A device and method for differentiating and locating game pieces on a sensorized game board via magnets of distinct strength. A central processing unit coordinates with a sensorized physical structure of an amusement device to participate and/or govern gameplay. The device within the amusement device can be used with a graphic board operating as a board game. Playable and movable objects are tracked through sensors enabling progressive storage of positions assumed by the same objects resulting from voluntary user interactions. In an illustrative scenario, multiple identification units are positioned in the amusement device where game pieces are used. The sensorized board senses the presence of a game piece as the game is played. The identification unit produces an output signal read by the computer that identifies the location and type of game piece. The computer uses the location and identity of the game pieces to monitor or participate in gameplay.
Legal claims defining the scope of protection, as filed with the USPTO.
. A board game system comprising:
. The board game system of, further comprising:
. The board game system of, further comprising:
. The board game system of, further comprising:
. The board game system of, wherein the position corresponding to the sensorized board is between the set of magnetic field sensors and the identification thereof is further based on measurements from at least three magnetic field sensors of the set of magnetic field sensors, the at least three magnetic field sensors each having known spacing between one another.
. The board game system of, the sensorized board further comprising:
. The board game system of, the game token further comprising:
. The board game system of, the sensorized board further comprising:
. A method of detection of game tokens by a game system comprising:
. The method of, further comprising:
. The method of, further comprising:
. The method of, wherein said maintaining further includes positions to the game spaces of a plurality of game tokens each with locally unique respective token IDs corresponding to locally unique respective magnetic moments.
. The method of, wherein the position corresponding to the sensorized board is between the set of magnetic field sensors and said deriving is further based on measurements from at least three magnetic field sensors of the set of magnetic field sensors, the at least three magnetic field sensors each having known spacing between one another.
. The method of, further comprising:
. The method of, further comprising:
. A board game system comprising:
. The board game system of, wherein the position corresponding to the sensorized board is between the set of magnetic field sensors and said deriving is further based on measurements from at least three magnetic field sensors of the set of magnetic field sensors, the at least three magnetic field sensors each having known spacing between one another.
. The board game system of, the sensorized board further comprising:
. The board game system of, the first game token further comprising:
. The board game system of, the sensorized board further comprising:
Complete technical specification and implementation details from the patent document.
This application claims priority to, and the benefit of, U.S. Provisional Patent Application Ser. No. 63/662,983 filed on Jun. 21, 2024, incorporated herein by reference in its entirety.
The evolution of board games has seen a significant transformation from traditional physical formats to digital and electronic versions. Traditional board games, which have been a staple of family entertainment and social gatherings for centuries, typically involve physical game pieces, boards, and manual interaction. However, with the advent of digital technology, there has been a growing interest in electronic board games that integrate digital components, such as electronic game boards, interactive displays, and connectivity features. These advancements have not only enhanced the gaming experience by adding dynamic elements and real-time feedback but have also expanded the possibilities for game design and interactivity.
Example prior art systems include Lee, U.S. Pat. No. 6,102,397 entitled “Computer Interface Apparatus for an Amusement Device” and Winkler, GB Pat. 2215221 entitled “Sensing Positions of Chess and Like Pieces.”
Various embodiments disclosed herein include a sensorized board that has an array, grid, or irregular arrangement of sensors that detect magnetic fields (e.g., Hall effect sensors). Associated with the sensorized board are a set of game pieces or attachable game piece bases that include a magnet of a predetermined strength or magnetic moment. Examples of predetermined magnetic moments are varied sized and oriented permanent magnets, or an electromagnet set to a predetermined power output (and corresponding magnetic moment). The predetermined magnetic strength of the game pieces is employed as a magnetic signature of each piece. The sensorized board uses the magnetic signature of each piece to detect the location of each distinctive piece placed thereon. The base includes a housing element that retains the magnet.
Examples of varied sized permanent magnets include magnets that are sized to match the width of a game piece base but vary in overall thickness (e.g., between one and ten millimeters). Each sized magnet may be used twice, once oriented with the positive field (e.g., north pole) upward and once with the positive field downward. Similarly, in embodiments including electromagnets, the game piece is provisioned to a particular power output with a corresponding strength of magnetic field.
