WO2006047599A2 - Jeu de poursuite comprenant des joueurs humains et electromecaniques - Google Patents
Jeu de poursuite comprenant des joueurs humains et electromecaniques Download PDFInfo
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- WO2006047599A2 WO2006047599A2 PCT/US2005/038578 US2005038578W WO2006047599A2 WO 2006047599 A2 WO2006047599 A2 WO 2006047599A2 US 2005038578 W US2005038578 W US 2005038578W WO 2006047599 A2 WO2006047599 A2 WO 2006047599A2
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- Prior art keywords
- player
- game
- electromechanical
- human
- real
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Classifications
-
- F—MECHANICAL ENGINEERING; LIGHTING; HEATING; WEAPONS; BLASTING
- F41—WEAPONS
- F41A—FUNCTIONAL FEATURES OR DETAILS COMMON TO BOTH SMALLARMS AND ORDNANCE, e.g. CANNONS; MOUNTINGS FOR SMALLARMS OR ORDNANCE
- F41A33/00—Adaptations for training; Gun simulators
- F41A33/02—Light- or radiation-emitting guns ; Light- or radiation-sensitive guns; Cartridges carrying light emitting sources, e.g. laser
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63B—APPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
- A63B24/00—Electric or electronic controls for exercising apparatus of preceding groups; Controlling or monitoring of exercises, sportive games, training or athletic performances
- A63B24/0021—Tracking a path or terminating locations
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63B—APPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
- A63B67/00—Sporting games or accessories therefor, not provided for in groups A63B1/00 - A63B65/00
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63B—APPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
- A63B71/00—Games or sports accessories not covered in groups A63B1/00 - A63B69/00
- A63B71/06—Indicating or scoring devices for games or players, or for other sports activities
- A63B71/0605—Decision makers and devices using detection means facilitating arbitration
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63B—APPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
- A63B71/00—Games or sports accessories not covered in groups A63B1/00 - A63B69/00
- A63B71/06—Indicating or scoring devices for games or players, or for other sports activities
- A63B71/0619—Displays, user interfaces and indicating devices, specially adapted for sport equipment, e.g. display mounted on treadmills
- A63B71/0669—Score-keepers or score display devices
-
- F—MECHANICAL ENGINEERING; LIGHTING; HEATING; WEAPONS; BLASTING
- F41—WEAPONS
- F41A—FUNCTIONAL FEATURES OR DETAILS COMMON TO BOTH SMALLARMS AND ORDNANCE, e.g. CANNONS; MOUNTINGS FOR SMALLARMS OR ORDNANCE
- F41A33/00—Adaptations for training; Gun simulators
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63B—APPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
- A63B24/00—Electric or electronic controls for exercising apparatus of preceding groups; Controlling or monitoring of exercises, sportive games, training or athletic performances
- A63B24/0021—Tracking a path or terminating locations
- A63B2024/0037—Tracking a path or terminating locations on a target surface or at impact on the ground
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63B—APPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
- A63B2225/00—Miscellaneous features of sport apparatus, devices or equipment
- A63B2225/20—Miscellaneous features of sport apparatus, devices or equipment with means for remote communication, e.g. internet or the like
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63B—APPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
- A63B2225/00—Miscellaneous features of sport apparatus, devices or equipment
- A63B2225/50—Wireless data transmission, e.g. by radio transmitters or telemetry
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63B—APPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
- A63B63/00—Targets or goals for ball games
Definitions
- the present invention relates to hunting sport games; more particularly, to non-virtual hunting sport games wherein a human player physically participates; and most particularly, to a hunting sport game wherein at least one human player is physically pitted against or allied with at least one electromechanical player.
- So-called "paintballs” are integral elements of a well known mock hunting sport wherein players attempt to deliver paintballs into rupturing contact with other players. See, for example, US Patent Nos. 5,001 ,880; 5,018,450; 5,393,054; 5,353,712; 5,448,951 ; 5,640,945; 5,762,058; 5,823,173; 5,936,190; 6,082,439; 6,145,441 ; 6,230,630; 6,375,981 ; 6,530,962; 6,574,945; and 6,615,739, the relevant disclosures of which are hereby incorporated by reference.
- the prior art sport or recreational activity known as "War Games” is currently one of the fastest growing sports in North America.
- a paintball typically is fired from a hand ⁇ held gun employing a compressed-gas charge which can accelerate the paintball without causing it to rupture within the gun.
- a paintball strikes a player of an opposing team, the paintball ruptures and releases the fill material or "paint" onto that player. Any player thus marked by a ruptured paintball is disqualified from continuing in the game.
- Such games are referred to herein as "real” games as opposed to “virtual” games.
- Such real hunting games generally require a dedicated venue, either an outdoors area having natural obstacles and shields or an indoor arena having fabricated obstacles and shields.
