arrangement for outputting mapping data for representing the position and movement of the playing object in the playing zone for simulating play remotely from the apparatus; an input arrangement for receiving mapping data corresponding to position and movement of simulated playing objects in a simulated playing zone generated by a player remotely from the apparatus; an actuator arrangement for actuating movement of the playing object in the playing zone corresponding to the received mapping data.
  • the playing zone may be comprised of a physical table on which object and subject balls rest and shots are executed by a player using a cue.
  • the simulated zone in a cue sports game may be a virtual table represented graphically by electronic means, such as in a computer game, where shots are executed by a player using a controller or other type of interface. This example enables a real player to play against a virtual player.
  • the simulated playing zone may be another physical table that may be remote from the playing zone, enabling play between players in different locations.
  • the playing zone and simulated playing zone may be temporally displaced in order that a game on a physical table can be stored and then reproduced at a subsequent time.
  • Sports practice may be facilitated by storing and reproducing a particular game scenario for practice and repeating multiple times to improve play or strategy.
  • the mapping arrangement and/or actuator arrangement may comprise an array of sensor locations and/or actuator locations fixed relative to the playing zone for sensing and/or actuating position and movement of a playing object in the playing zone.
  • the fixed relationship between locations and the playing zone improves accuracy of sensing and/or actuating.
  • the array may comprise a rectilinear grid of sensor locations representing a cartesian coordinate system for mapping and/or actuating position and movement of a playing object.
  • a cartesian system is more accurate than a vector system in which locations are determined by an angle and a distance.
  • These locations may be equivalent to pixels displayed on a display device in a virtual gaming apparatus such as on a television connected to a games console for example for display in 1080p or 4K.
  • the playing objects are configured to generate an electromagnetic field and the mapping arrangement is sensitive to the generated electromagnetic field for locating the playing object in the playing zone.
  • the field may be electrostatic.
  • the actuator arrangement may be configured to generate an electromagnetic field selectively in the playing zone to which the playing objects are sensitive for actuating position and movement of the playing object in the playing zone.
  • the mapping arrangement may comprise a sensor array comprising sensor components for sensing a change in electrostatic field caused by proximity of the playing object.
  • the playing objects may be self-propelled and comprise a propulsion mechanism and controller for controlling the propulsion mechanism in response to a received propulsion signal. For example, after a remote player executes a playing action data corresponding to movement of remote playing objects is communicated to the apparatus.
  • a controller receives the movement data and controls a wireless transmitter to transmit propulsion data to respective playing objects for controlling movement according to the received movement data.
  • the propulsion mechanism may comprise at least one wheel engaged with a housing of the playing object and driven by a motor for causing rotation of the housing.
  • the propulsion mechanism may be supported by a pivotal chassis free to pivot relative to the housing of the playing object.
  • a braking mechanism may be provided for selectively braking propulsion of the playing of the playing object.
  • the braking mechanism may have a braked condition and an unbraked condition.
  • the braking condition is activated when a player executes a playing action so that the playing object has a moment of inertia that may correspond with that of normal playing object in a sport.
  • the unbraked condition is activated for self-propelled movement.
  • the braking mechanism comprises at least one wheel supported by the chassis and engaged with the housing of the playing object and a braking member having a first condition for resisting rotation of the wheel (in a braked condition) and a second condition allowing rotation of the wheel (in an unbraked condition).
  • the apparatus may comprise a wireless object transceiver for transmitting and/or receiving data relating to movement of the playing object to and/or from an apparatus transceiver fixed relative to the playing zone.
  • the apparatus may comprise a plurality of playing objects having respective identifiers associated therewith, the mapping arrangement being configured for sensing the identifiers in order to differentiate between playing objects so that mapping data can be generated for each of the plurality of playing objects.
  • a cue sports game for example such as snooker there are a plurality of red playing balls and each of yellow, green, brown, blue, pink and black playing balls (object balls) and a white playing ball (subject ball).
  • object balls yellow, green, brown, blue, pink and black playing balls
  • subject ball white playing ball
  • Each ball has associated with it an identifier so that the apparatus can determine the position of each of the balls and move the appropriate ball when required.
  • the identifier may be a simple binary code encoded on a transmission emitted from a playing object.
  • each ball may be tracked from its original position at the start of a game and therefore determined where each ball is located it is preferable that each ball is associated with an indentifier.
  • the identifiers may comprise an electromagnetic code readable by the mapping arrangement.
  • the apparatus may comprise a processor and a store operably connected with the mapping arrangement and actuator arrangement for storing mapping data generated by the mapping arrangement and received mapping data.
  • the apparatus may comprise a mass for displacement from a centre line of the playing object on activation of the propulsion mechanism so that the weight of the mass causes movement of the playing object.
  • the mass may have first and second positions, the first position towards a geometric centre of the playing object during passive movement of the playing by a playing action of a player and a second position towards a perimeter of the playing object during active movement caused by self-propulsion.
  • the invention provides a computer program product (or a device embodying the product) having program instructions embodied therewith, the program instructions being executable by a device to cause the device: to receive mapping data from the apparatus as claimed in any one of the preceding claims; to display to a user a simulated playing zone and simulated playing object in the playing zone representing position and movement corresponding to the received mapping data; to receive from a user a playing input; to determine the position and movement of the playing object resulting from the playing input and generate corresponding resulting mapping data; to display to the user the position and movement of the simulated playing object in the simulated playing zone corresponding to the resulting mapping data; to output to the apparatus the resulting mapping data for actuating position and movement of the playing object in the playing zone.
  • the present invention provides a method of operating a system comprising an apparatus or device as described, wherein: a first player executes a first playing input to the playing object in the playing zone of the apparatus and a second player executes a second playing input to a simulated playing object in a simulated playing zone of the device, wherein the simulated playing object and simulated playing zone correspond to the playing object and playing zone; the position and movement of playing objects and simulated playing objects are mapped to generate mapping data and simulated mapping data, respectively; the mapping data and simulated mapping data is output to the device and the apparatus, respectively; the position and movement of playing objects and simulated playing objects are actuated corresponding to the received simulated mapping data and mapping data, respectively.
  • Figure 1 is a schematic drawing of an apparatus for playing a game
  • Figure 2 shows a playing zone of the apparatus from above
  • Figure 3 shows a mapping arrangement of the apparatus
  • Figure 4 shows in more detail a mapping and actuator arrangement of the apparatus
  • Figure 5 shows a similar view to Figure 4 for explaining operation of the apparatus
  • Figure 6 shows a flow diagram of operation of the apparatus
  • Figure 7 shows a system for playing a game, including the apparatus
  • Figure 8 shows a schematic drawing of an electronic device for playing a game
  • Figure 9 shows a flow diagram of operation of the device
  • Figure 10 shows a self-propelled playing object
  • Figure 11 shows a self-propelled playing object in more detail
  • Figure 12 shows an enlarged view of a grid of a mapping arrangement and a sensor device
  • Figure 13 shows another self-propelled playing object
  • Figure 14 shows schematically operation of the playing object in Figure 13.
  • Examples of the invention provide a system in which a player of a sports game on a real world apparatus may compete with a player of an electronically simulated version of the sports game in a virtual world.
  • the system allows two players to play a sports game in the real world against each other in locations that are remote from one another.
  • the system may be configured to store a sports game at a moment in time, to be resumed later at a time of choosing, in the same location or another location.
  • the system allows particular game scenarios to be loaded e.g. for playing and repeating as necessary.
  • the apparatus described allows the position and movement of playing objects in a playing zone to be mapped during play and for this mapping data to be transferred for play in a different format, in a different location or at a different time.
  • the apparatus actuates movement of playing objects in the playing zone in a way that reproduces or mirrors the movement of simulated or real movement in a different format, in a different location or at a different time.
  • movement and position of playing objects are mapped and actuated by monitoring and/or controlling electro-magnetic fields between a mapping/actuator arrangement and the playing objects.
  • the arrangement may comprise an array of sensor and actuator locations that are fixed relative to the playing zone.
  • the array may comprise a rectilinear grid of sensor locations forming a cartesian coordinate system.
  • the number of locations in the array is selected for sufficient accuracy to achieve game realism. For example in a cue sports game small inaccuracies in movement and position of as little as one millimetre in a playing zone of 6 feet (1.82 m) or more are considered detrimental to realism.
  • the locations may be selected according to the definition of a simulated platform, that is, the accuracy of a computer simulation is reproduced in the real world playing zone such that a pixel (or voxel) for locating a playing object in a simulation corresponds to a sensor/actuator location in the apparatus.
  • the actuator arrangement may comprise self-propelled playing objects.
  • the playing objects comprise a receiver for receiving a movement signal corresponding to movement of the playing object in a playing zone.
  • the playing object is responsive to the signal to reproduce the corresponding movement.
  • the mapping arrangement may comprise touchpad or touchscreen technology, such as capacitive or resistive sensing for sensing the positions of playing objects. The proximity of a playing object alters the local resistance or capacitance and this variation may detected by an array of 1C components and/or electrodes.
  • Each playing object may comprise an identifier that can be sensed for distinguishing between multiple playing objects in a playing zone.
  • an apparatus 10 for playing a game which in the illustrated example is a cue sports game, such as snooker or pool.