Use of electromagnets enables precision selection of magnetic moment and thus a greater number of magnetic signatures than through use of permanent magnets that vary in size and orientation. Compared to permanent magnets, electromagnet embodiments require energy storage apparatus (e.g., batteries) to operate the magnet, and a microcontroller and generally have a higher per-unit financial cost. Electromagnet solutions enable a greater number of varied piece identifications (ex: ˜a couple hundred) as opposed to permanent magnets which cannot be varied in size infinitely and must conform to the physical profile of a game piece. Additionally, electromagnets are triggered briefly and do not continuously maintain a magnetic field; thus, electromagnets are less likely to attract adjacent game pieces and inadvertently adjust the position of the pieces outside of an intentional game action. Permanent magnets, however, may be more cost-effective because they do not require an energy storage apparatus. Evaluation of the above tradeoffs is not an obvious endeavor and must employ careful consideration of the implications thereof.
Various embodiments of the sensorized board include game associated graphics applied directly thereon, or use of a graphic overlay that corresponds to a given set of game rules and mechanics. In some embodiments, the game makes use of game spaces that correspond to the magnetic sensors on a one-to-one basis (e.g., one game space positioned directly above or adjacent to each sensor).
In some embodiments, the game applies varied game spacing wherein a mismatched number of game spaces corresponds with a number of magnetic sensors (i.e., the correspondence between game spaces and magnetic sensors is not one-to-one). Where there are fewer sensors than game spaces, the sensorized board uses a triangulation technique (or approximation thereof) via the sensors to identify the location of game pieces relative to the sensors (e.g., via readings from the closest sensors).
Given the location and identity of the pieces, the sensorized board reports this game data to a processing device such as a computer or mobile device (e.g., smart phone) that governs and determines game states as well as reconciles position and piece type data with game locations on a known or predetermined graphic overlay. In a given example, a group of players is playing Monopoly™ and using a graphic game board that corresponds to that game. When the sensorized board reports that a first user's piece is present at a given location (e.g., defined either by a sensor location, multiple sensor locations, or coordinates relative to the sensorized board), the governing application executing on the processing device records the first player's game move to a position on the graphic game board based on that identified location. While the above example is to Monopoly™, the sensorized board is applicable to countless other games, including The Game of Life™, Battleship™, Clue™, Chess, tabletop roleplay, tabletop war gaming, or others based on rotations of graphic game boards overlaid on the sensorized board.
is a diagrammatic view illustrating an entertainment systemincluding an electronic game board (“sensorized board”)that detects the location and character of game pieces. The sensorized boardincludes an array, grid, or irregular arrangement of sensors. The sensors are configured to detect magnetic fields. Examples include Hall effect sensors, Reed switches, magneto-resistive sensors, micro-electro-mechanical systems (MEMS) magnetic field sensors, or other suitable sensors known in the art. Based on the sensor(s) chosen, there are some limitations of the detection. For example, applications of magnetic switches do not typically have the granularity of data that field measurement would have.
Data generated by the sensorsis communicated to a local control circuitthat communicates with an external processing devicevia wireless communication. The external processing devicegoverns game status and history as well as reconciles position and piece type data with game locations on a known or predetermined graphic overlay. In some embodiments, the external processing deviceindicates moves made by a computer player. In some embodiments, the sensorized game boardfolds or rolls up for easy storage.
is a diagrammatic view of a graphic overlay boardpositioned above the sensorized board. In some embodiments, a graphic overlay boardis positioned and aligned on top of the sensorized board. Alignment of the graphic overlay boardis performed with clamps, a raised edge, containment elements, simple eyeballing, or other suitable means known in the art. Examples of alignment apparatus are disclosed in Garofalo, US Pub. No. 2022/0258036.
The graphic overlay boardincludes predetermined game spaces where players position pieces. When aligned with the sensorized board, the predetermined game spaces are present at predictable locations (on a game-by-game basis). In some embodiments, the sensorized boardmakes use of sensors positioned at a one-to-one basis (e.g., one game space positioned directly above or adjacent to each sensor). In such circumstances, the sensor detects the piece positioned directly adjacent, measures the magnetic signature and reports the data.