  • the apparatus comprises a playing object 12, which as shown include object and subject balls for movement by a first player relative to a playing surface 14.
  • the playing objects in cue sports are spherical balls and comprise a cue ball 1 (subject ball) and a plurality of object balls 2, 3.
  • a player executes a playing action by using a cue 16 to strike the cue ball to produce a desired contact with the object balls e.g. to pot an object ball in a pocket.
  • each playing object may be a shape other than spherical, for example the objects may be oval or planar, or disks, pucks, pins, jacks, tokens etc.
  • the playing surfaces 14 define at least one parameter of play of a playing zone 15 and typically multiple parameters of play.
  • the parameters include a planar rectangular surface 18 that is horizontal in use for supporting the playing objects in play.
  • the playing surface is formed by a bed that may be made of a material such as slate, wood, plastics or ceramics covered by a fabric.
  • the material is a dielectric and transparent to electromagnetic or electrostatic radiation and fields.
  • cushion surfaces 20 that stand upwardly at each side of the bed 14 to limit movement of the playing objects to the rectangle of the playing zone.
  • the cushions typically are elastically resilient to produce a ball reflection when struck.
  • Pockets 22 receive balls for scoring and are located at each corner and midway of the longer sides of the playing zone.
  • the pockets may be formed by nets or buckets, or in some designs the mouth of a channel for conveying potted playing objects to a central ball receiver.
  • the playing surface is marked with locations 24 for permitted placement of subject and object balls during play.
  • the playing zone is supported by a housing 11 having a base or legs.
  • the parameters restrict play to two dimensions whereby the playing objects remain generally in contact with the upper surface 18.
  • the parameters may define a three dimensional playing zone. In fewer sports the playing zone may be one dimensional.
  • a mapping arrangement 26 maps the position and movement of playing objects in the playing zone and outputs mapping data corresponding to the mapped position and movement.
  • the mapping arrangement is positioned proximate and underneath the supporting surface 18.
  • the mapping arrangement may comprise an array of sensor or actuator locations distributed about the playing zone.
  • the array is a grid of sensors or sensor portions that sense the playing objects. Locations in the grid correspond to locations in the playing zone, which in this case are positions of playing objects on the playing surface 18.
  • the grid in Figure 3 comprises multiple sensor locations in perpendicular dimensions. As shown the grid comprises approximately 700 sensor locations situated at the intersections of perpendicular lines (around 100 in an X dimension and around 70 in a Y dimension). In practice though, the number of sensor locations may be much more than as shown, and may equate to sensor locations spaced apart by less than 1 mm. For a typical 6 X 3 feet table (182 X 91 cm) there may be at least 1820 X 910 sensor locations.
  • the grid may comprise a plurality of electrical conductors (or electrodes) 21 extending in a first dimension (e.g. lengthwise) and a plurality of electrical conductors (or electrodes) 23 extending a second dimension transverse to the first dimension. As shown the second dimension is perpendicular to the first dimension (e.g. widthwise).
  • the intersections between electrical conductors form sensor portions for sensing a playing object.
  • An alternative arrangement comprises discrete sensors located to form a grid of sensors for sensing playing objects.
  • sensors include transistors sensitive to electromagnetic field intensity such as a CMOS.
  • a grid of sensors as described provides a cartesian coordinate system in which locations are plotted by reference to plural axes, which as shown are an X axis and Y axis. Each location is expressed in terms of unit lengths from the axes whereby a location Xa, Yb, or simply (a,b), is 'a' units from the X axis and 'b' units from the Y axis.
  • the grid is in fixed orientation relative to the playing zone or playing surface 18.
  • the fixed relationship enables precise measurement of playing object locations with reference to the playing zone. This is to be contrasted with a vector coordinate system in which the location of playing objects are expressed in terms of a length and an angle from an origin.
  • a vector system may be more inaccurate in this technological application because it is more analogue than digital.
  • the playing objects 12 comprise or are associated with respective identifiers, such as electromagnetic codes, that can be sensed by the mapping arrangement.
  • the sensors communicate with the playing objects to determine the identifier and therefore in a playing zone comprising multiple playing objects the system can determine the location and movement of each object.
  • This communication may be by any suitable means, such as electromagnetic, magnetic or optical communication.
  • the mapping arrangement cooperates with a processor 30 and store 32.
  • a playing object When a playing object is sensed the identifier, sensed location and time are caused by the processor to be stored in the store, as explained with reference to Figure 3.
  • Figure 3 there is shown a grid superimposed on a playing surface 18 and cushions 20. Two playing objects 12 are shown in initial locations prior to movement as dark circles and subsequently as lighter circles.
  • the mapping arrangement senses the first ball B1 at time TO and location Xa,Yb. When the ball is struck by a player it moves to further locations at times T1 to T5 at which point it strikes another ball.
  • the stored values for this movement are shown (Balli,Ttime,Xa,Yb). Accordingly these values can be used to determine the direction and speed of movement between times TO and T5.
  • the second ball B2 is stationary from TO to T5 at which time it is struck by ball Bl.
  • the balls B1 and B2 are then tracked through Time T6, when ball Bl stops and time T7 when ball B2 stops
  • the mapping arrangement senses a playing object when it passes within a predetermined proximity of a sensor location, or more particularly in the example when a central portion of a ball passes over a sensor location.
  • a playing object When a playing object is sensed the location and time of sensing are recorded.
  • the elapsed time between a playing object being sensed may not be a constant because the sensor locations are fixed and the time between ball sensing is variable.
  • This approach to measurement is to be contrasted with a system in which a position of an object is measured at fixed time intervals, where position is variable and time is fixed.
  • the present arrangement offers advantages in that elapsed time can be determined more accurately than position, particularly as in the present case when a playing object may occupy an almost infinite number of positions in the two dimensions of the playing zone, whereas time elapses linearly in only one dimension.
  • Figure 3 shows a single shot taken by a player on a real world table on which there are two playing objects in play.
  • the system stores the movement of all such playing objects, which are tracked during a game, together with the positions of the objects at rest at the start and between shots.
  • the stored shots, or strokes are communicated to a remote location for reproducing the position and movement of playing objects in a form corresponding to the playing zone.
  • a remote location for reproducing the position and movement of playing objects in a form corresponding to the playing zone.
  • the position and movement of shots implemented on the table shown in Figures 1 to 3 may be reproduced electronically on an electronic digital device such as a computer, a games console or smart device (e.g. telephone or tablet) for playing by a player/user.
  • the actuator arrangement may be separate from or integral with the mapping arrangement.
  • the component parts of the two arrangements may be located at corresponding locations relative to the playing zone or may be the same components operated to achieve a different function.
  • the mapping arrangement comprises sensors for sensing the playing objects and the actuator arrangement comprises actuator components for actuating movement of playing objects. Movement and mapping may be performed by controlling or monitoring electro-magnetic fields between the arrangements and the playing objects. For example, a mapping arrangement may sense an electro-magnetic field generated by a playing object and the actuator arrangement may generate an electro- magnetic field for movement of a playing object. Alternatively, self-propelled objects may be mapped by electrostatic fields or by touch.
  • the mapping arrangement and actuator arrangement are formed by an array of components as described above in relation to the mapping arrangement.
  • the array may comprise a rectilinear grid of components forming a cartesian coordinate system located at positions relative to the playing zone that are equivalent to pixels (or voxels in three dimensions) in a displayed simulated playing zone on a remote device.
  • FIG. 4 shows a cue sports apparatus.
  • a ball 12 comprises an outer shell 13 which may be made of ceramics or plastics, or other dielectric material permeable to electro-magnetic fields.
  • An inner hollow core 17 houses functional components for interacting with the mapping and actuator arrangement 26, 31.
  • the inner core comprises in this example and shown schematically a computer chip 19, an energy store 21 and an electro-magnetic field source 23, all in operable connection with one another.
  • the chip is coded with an identifier for identifying the ball and controlling the field by modulation so that the identity can be read by the mapping arrangement.
  • the energy store provides the other components with electrical energy and is rechargeable. It may be connected to the source for induction charging.
  • the source is arranged to generate an electro-magnetic field for interaction with the mapping and actuator arrangements or to generate an electrical current for charging in response to an applied electro-magnetic field.
  • the source may comprise a coil of electrical conductors and a ferromagnetic core.
  • the mapping and actuator arrangement 26, 31 is located in close proximity to the playing objects. In this example, it is located under a thin fabric playing surface, or cloth, 18.
  • the arrangement comprises an array of components parts 33 for sensing a location of a ball and actuating movement.
  • the component parts sense an electromagnetic field generated by a playing object when performing a mapping function for locating the playing balls in the playing zone.
  • the component parts generate an electromagnetic field which interacts with an electromagnetic field generated by the playing objects to cause controlled movement of the playing objects as required.
  • markers 25 are associated with respective playing objects 12 and serve to enhance the controlled magnetic force for moving the playing objects when required.
  • the markers may be constituted by permanent magnets that are generally fixed in location relative to the playing objects due to magnetic attraction.
  • the components 33 are activated to control movement of the markers, which are in close proximity thereto.
  • the markers are received for sliding movement in a channel 27 allowing two degrees of freedom for cue sports games played on a planar surface.
  • the component parts 33 may be discrete components as shown that output or receive electrical signals over a control wire 35. Alternatively they may be formed by a grid of perpendicular wires extending over the length and width of the playing zone, such that intersections of the wires form sensor/actuator portions. The electromagnetic or electrostatic forces affect electrical conduction in the wires and therefore when two wires are affected in this way an intersection may be identified as a location of a playing object.
  • FIG. 5 there are shown two playing objects (A, B) at rest prior to or following a shot.
  • the objects are positioned in close proximity to one another and may be in contact.
  • the position of each ball is determined by sensors 106 and 122 respectively.
  • the central portions of the balls are aligned with these two sensors.
  • sensors 102, 104, 108, 110 may sense ball A for example, but their sensor readings are lower than that of sensor 106.
  • one or more actuator is activated to cause movement of a ball.
  • actuators 124, 126, 128 may be activated to move ball B, or actuators 104, 102, 100 may be activated to move ball A.
  • the electromagnetic fields that cause movement in this example are sufficiently localised that activation of say actuator 124 only causes movement to ball B and not ball A.
  • the actuating arrangement activates other actuators along a ball path at selected times to cause continued movement to a required location.
  • the intensity of activation is selected to cause movement at a required velocity.
  • the interaction between playing objects and the mapping arrangement has been described as using electromagnetic fields. However, the interaction may be based on electromagnetic radiation for example optical sensing.
  • an array of optical sensors or transceivers may be located above a playing zone for illuminating sensor locations in a playing zone. In this way, it can be determined when a playing object is located correctly.
  • the mapping and actuating functions may be achieved by different means to those described in relation to Figure 4.
  • the playing objects may be configured for independent locomotion or self-propelled, for example as provided by SpheroTM as shown in its patent application US 2019 369617.
  • the playing object comprises means of locomotion for moving to a required location in a playing zone.
  • locations are defined by an array of sensor locations in fixed relationship with the playing zone, whereby the playing object is controlled to move until it is sensed in the correct location or the playing object itself senses the correct location.
  • a self-propelled playing object 120 which in this example is a ball of a cue sports game having a spherical housing or outer surface layer 121.
  • the ball comprises a co-operable pair of propelling wheels 122 supported for rotation about respective axes 124 or a single axis.
  • the wheels are in frictional contact with an inner surface 124 of the ball so that rotation of the wheels causes rolling movement of the ball over the playing surface 126 by causing a centre of gravity 130 of the ball to be displaced from a centre of rotation or rolling movement 128.
  • the wheels may be biased against the inner surface to increase the normal force and improve frictional contact, or alternatively the wheels and inner surface may be in meshed or interlocking contact.
  • Other types of actuators may be adopted as well as wheeled actuators e.g. tracks.
  • the wheels are selectively rotatable independently from one another and in both angular directions in order to produce any desired rolling movement of the ball, e.g. along a straight line, a curved line, forwards or backwards.
  • the wheels are rotated by respective motors 132 controller by a controller or processor in response to a propulsion signal received by a transceiver for moving a ball to a desired location responsive to a playing action executed in a playing zone.
  • the components of a wheel are supported by a chassis 134 that is free to pivot about the centre of rotation 132 of the ball or centre point of the spherical ball housing 133 in two degrees of freedom.
  • the chassis pivots when the wheels are rotated causing the centre of mass 130 of the ball to be displaced from the centre of rotation of the ball. More specifically, the centre of rotation and contact point 136 between the ball and playing surface are located along a centre line C of the ball and the centre of mass is displaced from the centre line.
  • the displaced mass causes ball movement, and its magnitude and direction of displacement is controlled responsive to a propulsion signal from a wireless transceiver 125 as shown in Figure 1.
  • the ball comprises a braking mechanism 138 for selectively fixing the centre of mass relative to the centre of rotation along the centre line C and resist rotation of the wheels 122.
  • the braking mechanism restricts pivotal movement of the chassis and causes the moment of inertia of the ball to be similar to a standard solid or hollow playing object when a playing action is executed e.g. when a player strikes a cue ball with a cue and imparts spin to the ball.
  • the braking mechanism comprises a braking component 140 that selectively engages with the spherical housing, having a first condition allowing free relative movement of the ball so that it can be driven by the propulsion wheels and a second condition in which such relative movement is restricted for execution of a playing action.
  • the mechanism comprises one or two wheels 140 in frictional contact with the inner surface and a braking member 142 for applying a braking force to the or each wheel as shown by double-headed arrows.
  • the braking member may frictionally engage with the wheel to apply a braking force or alternatively may interlock or mesh with the wheel to lock wheel rotation.
  • the chassis 134 comprises a platform 144 for locating components of the playing object. These components may comprise a location sensor 146, processor 148, memory 150, transceiver 152, battery (energy store) 154, charger 156 and orientation sensor (e.g. accelerometer or gyroscopic sensor) 158.
  • the components in this example are fixed to a circuit board or substrate 160 which operably connects one component to another component.
  • the location sensor of the playing object 120 is co-operable with a sensor array 162 of a playing zone shown in Figure 12 for determining a position of the or each playing object in the playing zone .
  • the sensor array is greatly magnified in the drawing.
  • the sensor array is similar to the sensor array 26, 31 as described particularly in relation to Figure 4 in that it is positioned adjacent a playing surface and comprises a rectilinear grid constituting a cartesian coordinate system.
  • the sensor array adopts technology used for touchpads or touchscreens and in this example comprises an array of capacitive sensing devices 164 connected by orthogonal electrodes 166, 168.
  • Each device may take the form of an integrated circuit component (e.g. CMOS) for sensing a change in capacitance due to a variation in electrostatic field.
  • the electrostatic field is changed by the proximity of a playing object.
  • the spherical housing 121 of the playing object may be electrically conductive or partially electrically conductive.
  • the housing contains or is constructed from a graphite material or contains embedded metallic strands or filaments. The sensing arrangement therefore determines that a playing object is at a particular position in the playing zone or if there is more than one playing objects where all of the playing objects are positioned.
  • the identity of the playing objects may also be determined either by tracking movement of the playing objects from their original positions over multiple shots or more preferably each playing object may comprise a unique code which can be read by the sensor array.
  • the code may be stored permanently in the memory or may be uploaded to the transceiver prior to play and processed by the processor for storing in the memory.
  • a playing object may transmit its ID with position to a receiver for processing.
  • the location sensor of a playing object transmits the code to the sensor array when a position of the playing object is determined.
  • the sensor array outputs data corresponding to the identity and position of the or each playing object for storing as described above in relation to Figure 3.
  • the sensor array comprises components that transmit a position in a playing zone for example an (x,y) coordinate that can be read by a location sensor of a playing object.
  • the location sensor senses a sensor array component when it is substantially aligned with the component along centre line C of the playing object i.e. the contact portion 136 of the playing object is coincident with the sensor array component.
  • the location sensor in this arrangement reads the position and stores corresponding position data in the memory and associates the position data with the unique playing object code.
  • the processor causes the transceiver to transmit the data to a receiver 125 for storing or transmission for play in another playing zone.
  • the transceiver is arranged to transmit data wirelessly for example by wifi ® or Bluetooth ® .
  • At least a portion of the spherical housing of the playing object is transparent to electromagnetic radiation to permit wireless communication.
  • the spherical housing may be formed as solid discrete piece that cannot subsequently be opened to access internal components.
  • the energy store or battery of the playing object is rechargeable.
  • a charger unit is arranged to charge the energy store. Conveniently the charger unit may be an induction charger unit for receiving charge by induction through the spherical housing.
  • An orientation sensor may sense an orientation of the chassis inside the spherical housing of a playing object.
  • the orientation sensor may include an accelerometer or gyroscopic sensor e.g. a semiconductor gyroscopic sensor.
  • the orientation sensor senses an angle of the chassis with respect to the centre line C of a playing object. The angle of tilt corresponds to the magnitude and direction of ball velocity.
  • the orientation sensor outputs a signal to the processor. This signal can be used as a check signal to check that determined position data is accurate.
  • apparatus 10 receives over a network a data package 59 that defines play executed at a remote location or at a different time.
  • the data includes movement and position data of playing objects in a simulated playing zone equivalent to playing zone 15.
  • the data is stored at step 63 in store 32.
  • the processor 30 causes the actuator arrangement 31 to move the playing objects 12 according to the received data to a turn start position for a player to take their turn playing on apparatus 10. Alternatively, if it's the start of a game, the playing objects are either placed in their required positions by a player for play or movement is caused by the actuator arrangement to the game start positions.
  • a player executes a shot or stroke moving the playing objects from the game start or turn start positions to turn end positions.
  • the mapping arrangement 26 maps movement and turn end positions of the playing objects.
  • the mapped data is stored in memory 32 at step 71 and the data is packaged for output at step 73.
  • a server communicates the data package 77 to a remote location for play at step 75. Play at a remote location is described below.
  • the mapping arrangement 26 communicates with playing objects 12 on the playing surface 18 to generate mapping data.
  • the arrangement cooperates with the processor 30 and the store 32 to store a package of data inputs that define one or more shots taken by a player, including movement and position of playing objects 12 in the playing zone 15.
  • the data package is output to a communication arrangement 34, such as a server for communication to a remote device 36 via a communication network 38 such as the internet.
  • the playing objects 42 and playing zone 40 are represented to a user by graphic simulation on a display 44 of the device for playing the game by operation of a user interface 46.