Where detection operates on a one-to-one basis, the detection range is limited based on the distinctiveness of the magnetic signatures employed by the pieces. Moving pieces further away from the sensor location causes the relevant magnetic field of the game piece to appear weaker (according to an inverse square). With only a single sensor reading, and without predetermined knowledge of the magnetic signature, one cannot determine a distance where varied magnetic signatures are used (e.g., because a moment of 1.68 far enough away will read like a moment of 1 that is much closer). Thus, the distance of accurate detection is based on a degree of distinctiveness of magnetic signatures. Using illustrative signature distinctiveness described herein (see, for example) and an off-the-shelf Hall effect sensor, the detection radius from the sensor is approximately 1-1.5 cm. Accurate detection radiuses are taken into account when generating the sizes of spaces on the graphic overlay board. A game space of a size relating to the detection radius may instruct players of an effective placement range of their game pieces.
Notably, if the gameplay makes use of time domain (e.g., only one or predictable players, using predictable pieces acts at a given time), then additional range on Hall effect sensors might be available. The additional range comes from employing a predetermined magnetic signature in a given player move. That is to say, additional functionality or specificity is gained when by virtue of game play mechanics, the sensorized boardneed only determine one or the other of localization and identification, but not both.
In some embodiments, there are more or fewer game spaces than there are sensors. The embodiments that make use of a mismatched number of sensors to game spaces will be discussed below in further detail.
An external processing device or game cloud server associates location data on the sensorized boardwith the location on the graphic overlay boardin order to enable remote play, saved game states, or processing device enabled game mechanics in the otherwise table top game.
is an illustration of a game piecewith varied magnetic insertsassociated with a removable base. Game piecesoften comprise figurines, miniatures, or other illustrative model. In many cases, game piecesare customizable to any given game or player preference. In operating the disclosed systems and methods, the game piecesinclude magnetic insertsassociated with a removable base.
Removal of the baseelement enables mixing and matching across a number of illustrative game pieces. Thus, the same magnetic elements are sharable across many games that a given user wishes to play. The magnetic insertsare sized to fit within the removable base. Embodiments of magnetic insertsinclude permanent magnetsand electromagnet system. Embodiments employing permanent magnetsA-F vary in size and orientation.
Example sizes of such permanent magnetsA-F include 20 mm wide by 1, 3, and 6 mm high respectively. The permanent magnetsare oriented in the removable basewith either the north pole up or the south pole up. Based on the orientation and size, each permanent magnethas a different magnetic moment/strength of a respective magnetic field.
is a magnetic field measurement of a set of six distinguishable magnetic bases and is representative of the depicted permanent magnetsA-F. Despite that illustrative examples of specific sizes are provided above, in various embodiments, different sizes are employed. The example above is intended as illustrative and not limiting.
An electromagnet systemincludes an electromagnet coilA, a controllerB, an energy storage apparatusC (e.g., battery or capacitor), and a jiggle sensorD.is a circuit diagram of an illustrative embodiment of a sensorized boardand an electromagnetic game piece system. Electromagnetic coilA size and power usage balance battery usage with detection range. A larger coil and more power draw decrease use time but increase the range from which the sensorized board,detects the electromagnetic system. An example battery is one or more LR44 100 mAH batteries.
In some embodiments, the electromagnet systemincludes a charging apparatus (not explicitly pictured). Example charging apparatus (e.g., cradle or dock) include a plug port electrically connected to the energy storage apparatusC or an inductive coil or antenna configured to wirelessly receive power (e.g., through inductive or RF charging schemes).
The jiggle sensorD identifies when the associated game pieceis moved or jostled. Movement as detected by the controllerB causes the electromagnet systemto activate for a predetermined period or until the movement ceases. The jiggle sensorD enables the electromagnet systemto save power when not in motion and prevents multiple game piecesor removeable basesfrom inadvertently attracting one another; thereby, causing the piecesor removeable basesto move outside of a game action due to magnetic forces.