  • the interface may include a keyboard, as shown, a computer mouse, a controller, touchscreen or gesture control etc.
  • the electronic device may comprise a virtual reality display including a headset and wearable controls.
  • the device 36 comprises a processor 52 for processing data, a memory 54 for storing data, and a user interface comprising a display 56 for displaying game information to a user and an input device 58 for receiving playing inputs from a user.
  • the device is configured by a computer program product for playing a game in cooperation with the game played in playing zone 15 on apparatus 10.
  • the computer program product is typically downloaded from an on-line store and loaded for operation on the device.
  • the computer program product has program instructions embodied therewith, the program instructions being executable by the device to cause the device to perform the steps described in relation to Figure 9, which shows an example for playing a cue sports game.
  • the program instructions may be installed for execution by computer, or games console or other electronic processing equipment for providing a virtual environment for playing a game.
  • the instructions may be an add-on to an existing program for playing a game sufficient to allow the data flows required for playing a game with a player on the apparatus or may be a bespoke program for a playing a game with the apparatus.
  • the device 36 receives a data package 77 from an apparatus 10 over a communications network.
  • the data package describes movement and position of at least one playing object 12 in a playing zone.
  • the data is decoded or decompressed as required. If it is the start of a game a data package is not received and instead commences at step 64.
  • the data is stored in memory 54 for access by the processor operating the program.
  • the processor controls the display 56 to display to a user a first or initial position of playing objects so that a user can formulate a shot or stroke based on the displayed information.
  • An initial position is the start of a game prior to any movement.
  • a first position is a position prior to performance of a playing action (or turn) by an opponent on the apparatus.
  • the device displays movement of simulated playing objects caused by a playing input of an opponent during their turn and at step 68 displays a second or resultant position of the playing objects ready for performance of a playing action by a user.
  • the user operates the interface 58 to perform a playing action based on judgement and experience, according to the game as it is displayed to the user.
  • the playing input is processed by the processor and movement and resulting position of playing objects is determined.
  • This movement and resulting position is stored at step 74 and displayed to the user at step 76.
  • the stored movement and position data is packaged at step 78 and output to the apparatus 10 over a communication network 38 at step 80.
  • the system then resumes at step 61 of Figure 6.
  • FIG. 13 A modification of a playing object is shown in Figures 13 and 14.
  • the playing object in this example is spherical and may be a subject or object ball of a cue sports game. Only the modifications are explained to avoid repeating the previous description of a self- propelled object.
  • the illustrated playing object 190 comprises a spherical housing or outer shell 192. Located within the housing are electrical components 194, wheels 196 that are selectively driven or braked by a motor 198 via a gearing mechanism 200 and a mass (or weight) 202. The mass may have any suitable shape. Spherical is shown.
  • the mass 202 has a central position C towards the geometric centre of the object when the playing object is passive and a player is performing a playing action for example by striking the object with a cue.
  • the mass has a perimeter position P towards the perimeter shell when the playing object is active.
  • the shaded crescents shown in the Figure 13 indicate movement of the mass 202 between first and second positions C, P.
  • the playing object When active the playing object is self-propelled by wheel rotation causing the mass to be displaced from a central axial line A of the object. In the illustrated example the displacement is into and out of the page moving the object away and towards the reader in Figure 13.
  • the mass 202 In Figure 14 the mass 202 is displaced to the left by rotation of the drive wheels (see earlier Figures) and rotation R of the playing object. This causes object movement M to the left. Object movement in this way is referred to as the 'hamster wheel' effect.
  • the mass is not in contact with the shell and the weight of the mass acts through the driving wheels to rotate the outer shell.
  • the force is proportional to the mass multiplied by the distance from the central axis A. It is desirable therefore to increase the mass and the distance in order to increase the velocity of object movement.
  • the mass is moved to a central position C when the playing object is passive so that the centre of mass of the playing object is at the geometric centre of the object.
  • the position C is typically not at the centre since the other components of the playing object have a mass and therefore need to be balanced.
  • the mass 202 is constrained by a mechanical constraint to move linearly in one dimension with respect to the other internal components. Any suitable constraint may be used.
  • a mechanical constraint to move linearly in one dimension with respect to the other internal components. Any suitable constraint may be used.
  • one example includes a rod 204 that extends through a central bore 106 of the mass.
  • a mechanism is arranged for selective movement of the mass to positions C or P.
  • the rod includes electro-magnets 208 that are selectively activated to cause such movement.
  • the mass is made at least partially of a material responsive to magnetism.
  • the mass displacement mechanism may be mechanical comprising a motor.
  • the bore of the mass may be threaded and the road have a worm gear such that rotation by the motor causes movement of the mass.
  • rotation of a cam by a motor may cause movement of the mass.
  • the rod comprises stops or abutments 210 which restrict linear movement of the mass.
  • the stops are preferably made of a resilient plastics material for damping deceleration of the mass.
  • the mass 202 may be moved to any position between positions C and P. Since the displacement of the mass from the central axis A affects the rate of object movement controlling the displacement controls movement. For instance when fine control of movement is required the mass may be moved closer to the centre such that rotation of the drive wheels causes fine movement.

Abstract

The present invention relates to apparatus 10 for playing a game, comprising a playing object 12 for movement by a player in a playing zone 15, a mapping arrangement 26 for mapping movement of the playing object and generating mapping data corresponding to the position and movement; an output arrangement 30, 32, 125 for outputting mapping data for representing the position and movement of the playing object in the playing zone for simulating play remotely from the apparatus; an input arrangement 20, 32, 125 for receiving mapping data corresponding to position and movement of simulated playing objects in a simulated playing zone generated by a player remotely from the apparatus; an actuator arrangement 31 for actuating movement of the playing object in the playing zone corresponding to the received mapping data.

Description

APPARATUS FOR PLAYING A GAME
The present invention relates to an apparatus for playing a game, particularly but not exclusively a cue sports game, and a system comprising such an apparatus and a virtual environment for playing a game, and a system comprising a plurality of apparatus for playing a game.
The present invention provides apparatus for playing a game, comprising: a playing object for movement by a player in a playing zone; a playing zone having at least one playing surface defining a parameter of play; a mapping arrangement for mapping movement of the playing object in the playing zone and generating mapping data corresponding to the position and movement; an output arrangement for outputting mapping data for representing the position and movement of the playing object in the playing zone for simulating play remotely from the apparatus; an input arrangement for receiving mapping data corresponding to position and movement of simulated playing objects in a simulated playing zone generated by a player remotely from the apparatus; an actuator arrangement for actuating movement of the playing object in the playing zone corresponding to the received mapping data.
In sports such as cue sports games, the playing zone may be comprised of a physical table on which object and subject balls rest and shots are executed by a player using a cue. The simulated zone in a cue sports game may be a virtual table represented graphically by electronic means, such as in a computer game, where shots are executed by a player using a controller or other type of interface. This example enables a real player to play against a virtual player. In other examples, the simulated playing zone may be another physical table that may be remote from the playing zone, enabling play between players in different locations. In still further examples, the playing zone and simulated playing zone may be temporally displaced in order that a game on a physical table can be stored and then reproduced at a subsequent time. Sports practice may be facilitated by storing and reproducing a particular game scenario for practice and repeating multiple times to improve play or strategy. The mapping arrangement and/or actuator arrangement may comprise an array of sensor locations and/or actuator locations fixed relative to the playing zone for sensing and/or actuating position and movement of a playing object in the playing zone.
The fixed relationship between locations and the playing zone improves accuracy of sensing and/or actuating.
The array may comprise a rectilinear grid of sensor locations representing a cartesian coordinate system for mapping and/or actuating position and movement of a playing object. A cartesian system is more accurate than a vector system in which locations are determined by an angle and a distance.
These locations may be equivalent to pixels displayed on a display device in a virtual gaming apparatus such as on a television connected to a games console for example for display in 1080p or 4K.
The playing objects are configured to generate an electromagnetic field and the mapping arrangement is sensitive to the generated electromagnetic field for locating the playing object in the playing zone. The field may be electrostatic.
The actuator arrangement may be configured to generate an electromagnetic field selectively in the playing zone to which the playing objects are sensitive for actuating position and movement of the playing object in the playing zone.
The mapping arrangement may comprise a sensor array comprising sensor components for sensing a change in electrostatic field caused by proximity of the playing object.
The playing objects may be self-propelled and comprise a propulsion mechanism and controller for controlling the propulsion mechanism in response to a received propulsion signal. For example, after a remote player executes a playing action data corresponding to movement of remote playing objects is communicated to the apparatus. A controller receives the movement data and controls a wireless transmitter to transmit propulsion data to respective playing objects for controlling movement according to the received movement data. The propulsion mechanism may comprise at least one wheel engaged with a housing of the playing object and driven by a motor for causing rotation of the housing. The propulsion mechanism may be supported by a pivotal chassis free to pivot relative to the housing of the playing object.
A braking mechanism may be provided for selectively braking propulsion of the playing of the playing object. The braking mechanism may have a braked condition and an unbraked condition. The braking condition is activated when a player executes a playing action so that the playing object has a moment of inertia that may correspond with that of normal playing object in a sport. The unbraked condition is activated for self-propelled movement.
The braking mechanism comprises at least one wheel supported by the chassis and engaged with the housing of the playing object and a braking member having a first condition for resisting rotation of the wheel (in a braked condition) and a second condition allowing rotation of the wheel (in an unbraked condition).
The apparatus may comprise a wireless object transceiver for transmitting and/or receiving data relating to movement of the playing object to and/or from an apparatus transceiver fixed relative to the playing zone.
The apparatus may comprise a plurality of playing objects having respective identifiers associated therewith, the mapping arrangement being configured for sensing the identifiers in order to differentiate between playing objects so that mapping data can be generated for each of the plurality of playing objects. In a cue sports game for example such as snooker there are a plurality of red playing balls and each of yellow, green, brown, blue, pink and black playing balls (object balls) and a white playing ball (subject ball). Each ball has associated with it an identifier so that the apparatus can determine the position of each of the balls and move the appropriate ball when required. The identifier may be a simple binary code encoded on a transmission emitted from a playing object. Although included within the scope of the invention that each ball may be tracked from its original position at the start of a game and therefore determined where each ball is located it is preferable that each ball is associated with an indentifier. The identifiers may comprise an electromagnetic code readable by the mapping arrangement.
The apparatus may comprise a processor and a store operably connected with the mapping arrangement and actuator arrangement for storing mapping data generated by the mapping arrangement and received mapping data.
The apparatus may comprise a mass for displacement from a centre line of the playing object on activation of the propulsion mechanism so that the weight of the mass causes movement of the playing object.
The mass may have first and second positions, the first position towards a geometric centre of the playing object during passive movement of the playing by a playing action of a player and a second position towards a perimeter of the playing object during active movement caused by self-propulsion.
There may be a constraint for constraining the mass to linear movement between first and second positions and a mechanism that is activated to move the mass between first and second positions.
The invention provides a computer program product (or a device embodying the product) having program instructions embodied therewith, the program instructions being executable by a device to cause the device: to receive mapping data from the apparatus as claimed in any one of the preceding claims; to display to a user a simulated playing zone and simulated playing object in the playing zone representing position and movement corresponding to the received mapping data; to receive from a user a playing input; to determine the position and movement of the playing object resulting from the playing input and generate corresponding resulting mapping data; to display to the user the position and movement of the simulated playing object in the simulated playing zone corresponding to the resulting mapping data; to output to the apparatus the resulting mapping data for actuating position and movement of the playing object in the playing zone.
The present invention provides a method of operating a system comprising an apparatus or device as described, wherein: a first player executes a first playing input to the playing object in the playing zone of the apparatus and a second player executes a second playing input to a simulated playing object in a simulated playing zone of the device, wherein the simulated playing object and simulated playing zone correspond to the playing object and playing zone; the position and movement of playing objects and simulated playing objects are mapped to generate mapping data and simulated mapping data, respectively; the mapping data and simulated mapping data is output to the device and the apparatus, respectively; the position and movement of playing objects and simulated playing objects are actuated corresponding to the received simulated mapping data and mapping data, respectively.
In order that the present invention may be well understood, embodiments thereof, which are given by way of example only, will now be described with reference to the accompanying drawings, in which:
Figure 1 is a schematic drawing of an apparatus for playing a game;
Figure 2 shows a playing zone of the apparatus from above;
Figure 3 shows a mapping arrangement of the apparatus;
Figure 4 shows in more detail a mapping and actuator arrangement of the apparatus;
Figure 5 shows a similar view to Figure 4 for explaining operation of the apparatus;
Figure 6 shows a flow diagram of operation of the apparatus;
Figure 7 shows a system for playing a game, including the apparatus;
Figure 8 shows a schematic drawing of an electronic device for playing a game;
Figure 9 shows a flow diagram of operation of the device;
Figure 10 shows a self-propelled playing object;
Figure 11 shows a self-propelled playing object in more detail;
Figure 12 shows an enlarged view of a grid of a mapping arrangement and a sensor device;
Figure 13 shows another self-propelled playing object; and
Figure 14 shows schematically operation of the playing object in Figure 13.
Examples of the invention provide a system in which a player of a sports game on a real world apparatus may compete with a player of an electronically simulated version of the sports game in a virtual world. Alternatively the system allows two players to play a sports game in the real world against each other in locations that are remote from one another. Additionally, the system may be configured to store a sports game at a moment in time, to be resumed later at a time of choosing, in the same location or another location. In the field of sports practice the system allows particular game scenarios to be loaded e.g. for playing and repeating as necessary.
The apparatus described allows the position and movement of playing objects in a playing zone to be mapped during play and for this mapping data to be transferred for play in a different format, in a different location or at a different time. The apparatus actuates movement of playing objects in the playing zone in a way that reproduces or mirrors the movement of simulated or real movement in a different format, in a different location or at a different time.
In one example described in more detail below, movement and position of playing objects are mapped and actuated by monitoring and/or controlling electro-magnetic fields between a mapping/actuator arrangement and the playing objects. The arrangement may comprise an array of sensor and actuator locations that are fixed relative to the playing zone. The array may comprise a rectilinear grid of sensor locations forming a cartesian coordinate system. The number of locations in the array is selected for sufficient accuracy to achieve game realism. For example in a cue sports game small inaccuracies in movement and position of as little as one millimetre in a playing zone of 6 feet (1.82 m) or more are considered detrimental to realism. The locations may be selected according to the definition of a simulated platform, that is, the accuracy of a computer simulation is reproduced in the real world playing zone such that a pixel (or voxel) for locating a playing object in a simulation corresponds to a sensor/actuator location in the apparatus.
Alternatively to electro-magnetic propulsion, the actuator arrangement may comprise self-propelled playing objects. The playing objects comprise a receiver for receiving a movement signal corresponding to movement of the playing object in a playing zone. The playing object is responsive to the signal to reproduce the corresponding movement. The mapping arrangement may comprise touchpad or touchscreen technology, such as capacitive or resistive sensing for sensing the positions of playing objects. The proximity of a playing object alters the local resistance or capacitance and this variation may detected by an array of 1C components and/or electrodes. Each playing object may comprise an identifier that can be sensed for distinguishing between multiple playing objects in a playing zone. A more detailed description of examples of the system and apparatus follows below.
Referring to Figures 1 and 2, there is shown an apparatus 10 for playing a game, which in the illustrated example is a cue sports game, such as snooker or pool. The apparatus comprises a playing object 12, which as shown include object and subject balls for movement by a first player relative to a playing surface 14. The playing objects in cue sports are spherical balls and comprise a cue ball 1 (subject ball) and a plurality of object balls 2, 3. A player executes a playing action by using a cue 16 to strike the cue ball to produce a desired contact with the object balls e.g. to pot an object ball in a pocket.
In other sports or games the or each playing object may be a shape other than spherical, for example the objects may be oval or planar, or disks, pucks, pins, jacks, tokens etc.
The playing surfaces 14 define at least one parameter of play of a playing zone 15 and typically multiple parameters of play. In cue sports the parameters include a planar rectangular surface 18 that is horizontal in use for supporting the playing objects in play.
The playing surface is formed by a bed that may be made of a material such as slate, wood, plastics or ceramics covered by a fabric. The material is a dielectric and transparent to electromagnetic or electrostatic radiation and fields.
Other parameters include cushion surfaces 20 that stand upwardly at each side of the bed 14 to limit movement of the playing objects to the rectangle of the playing zone.
The cushions typically are elastically resilient to produce a ball reflection when struck. Pockets 22 receive balls for scoring and are located at each corner and midway of the longer sides of the playing zone. The pockets may be formed by nets or buckets, or in some designs the mouth of a channel for conveying potted playing objects to a central ball receiver. The playing surface is marked with locations 24 for permitted placement of subject and object balls during play.
The playing zone is supported by a housing 11 having a base or legs.
In the illustrated example the parameters restrict play to two dimensions whereby the playing objects remain generally in contact with the upper surface 18. In other sports or games the parameters may define a three dimensional playing zone. In fewer sports the playing zone may be one dimensional.
A mapping arrangement 26 maps the position and movement of playing objects in the playing zone and outputs mapping data corresponding to the mapped position and movement. In the illustrated arrangement the mapping arrangement is positioned proximate and underneath the supporting surface 18.
The mapping arrangement may comprise an array of sensor or actuator locations distributed about the playing zone. In the Figure 3 example the array is a grid of sensors or sensor portions that sense the playing objects. Locations in the grid correspond to locations in the playing zone, which in this case are positions of playing objects on the playing surface 18.
The grid in Figure 3 comprises multiple sensor locations in perpendicular dimensions. As shown the grid comprises approximately 700 sensor locations situated at the intersections of perpendicular lines (around 100 in an X dimension and around 70 in a Y dimension). In practice though, the number of sensor locations may be much more than as shown, and may equate to sensor locations spaced apart by less than 1 mm. For a typical 6 X 3 feet table (182 X 91 cm) there may be at least 1820 X 910 sensor locations.
The grid may comprise a plurality of electrical conductors (or electrodes) 21 extending in a first dimension (e.g. lengthwise) and a plurality of electrical conductors (or electrodes) 23 extending a second dimension transverse to the first dimension. As shown the second dimension is perpendicular to the first dimension (e.g. widthwise). The intersections between electrical conductors form sensor portions for sensing a playing object.