The controllerB includes a predetermined power output that corresponds to a magnetic signature for a given game pieceor a given removable base. In some embodiments, the electromagnet systemfurther includes a wireless transceiver that enables coordination of the predetermined power output based on piecesor basesof other players in a given game. The wireless transceiver enables pairing (e.g., via machine-to-machine protocols such as Bluetooth, BLE, Zigbee, or other suitable known protocols known in the art). Pairing occurs with any of a local controller on the sensorized board, or on an external processing device, such as a mobile phone, tablet, or computer.
When the electromagnetic systemis moved (e.g., jiggled), the controllerB causes the electromagnetic coilA to activate and flash a respective magnetic signature to be detected by the corresponding sensorized board. The sensorized board uses the magnetic signature to identify which game piecehas been moved and where that game piecewas moved from and to. Detection occurs on a one (sensors) to one (piece) basis or a many (sensors) to one (piece) basis.
Prior art systems have taught away from the use of electromagnets as a source of generating an identifying signal for game pieces due, at least in part, to the perceived size and cost of electromagnetic systems. However, elements such as the jiggle sensorD and wireless charging solutions reduce the size requirements of the energy storage apparatusC.
is a diagrammatic view of a magnetic triangulation systemof distinctive game pieces. Depicted is a given game piecewith a predetermined magnetic moment (e.g., +1.68) that is detected by a number of magnetic field sensors(e.g., Hall effect sensor, MEMS). Triangulation operates when one identifies the distance of an object from at least three separate points. Depicted are three sensorsA-C capturing a field strength from game piece. The reading of the sensor will not match the signature exactly where the source (the game piece) is some distance away from the sensor. Magnetic fields decay at a predictable rate (inverse square). For example, if the distance between a magnet and an object doubles, the magnetic field strength will drop to one-quarter of its original strength.
From the magnetic field readings, the systemis thus solving for multiple variables: (1) the magnetic signature and (2) distance from each of the sensors. The second of these variables corresponds to one unknown per sensor reading. With the knowledge of predictable magnetic field decay, the relative positioning of the sensors(e.g., the gap between each), and multiple magnetic field measurements from those sensors, the sensorized board or external processing device is enabled to solve for the original strength (magnetic signature) of the game piecevia a systems of equations algebra solution.
In some embodiments, where players are instructed to drag game pieces rather than fully lift them from the board, additional data is available. Specifically, where a magnetic piece is dragged by a given sensor, the systemis enabled to identify a signal decay rate. Given enough data points at multiple distances from the sensor, the data points are fit to a curve representing the predictable nature of magnetic field decay. Given that curve, the magnetic moment at distance zero (e.g., the magnetic signature) is derivable.
With the magnetic signature in hand (the first of the multiple variables), the sensorized board or external processing device is enabled to compute a distance from each sensorA-C (the second of the multiple variables) based on known rate of magnetic field decay and differentiate the game piece(via the magnetic signature). Given distances from at least three sensors, the precise location of the game pieceis triangulated. The triangulated or derived location data is transmitted to a paired external processing device that governs game state and actions as based on a given graphic overlay board employed by a current game.
In some embodiments or games, three sensors need not always be necessary. That is, true triangulation need not always be performed. As discussed above, a given graphic overlay has a set of game spaces depicted thereon. Using the assumption that the player will correctly place their game pieceon an available game space, the possible positioning of a given game pieceis therefore limited further by the potential spaces on the graphic overlay. There exist circumstances where the distance from two magnetic field sensors is sufficient information to identify a game space on the graphic overlay board where the game pieceis positioned at because of the limitations provided by the limited number of game spaces (e.g., how many game spaces are there at the respective computed distances from both sensorC andB?). Thus, game piecelocations are derivable by multiple sensors via use of limited game spaces of the graphic overlay board. Such a technique is less feasible when the graphic overlay board does not have static or limited game spaces.
is an illustration of a continuous magnetic detection board. Discussion has thus far focused on embodiments that made use of few sensors. Fewer sensors generally reduce the financial cost of parts, but other factors contribute to component selection. For example, sensor quality (e.g., detection precision and range) also contribute to unit cost. In some embodiments, magnetic game piecesare used with a “continuous” sensorized boardthat includes a high density of magnetic field sensors. In some embodiments, the sensors are present on a flexible sheet or fabric (e.g., laser scribed onto graphene).
In a continuous sensorized boardembodiment, game piecesphysically cover multiple sensors. Based on the sensors that trigger the board, it is able to detect the edges of the base of the game piecewith relatively high precision. In such examples triangulation is feasible (e.g., there may be well over three sensors triggered in a given detection), but likely unnecessary and a simple binary, covered or not, determination is sufficient. A continuous sensorized boardis enabled to report location with high precision to an external processing device in order to derive the game pieceslocations on the graphic overlay board.
is a flowchart illustrating a method of detecting and provisioning game pieces via a corresponding game application. In step, a processing device that is paired with a sensorized board receives input regarding a selected game. Embodiments of a game application include a library of games associated with the sensorized board or a one-off game application that enables pairing with the sensorized board. During the pairing, the graphic overlay board that corresponds to the selected board is registered with the game application and aligned on top of the sensorized board. Once aligned with the sensorized board, the game spaces of the graphic overlay board have known positioning relative to the set of magnetic field sensors.
In step, players indicate to the game application on the processing device which piece base they will be using. The selected game dictates a number of players or range of players available and pieces thereto. In various embodiments, the removable bases are color-coded or otherwise marked for easy identification. Users indicate to the game application a pairing of player to game piece (if distinctive), and the removable base they will be using.
In some embodiments, the removable bases include permanent magnets, in which case, the magnetic signature of the base is predetermined. Some embodiments of electromagnetic bases include factory-fixed magnetic signatures that are physically marked on the base to enable human differentiation. However, embodiments that employ electromagnetic bases are enabled to use varied magnetic signatures. In step, the game application or sensorized board provisions electromagnetic bases with a magnetic signature. In some embodiments, the sensorized board communicates with the electromagnetic bases and provisions the bases to one of a set of preconfigured signatures. Those magnetic signatures correspond to token identifiers (token IDs) stored by the corresponding game application. That communication occurs via the charging process e.g., through wired or dock-based inductive charging, or via wireless communication (for example, using Bluetooth, BLE, or Zigbee).
The signatures provisioned are locally unique. There are a limited number of distinct magnetic signatures based on the fidelity of both the power output of the electromagnetic base and the detection of the sensorized board. Improvements in that fidelity will increase the overall number of magnetic signatures; however, across many sensorized boards, the likelihood of collisions is high. That said, possible electromagnetic signatures would be measured in the hundreds and that is sufficient for locally unique signatures for nearly all table-top board games published to date. In circumstances of remote play, a given game may employ matching magnetic signatures that are used across different sensorized boards.
In some embodiments, the provisioning of magnetic signatures is performed by the game application and the processing device. In such circumstances, the processing device either pairs directly with the electromagnetic bases or instructions are transmitted from the processing device through the sensorized board to the electromagnetic bases.
In step, the sensorized board detects placement of a game piece (through the graphic overlay board). Detection identifies both the magnetic signature of the piece as well as the piece's location on the sensorized board (through any of the disclosed means such as one-to-one correspondence, triangulation, derivation, or continuous detection). In step, that location data relative to the sensorized board is reported to the processing device by the sensorized board. In step, the processing device reconciles the location data relative to the sensorized board with the game board associated with the chosen/selected game. Available game spaces are dictated by the game being played and the graphic overlay board placed above the sensorized board whereon the game pieces are placed.
is an illustration of toy or doll embodimentof employing variable magnetic accessories. The toy embodimentcomprises a toy, such as a doll, which includes one or more sensors(e.g., those discussed above with reference to) that detect accessorieswith varied magnetic signatures. In an illustrative example, a first accessory is an ice cream accessoryA and a second accessory is a pizza accessoryB. Each of the first and second accessory include a permanent magnet or electromagnetic having a distinct magnetic signature. When placed in proximity to the sensorsof the toy, the toyidentifies the accessory via readings of the sensorwith a toy circuit. The toy circuitincludes elements such a controller, a processor, a memory, an energy storage device, and/or a speaker. Once identified, the toyreacts to the placement of the accessoryin proximity to the sensor.