An alternative arrangement comprises discrete sensors located to form a grid of sensors for sensing playing objects. Such sensors include transistors sensitive to electromagnetic field intensity such as a CMOS.
A grid of sensors as described provides a cartesian coordinate system in which locations are plotted by reference to plural axes, which as shown are an X axis and Y axis. Each location is expressed in terms of unit lengths from the axes whereby a location Xa, Yb, or simply (a,b), is 'a' units from the X axis and 'b' units from the Y axis. The distance travelled by a playing object between sensor locations can be calculated according to the square root of the sum of the differences squared in units between locations. For example where a playing object travels between locations (10,20) and (20,50) the distance travelled is V(102 + 302) = 31.62 units.
The grid is in fixed orientation relative to the playing zone or playing surface 18. The fixed relationship enables precise measurement of playing object locations with reference to the playing zone. This is to be contrasted with a vector coordinate system in which the location of playing objects are expressed in terms of a length and an angle from an origin. A vector system may be more inaccurate in this technological application because it is more analogue than digital.
The playing objects 12 comprise or are associated with respective identifiers, such as electromagnetic codes, that can be sensed by the mapping arrangement. The sensors communicate with the playing objects to determine the identifier and therefore in a playing zone comprising multiple playing objects the system can determine the location and movement of each object. This communication may be by any suitable means, such as electromagnetic, magnetic or optical communication.
The mapping arrangement cooperates with a processor 30 and store 32. When a playing object is sensed the identifier, sensed location and time are caused by the processor to be stored in the store, as explained with reference to Figure 3. In Figure 3 there is shown a grid superimposed on a playing surface 18 and cushions 20. Two playing objects 12 are shown in initial locations prior to movement as dark circles and subsequently as lighter circles. The mapping arrangement senses the first ball B1 at time TO and location Xa,Yb. When the ball is struck by a player it moves to further locations at times T1 to T5 at which point it strikes another ball. The stored values for this movement are shown (Balli,Ttime,Xa,Yb). Accordingly these values can be used to determine the direction and speed of movement between times TO and T5. The second ball B2 is stationary from TO to T5 at which time it is struck by ball Bl. The balls B1 and B2 are then tracked through Time T6, when ball Bl stops and time T7 when ball B2 stops.
As described, the mapping arrangement senses a playing object when it passes within a predetermined proximity of a sensor location, or more particularly in the example when a central portion of a ball passes over a sensor location. When a playing object is sensed the location and time of sensing are recorded. The elapsed time between a playing object being sensed may not be a constant because the sensor locations are fixed and the time between ball sensing is variable. This approach to measurement is to be contrasted with a system in which a position of an object is measured at fixed time intervals, where position is variable and time is fixed. The present arrangement offers advantages in that elapsed time can be determined more accurately than position, particularly as in the present case when a playing object may occupy an almost infinite number of positions in the two dimensions of the playing zone, whereas time elapses linearly in only one dimension.
Figure 3 shows a single shot taken by a player on a real world table on which there are two playing objects in play. There may be any number of playing objects in play. For example at the start of a frame of snooker there are 22 balls in play - 15 red, 6 colours and a cue ball. The system stores the movement of all such playing objects, which are tracked during a game, together with the positions of the objects at rest at the start and between shots.
In one arrangement the stored shots, or strokes, are communicated to a remote location for reproducing the position and movement of playing objects in a form corresponding to the playing zone. For example, the position and movement of shots implemented on the table shown in Figures 1 to 3 may be reproduced electronically on an electronic digital device such as a computer, a games console or smart device (e.g. telephone or tablet) for playing by a player/user.
Conversely shots, strokes or other playing action executed by a user or player playing the game on such an electronic digital device are communicated to the apparatus 10 for reproducing the resultant movement and position of playing objects in the playing zone 15. This position and movement are transferred to the apparatus as a data package. Referring to Figure 1, the data is stored in the store or memory 32. The processor 30 causes an actuator arrangement 31 to actuate movement of playing objects 12 in the playing zone 15 according to the saved data, that is, to reproduce the movement caused by an opposing player remote from the apparatus.
The actuator arrangement may be separate from or integral with the mapping arrangement. The component parts of the two arrangements may be located at corresponding locations relative to the playing zone or may be the same components operated to achieve a different function. The mapping arrangement comprises sensors for sensing the playing objects and the actuator arrangement comprises actuator components for actuating movement of playing objects. Movement and mapping may be performed by controlling or monitoring electro-magnetic fields between the arrangements and the playing objects. For example, a mapping arrangement may sense an electro-magnetic field generated by a playing object and the actuator arrangement may generate an electro- magnetic field for movement of a playing object. Alternatively, self-propelled objects may be mapped by electrostatic fields or by touch.
In one system the mapping arrangement and actuator arrangement are formed by an array of components as described above in relation to the mapping arrangement. As described the array may comprise a rectilinear grid of components forming a cartesian coordinate system located at positions relative to the playing zone that are equivalent to pixels (or voxels in three dimensions) in a displayed simulated playing zone on a remote device.
An example of a playing object, mapping arrangement and actuator arrangement is explained in more detail with reference to Figure 4. Figure 4 shows a cue sports apparatus. A ball 12 comprises an outer shell 13 which may be made of ceramics or plastics, or other dielectric material permeable to electro-magnetic fields. An inner hollow core 17 houses functional components for interacting with the mapping and actuator arrangement 26, 31. The inner core comprises in this example and shown schematically a computer chip 19, an energy store 21 and an electro-magnetic field source 23, all in operable connection with one another. The chip is coded with an identifier for identifying the ball and controlling the field by modulation so that the identity can be read by the mapping arrangement. The energy store provides the other components with electrical energy and is rechargeable. It may be connected to the source for induction charging. The source is arranged to generate an electro-magnetic field for interaction with the mapping and actuator arrangements or to generate an electrical current for charging in response to an applied electro-magnetic field. The source may comprise a coil of electrical conductors and a ferromagnetic core.
The mapping and actuator arrangement 26, 31 is located in close proximity to the playing objects. In this example, it is located under a thin fabric playing surface, or cloth, 18. The arrangement comprises an array of components parts 33 for sensing a location of a ball and actuating movement. The component parts sense an electromagnetic field generated by a playing object when performing a mapping function for locating the playing balls in the playing zone. The component parts generate an electromagnetic field which interacts with an electromagnetic field generated by the playing objects to cause controlled movement of the playing objects as required.
In this example, markers 25 are associated with respective playing objects 12 and serve to enhance the controlled magnetic force for moving the playing objects when required. In this regard, the markers may be constituted by permanent magnets that are generally fixed in location relative to the playing objects due to magnetic attraction. The components 33 are activated to control movement of the markers, which are in close proximity thereto. The markers are received for sliding movement in a channel 27 allowing two degrees of freedom for cue sports games played on a planar surface.
The component parts 33 may be discrete components as shown that output or receive electrical signals over a control wire 35. Alternatively they may be formed by a grid of perpendicular wires extending over the length and width of the playing zone, such that intersections of the wires form sensor/actuator portions. The electromagnetic or electrostatic forces affect electrical conduction in the wires and therefore when two wires are affected in this way an intersection may be identified as a location of a playing object.
Referring to Figure 5, there are shown two playing objects (A, B) at rest prior to or following a shot. The objects are positioned in close proximity to one another and may be in contact. In a mapping process the position of each ball is determined by sensors 106 and 122 respectively. The central portions of the balls are aligned with these two sensors.
Other sensors 102, 104, 108, 110 may sense ball A for example, but their sensor readings are lower than that of sensor 106.
In an actuating process one or more actuator is activated to cause movement of a ball. For example actuators 124, 126, 128 may be activated to move ball B, or actuators 104, 102, 100 may be activated to move ball A. The electromagnetic fields that cause movement in this example are sufficiently localised that activation of say actuator 124 only causes movement to ball B and not ball A. As a playing object is moved in a required direction the actuating arrangement activates other actuators along a ball path at selected times to cause continued movement to a required location. The intensity of activation is selected to cause movement at a required velocity.
The interaction between playing objects and the mapping arrangement has been described as using electromagnetic fields. However, the interaction may be based on electromagnetic radiation for example optical sensing. For example, an array of optical sensors or transceivers may be located above a playing zone for illuminating sensor locations in a playing zone. In this way, it can be determined when a playing object is located correctly. The mapping and actuating functions may be achieved by different means to those described in relation to Figure 4. For example, the playing objects may be configured for independent locomotion or self-propelled, for example as provided by Sphero™ as shown in its patent application US 2019 369617. The playing object comprises means of locomotion for moving to a required location in a playing zone. Preferably locations are defined by an array of sensor locations in fixed relationship with the playing zone, whereby the playing object is controlled to move until it is sensed in the correct location or the playing object itself senses the correct location.
Referring to Figures 10 to 12, there is shown a self-propelled playing object 120, which in this example is a ball of a cue sports game having a spherical housing or outer surface layer 121. The ball comprises a co-operable pair of propelling wheels 122 supported for rotation about respective axes 124 or a single axis. The wheels are in frictional contact with an inner surface 124 of the ball so that rotation of the wheels causes rolling movement of the ball over the playing surface 126 by causing a centre of gravity 130 of the ball to be displaced from a centre of rotation or rolling movement 128. The wheels may be biased against the inner surface to increase the normal force and improve frictional contact, or alternatively the wheels and inner surface may be in meshed or interlocking contact. Other types of actuators may be adopted as well as wheeled actuators e.g. tracks.
The wheels are selectively rotatable independently from one another and in both angular directions in order to produce any desired rolling movement of the ball, e.g. along a straight line, a curved line, forwards or backwards. The wheels are rotated by respective motors 132 controller by a controller or processor in response to a propulsion signal received by a transceiver for moving a ball to a desired location responsive to a playing action executed in a playing zone.
The components of a wheel are supported by a chassis 134 that is free to pivot about the centre of rotation 132 of the ball or centre point of the spherical ball housing 133 in two degrees of freedom. The chassis pivots when the wheels are rotated causing the centre of mass 130 of the ball to be displaced from the centre of rotation of the ball. More specifically, the centre of rotation and contact point 136 between the ball and playing surface are located along a centre line C of the ball and the centre of mass is displaced from the centre line. The displaced mass causes ball movement, and its magnitude and direction of displacement is controlled responsive to a propulsion signal from a wireless transceiver 125 as shown in Figure 1.
The ball comprises a braking mechanism 138 for selectively fixing the centre of mass relative to the centre of rotation along the centre line C and resist rotation of the wheels 122. The braking mechanism restricts pivotal movement of the chassis and causes the moment of inertia of the ball to be similar to a standard solid or hollow playing object when a playing action is executed e.g. when a player strikes a cue ball with a cue and imparts spin to the ball.
In the example, the braking mechanism comprises a braking component 140 that selectively engages with the spherical housing, having a first condition allowing free relative movement of the ball so that it can be driven by the propulsion wheels and a second condition in which such relative movement is restricted for execution of a playing action.
The mechanism comprises one or two wheels 140 in frictional contact with the inner surface and a braking member 142 for applying a braking force to the or each wheel as shown by double-headed arrows. The braking member may frictionally engage with the wheel to apply a braking force or alternatively may interlock or mesh with the wheel to lock wheel rotation.
The chassis 134 comprises a platform 144 for locating components of the playing object. These components may comprise a location sensor 146, processor 148, memory 150, transceiver 152, battery (energy store) 154, charger 156 and orientation sensor (e.g. accelerometer or gyroscopic sensor) 158. The components in this example are fixed to a circuit board or substrate 160 which operably connects one component to another component.
The location sensor of the playing object 120 is co-operable with a sensor array 162 of a playing zone shown in Figure 12 for determining a position of the or each playing object in the playing zone . The sensor array is greatly magnified in the drawing.
The sensor array is similar to the sensor array 26, 31 as described particularly in relation to Figure 4 in that it is positioned adjacent a playing surface and comprises a rectilinear grid constituting a cartesian coordinate system. The sensor array adopts technology used for touchpads or touchscreens and in this example comprises an array of capacitive sensing devices 164 connected by orthogonal electrodes 166, 168. Each device may take the form of an integrated circuit component (e.g. CMOS) for sensing a change in capacitance due to a variation in electrostatic field.
The electrostatic field is changed by the proximity of a playing object. The spherical housing 121 of the playing object may be electrically conductive or partially electrically conductive. In one example, the housing contains or is constructed from a graphite material or contains embedded metallic strands or filaments. The sensing arrangement therefore determines that a playing object is at a particular position in the playing zone or if there is more than one playing objects where all of the playing objects are positioned.
The identity of the playing objects may also be determined either by tracking movement of the playing objects from their original positions over multiple shots or more preferably each playing object may comprise a unique code which can be read by the sensor array. The code may be stored permanently in the memory or may be uploaded to the transceiver prior to play and processed by the processor for storing in the memory. Alternatively, a playing object may transmit its ID with position to a receiver for processing.
The location sensor of a playing object transmits the code to the sensor array when a position of the playing object is determined. The sensor array outputs data corresponding to the identity and position of the or each playing object for storing as described above in relation to Figure 3.
In an alternative sensing arrangement the sensor array comprises components that transmit a position in a playing zone for example an (x,y) coordinate that can be read by a location sensor of a playing object. Preferably the location sensor senses a sensor array component when it is substantially aligned with the component along centre line C of the playing object i.e. the contact portion 136 of the playing object is coincident with the sensor array component.
The location sensor in this arrangement reads the position and stores corresponding position data in the memory and associates the position data with the unique playing object code. The processor causes the transceiver to transmit the data to a receiver 125 for storing or transmission for play in another playing zone. The transceiver is arranged to transmit data wirelessly for example by wifi ® or Bluetooth ®. At least a portion of the spherical housing of the playing object is transparent to electromagnetic radiation to permit wireless communication. When the illustrated playing object is manufactured, in order that it reproduces the feel of a typical cue sports ball the spherical housing may be formed as solid discrete piece that cannot subsequently be opened to access internal components. In this case the energy store or battery of the playing object is rechargeable. A charger unit is arranged to charge the energy store. Conveniently the charger unit may be an induction charger unit for receiving charge by induction through the spherical housing.
An orientation sensor may sense an orientation of the chassis inside the spherical housing of a playing object. The orientation sensor may include an accelerometer or gyroscopic sensor e.g. a semiconductor gyroscopic sensor. The orientation sensor senses an angle of the chassis with respect to the centre line C of a playing object. The angle of tilt corresponds to the magnitude and direction of ball velocity. The orientation sensor outputs a signal to the processor. This signal can be used as a check signal to check that determined position data is accurate.
Operation of the apparatus 10 is shown by the flow diagram in Figure 6.
At Step 61, apparatus 10 receives over a network a data package 59 that defines play executed at a remote location or at a different time. The data includes movement and position data of playing objects in a simulated playing zone equivalent to playing zone 15. The data is stored at step 63 in store 32. At step 65 the processor 30 causes the actuator arrangement 31 to move the playing objects 12 according to the received data to a turn start position for a player to take their turn playing on apparatus 10. Alternatively, if it's the start of a game, the playing objects are either placed in their required positions by a player for play or movement is caused by the actuator arrangement to the game start positions.
At step 67 a player executes a shot or stroke moving the playing objects from the game start or turn start positions to turn end positions. At step 69 the mapping arrangement 26 maps movement and turn end positions of the playing objects. The mapped data is stored in memory 32 at step 71 and the data is packaged for output at step 73. A server communicates the data package 77 to a remote location for play at step 75. Play at a remote location is described below.
Referring to Figure 7, the mapping arrangement 26 communicates with playing objects 12 on the playing surface 18 to generate mapping data. The arrangement cooperates with the processor 30 and the store 32 to store a package of data inputs that define one or more shots taken by a player, including movement and position of playing objects 12 in the playing zone 15. The data package is output to a communication arrangement 34, such as a server for communication to a remote device 36 via a communication network 38 such as the internet.
The playing objects 42 and playing zone 40 are represented to a user by graphic simulation on a display 44 of the device for playing the game by operation of a user interface 46. The interface may include a keyboard, as shown, a computer mouse, a controller, touchscreen or gesture control etc. In some examples the electronic device may comprise a virtual reality display including a headset and wearable controls.
As shown in Figure 8 the device 36 comprises a processor 52 for processing data, a memory 54 for storing data, and a user interface comprising a display 56 for displaying game information to a user and an input device 58 for receiving playing inputs from a user. The device is configured by a computer program product for playing a game in cooperation with the game played in playing zone 15 on apparatus 10. The computer program product is typically downloaded from an on-line store and loaded for operation on the device.
The computer program product has program instructions embodied therewith, the program instructions being executable by the device to cause the device to perform the steps described in relation to Figure 9, which shows an example for playing a cue sports game.
The program instructions may be installed for execution by computer, or games console or other electronic processing equipment for providing a virtual environment for playing a game. The instructions may be an add-on to an existing program for playing a game sufficient to allow the data flows required for playing a game with a player on the apparatus or may be a bespoke program for a playing a game with the apparatus.
Referring to the flow diagram in Figure 9, at step 60 the device 36 receives a data package 77 from an apparatus 10 over a communications network. The data package describes movement and position of at least one playing object 12 in a playing zone. The data is decoded or decompressed as required. If it is the start of a game a data package is not received and instead commences at step 64.
At step 62 the data is stored in memory 54 for access by the processor operating the program. At step 64 the processor controls the display 56 to display to a user a first or initial position of playing objects so that a user can formulate a shot or stroke based on the displayed information. An initial position is the start of a game prior to any movement. A first position is a position prior to performance of a playing action (or turn) by an opponent on the apparatus. At step 66 the device displays movement of simulated playing objects caused by a playing input of an opponent during their turn and at step 68 displays a second or resultant position of the playing objects ready for performance of a playing action by a user.
At step 70, the user operates the interface 58 to perform a playing action based on judgement and experience, according to the game as it is displayed to the user. The playing input is processed by the processor and movement and resulting position of playing objects is determined. This movement and resulting position is stored at step 74 and displayed to the user at step 76. The stored movement and position data is packaged at step 78 and output to the apparatus 10 over a communication network 38 at step 80. The system then resumes at step 61 of Figure 6.