In an illustrative example, the ice cream accessoryA is put in proximity with the mouth (e.g., the location of the sensor) of the toy. The toyidentifies the ice cream accessoryA via the magnetic signature present in the ice cream accessoryA, and the toyresponds with an auditory response, such as “mmhmmm, I love ice cream!”
is an illustration of a playset environmentemploying the variable magnetic accessories. The playset environment(e.g., diorama, scene, game platform) includes character figurines, an object figurine, magnets, a stage, and sensors. In some embodiments, implementations of the playset environmentinclude different and/or additional components or are connected in different ways.
The character figurinesrefer to a physical representation of a character or entity within the playset environment. The character figurineincludes a three-dimensional model, statuette, or miniature depicting a person, creature, and so forth. In some embodiments, the character figurineincludes one or more magnets(e.g., those discussed above with reference to) embedded within the figurine or otherwise attached (e.g., to a base). The magnetsenable the character figurineto interact with the sensorson the stage, causing the playset environmentto detect and identify the specific character represented by the figurine.
The object figurinerefers to a physical representation of an inanimate item or element within the playset environment. The object figurinesimilarly includes a three-dimensional model, miniature, or replica depicting various non-character elements such as buildings, vehicles, tools, environmental features, or abstract items. In some embodiments, object figurineincludes a similar magnet(integrated into the figurine's structure or affixed to its base) that enables the local control circuit to recognize and classify the object figurineas an object rather than a character. The object figurinerepresents a wide range of items/objects, such as buildings, vehicles, tools, environmental objects (e.g., rocks), or abstract elements such as magical artifacts.
The stageincludes one or more sensors(e.g., those discussed above with reference to) that detect other character figurines, object figurines, and/or stageswith varied magnetic signatures. The sensorsrecognize and differentiate the character figurinesand/or the object figurinesas a unique character, stage, and/or object, respectively, within the playset environment. In some implementations, the stageoperates as the sensorized boarddiscussed in further detail with reference to. Data generated by the sensorsof the stageis communicated to a local control circuit that communicates with an external processing device via wireless communication.
The sensorsenable the local control circuit to access specific data associated with the character figurine, such as predefined attributes, personality, behaviors, and/or backstory elements. The attributes, for example, correlate to the physical representation of the character. In some embodiments, the character figurineis enabled to be customized with different outfits or accessories, each outfit/accessory being equipped with a permanent magnet or electromagnetic having a distinct magnetic signature (as discussed in further detail with reference to).
The playset environmentoperates by using the sensorson the stageto detect and identify the character figurinesand object figurinesplaced within the playset environment. When a figurine is positioned on the stage, the sensorsinteract with the magnetsembedded in the figurine to determine its identity and location. The local control circuit, in communication with the sensors, processes this information and triggers particular responses based on the specific figurine detected. For example, if a pink-colored character figurineis placed on the stage, the playset environmentactivates pink-colored lighting elements. Similarly, placement of a dog-themed figurine prompts the playset environmentto emit barking sounds. Positioning a character figurinein a designated bathroom area, in some examples, initiates washing noises.
In some embodiments, the playset environmentis expandable through the addition of complementary sets (e.g., additional stages). The stageincludes sensorsat predetermined connection points, and additional set pieces incorporate magnetsat corresponding locations. When the sets are combined, the sensorsdetect the presence of the magnets, enabling the playset environmentto recognize the newly added sections. This modular approach enables the dynamic expansion of the play area.
In some examples, playset environmentis a card game platform (e.g., DropMix), where the character figurineis a card and the stageis a board. The card's embedded magnet(s) correspond to a particular audio clip, such as a drum loop or a vocal selection. With multiple character figurines(i.e., cards) are on the board, the external processing device presents a “mashup,” or an audio file that incorporates all of the corresponding audio clips of the cards placed on the board.
Unknown
December 25, 2025
Browse 5M+ US patents with plain-English claim translations and AI-generated analysis.