A modification of a playing object is shown in Figures 13 and 14. The playing object in this example is spherical and may be a subject or object ball of a cue sports game. Only the modifications are explained to avoid repeating the previous description of a self- propelled object.
The illustrated playing object 190 comprises a spherical housing or outer shell 192. Located within the housing are electrical components 194, wheels 196 that are selectively driven or braked by a motor 198 via a gearing mechanism 200 and a mass (or weight) 202. The mass may have any suitable shape. Spherical is shown.
The mass 202 has a central position C towards the geometric centre of the object when the playing object is passive and a player is performing a playing action for example by striking the object with a cue. The mass has a perimeter position P towards the perimeter shell when the playing object is active. The shaded crescents shown in the Figure 13 indicate movement of the mass 202 between first and second positions C, P.
When active the playing object is self-propelled by wheel rotation causing the mass to be displaced from a central axial line A of the object. In the illustrated example the displacement is into and out of the page moving the object away and towards the reader in Figure 13. In Figure 14 the mass 202 is displaced to the left by rotation of the drive wheels (see earlier Figures) and rotation R of the playing object. This causes object movement M to the left. Object movement in this way is referred to as the 'hamster wheel' effect. The mass is not in contact with the shell and the weight of the mass acts through the driving wheels to rotate the outer shell. The force is proportional to the mass multiplied by the distance from the central axis A. It is desirable therefore to increase the mass and the distance in order to increase the velocity of object movement.
Whilst increasing the mass and distance is helpful when the playing object is active it nevertheless is detrimental when the playing object is passive. The moment of inertia of the playing object is proportional to the mass multiplied by the square of the radius between the mass and the geometric centre of the playing object. Such a condition would cause a playing object to behave unlike an ordinary playing object e.g. a snooker ball.
In these Figures therefore the mass is moved to a central position C when the playing object is passive so that the centre of mass of the playing object is at the geometric centre of the object. The position C is typically not at the centre since the other components of the playing object have a mass and therefore need to be balanced.
The mass 202 is constrained by a mechanical constraint to move linearly in one dimension with respect to the other internal components. Any suitable constraint may be used. In Figure 14 one example includes a rod 204 that extends through a central bore 106 of the mass. A mechanism is arranged for selective movement of the mass to positions C or P. As shown the rod includes electro-magnets 208 that are selectively activated to cause such movement. In this case the mass is made at least partially of a material responsive to magnetism. In another arrangement there may be a single electro-magnet for attracting the mass to one of the positions C, P and a biasing mechanism for biasing the mass to the other of the positions in the absence of magnetic attraction. In a further alternative, the mass displacement mechanism may be mechanical comprising a motor. The bore of the mass may be threaded and the road have a worm gear such that rotation by the motor causes movement of the mass. Alternatively rotation of a cam by a motor may cause movement of the mass. The rod comprises stops or abutments 210 which restrict linear movement of the mass. The stops are preferably made of a resilient plastics material for damping deceleration of the mass.
In yet another arrangement the mass 202 may be moved to any position between positions C and P. Since the displacement of the mass from the central axis A affects the rate of object movement controlling the displacement controls movement. For instance when fine control of movement is required the mass may be moved closer to the centre such that rotation of the drive wheels causes fine movement.

Claims

1. Apparatus for playing a game, comprising: a playing object for movement by a player in a playing zone; a playing zone having at least one playing surface defining a parameter of play; a mapping arrangement for mapping movement of the playing object in the playing zone and generating mapping data corresponding to the position and movement; an output arrangement for outputting mapping data for representing the position and movement of the playing object in the playing zone for simulating play remotely from the apparatus; an input arrangement for receiving mapping data corresponding to position and movement of simulated playing objects in a simulated playing zone generated by a player remotely from the apparatus; an actuator arrangement for actuating movement of the playing object in the playing zone corresponding to the received mapping data.
2. Apparatus as claimed in claim 1, wherein the mapping arrangement and/or actuator arrangement comprises an array of sensor locations and/or actuator locations fixed relative to the playing zone for sensing and/or actuating position and movement of a playing object in the playing zone.
3. Apparatus as claimed in claim 2, wherein the array comprises a rectilinear grid of sensor locations representing a cartesian coordinate system for mapping and/or actuating position and movement of a playing object.
4. Apparatus as claimed in any one of the preceding claims, wherein the playing objects are configured to generate an electromagnetic field and the mapping arrangement is sensitive to the generated electromagnetic field for locating the playing object in the playing zone.
5. Apparatus as claimed in any one of the preceding claims, wherein the actuator arrangement is configured to generate an electromagnetic field selectively in the playing zone to which the playing objects are sensitive for actuating position and movement of the playing object in the playing zone.
6. Apparatus as claimed in any one of claims 1 to 3, wherein the mapping arrangement comprises a sensor array comprising sensor components for sensing a change in electrostatic field caused by proximity of the playing object.
7. Apparatus as claimed in any one of claims 1 to 3 or 6, wherein the playing objects are self-propelled and comprise a propulsion mechanism and controller for controlling the propulsion mechanism in response to a received propulsion signal.
8. Apparatus as claimed in claim 7, wherein the propulsion mechanism comprises at least one wheel engaged with a housing of the playing object and driven by a motor for causing rotation of the housing.
9. Apparatus as claimed in claim 7 or 8, wherein the propulsion mechanism is supported by a pivotal chassis free to pivot relative to the housing of the playing object.
10. Apparatus as claimed in any one of claims 7 to 9, comprising a braking mechanism for selectively braking propulsion of the playing of the playing object.
11. Apparatus as claimed in claim 10, wherein the braking mechanism comprises at least one wheel supported by the chassis and engaged with the housing of the playing object and a braking member having a first condition for resisting rotation of the wheel and a second condition allowing rotation of the wheel.
12. Apparatus as claimed in any one of claims 7 to 11, comprising a wireless transceiver for transmitting and/or receiving data relating to movement of the playing object to and/or from a transceiver fixed relative to the playing zone.
13. Apparatus as claimed in any one of the preceding claims, comprising a plurality of said playing objects having respective identifiers associated therewith, the mapping arrangement being configured for sensing the identifiers in order to differentiate between playing objects so that mapping data can be generated for each of the plurality of playing objects.
14. Apparatus as claimed in claim IB, wherein the identifiers comprise an electromagnetic code readable by the mapping arrangement.
15. Apparatus as claimed in any one of the preceding claims comprising a processor and a store operably connected with the mapping arrangement and actuator arrangement for storing mapping data generated by the mapping arrangement and received mapping data.
16. Apparatus as claimed in any one of claims 7 to 15, comprising a mass for displacement from a centre line of the playing object on activation of the propulsion mechanism so that the weight of the mass causes movement of the playing object.
17. Apparatus as claimed in claim 16, wherein the mass has first and second positions, the first position towards a geometric centre of the playing object during passive movement of the playing by a playing action of a player and a second position towards a perimeter of the playing object during active movement caused by self propulsion.
18. Apparatus as claimed in claim 17, comprising a constraint for constraining the mass to linear movement between first and second positions.
19. Apparatus as claimed in claim 17 or 18, comprising a mechanism that is activated to move the mass between first and second positions.
20. A computer program product having program instructions embodied therewith, the program instructions being executable by a device to cause the device: to receive mapping data from the apparatus as claimed in any one of the preceding claims; to display to a user a simulated playing zone and simulated playing object in the playing zone representing position and movement corresponding to the received mapping data; to receive from a user a playing input; to determine the position and movement of the playing object resulting from the playing input and generate corresponding resulting mapping data; to display to the user the position and movement of the simulated playing object in the simulated playing zone corresponding to the resulting mapping data; to output to the apparatus the resulting mapping data for actuating position and movement of the playing object in the playing zone.
21. A device having a computer program product embodied therewith as claimed in claim 20.
22. A method of operating a system comprising an apparatus as claimed in any one of claims 1 to 19 and a device as claimed in claim 21, wherein: a first player executes a first playing input to the playing object in the playing zone of the apparatus and a second player executes a second playing input to a simulated playing object in a simulated playing zone of the device, wherein the simulated playing object and simulated playing zone correspond to the playing object and playing zone; the position and movement of playing objects and simulated playing objects are mapped to generate mapping data and simulated mapping data, respectively; the mapping data and simulated mapping data is output to the device and the apparatus, respectively; the position and movement of playing objects and simulated playing objects are actuated corresponding to the received simulated mapping data and mapping data, respectively.
PCT/IB2021/052868 2020-04-08 2021-04-07 Apparatus for playing a game WO2021205349A1 (en)

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Citations (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20140066217A1 (en) * 2012-09-04 2014-03-06 Todd R. Stimac Automated Remote Play Cue Sport System
KR101989283B1 (en) * 2018-08-21 2019-06-13 박도준 Remote-offline type billiard game divice with two cranes
US20190369617A1 (en) 2011-01-05 2019-12-05 Sphero, Inc. Multi-purposed self-propelled device

Patent Citations (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20190369617A1 (en) 2011-01-05 2019-12-05 Sphero, Inc. Multi-purposed self-propelled device
US20140066217A1 (en) * 2012-09-04 2014-03-06 Todd R. Stimac Automated Remote Play Cue Sport System
KR101989283B1 (en) * 2018-08-21 2019-06-13 박도준 Remote-offline type billiard game divice with two cranes

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