- a limitation of all such prior art real games is that more than one player is required in order to have a game. Typically, a substantial number of players must be assembled to form teams or sides. Although a game may be played with as few as two players, most commonly each side comprises a plurality of players. This makes the game more interesting in that opposing fire may come from any of several directions at once. Further, play is commonly organized into regular leagues of teams, similar to softball or bowling leagues, making it difficult for an individual to participate with a team on the spur of the moment or when visiting a different city, for example.
- Another class of prior art hunting games is the so-called video game, referred to herein as a virtual game, in which a human hunter operates a device such as a mouse or joystick to control one or more protagonists in virtual combat with one or more opponents on a CRT monitor or arcade screen.
- the opponents may take fantastic shapes and powers, and players may perform fantastic or ashamed acts, limited only by the imaginations of the game's designer.
- the virtual setting or arena itself may be highly interactive, providing beneficial or harmful responses to a player's actions. All aspects of the game are generated by software programs, and all hunting situations into which the human player's mind is engaged are virtual; that is, there are no real opponents or situations or settings, and there is no physical danger to the human player.
- Virtual games have an advantage over real games in that typically they may be played by a single player, or by two opposing players having individual controls. Large teams and special arenas are not required.
- a limitation of virtual hunting sport games is that no physical prowess is required, and consequently such games give no advantage to persons skilled in the arts of stealth, agility, reconnaissance, speed, and physical quickness. Virtual games offer no meaningful level of physical involvement and provide no healthful exercise or conditioning to the player.
- a hunting sport game in accordance with the invention comprises an interactive arena for conduct of the game.
- the game is played by two or more sides of any size, one side having at least one human player in the arena, and the other side(s) having at least one electromechanical player.
- the players are provided with projection shooting weapons with which to attack opponents, which may include paintball discharging means, laser targeting means, low-voltage taser means, combinations thereof, and the like.
- the players, both human and electromechanical, that have been struck by a shot from an opponent's weapon are made known to the human players and are immediately disqualified from further participation in the game for at least a predetermined time.
- Objectives for the human player or players of the game may be, for example, capturing an object in enemy territory; defending an object from capture; scoring points by any of various prescribed means; solving puzzles that require overcoming opponents; or simply shooting opponents with the weapons.
- An electromechanical player may play on a human team side as well as the arena side.
- An electromechanical player may be a substantially self-contained robot or it may be more broadly a robotic weapon system capable of motion through several degrees of freedom, optionally including translation, and remotely controlled by a central processing unit (CPU).
- CPU central processing unit
- the CPU may control several such players, either in coordination with each other or for independent action, as well as other interactive elements of the arena such as a Scoreboard, for example.
- Variables of the arena may be adjusted by the CPU as desired by the human players to vary the difficulty of play, including light level, sound levels and distractions, visibility, temperature and humidity, speed of response of the robotic weapons, range and accuracy of fire, number of robotic weapons, patterns of fire, weapon loads, sensitivity of the arena to human motion, et cetera.
- Arena variables may be adjusted to permit play and enjoyment by humans who are physically or mentally impaired, and who are otherwise incapable of competing with or against humans of normal capabilities in prior art facilities.
- the arena and/or the human players may be provided with means, electronic or otherwise, such that the positions and rates/directions of travel of the human players may be tracked by the robots/CPU and may be used in either open-loop or closed-loop mode to assist in directing fire from the electromechanical players.
- a significant advantage of an arena hunting sport game in accordance with the invention is that a single human player may play as an individual at any time without requiring additional human players as either teammates or opponents. Another significant advantage is that a human player can be made to feel as though he/she has been physically inserted into a video game; that the experience is real but the feeling is virtual.
- FIG. 1 shows an automated paintball playing apparatus and environment
- FIG. 2 shows a remotely operated paintball gun and a remote trigger
- FIGs. 3A and 3B show various embodiments of a remote trigger that may be used to actuate remotely operated paintball guns
- FIG. 4 shows a human player with physical disabilities, sitting in an assistive device, having a remotely operated paintball gun attached to the assistive device and participating in the game of paintball;
- FIG. 5A shows a human player hiding behind an obstacle and operating a paintball gun from a protected location
- FIG. 5B shows a human player participating in paintball game while retreating from play, and still operating a paintball gun
- FIG. 6 shows an electrical signal transmitted from a remotely operated trigger to a remotely operated paintball gun via a wired or wireless communication to activate a firing sequence of a gun
- FIG. 7 shows a plurality of remotely operated paintball guns under automated control of a local command and control center, which may also communicate with a central command and control center, in a hierarchical or other network topology or structure;
- FIG. 8 shows one type of a sensor that can be used to sense the presence of a human player
- FIG. 9 shows an open loop controller for operating a paintball gun from a remote location
- FIG. 10 shows a block diagram of an open loop control system
- FIG. 11 shows a human player opposing an automated player using a closed loop control system
- FIG. 12 shows a plurality of human players and automated players in an arena, competing against one another in a scenario game
- FIGs. 13A and 13B show a plan view and an elevation view of an automated remotely operated paintball gun player and an opposing player, with the opposing player being targeted by the automated player.
- FIG. 14 shows a timing diagram of typical events occurring during the course of a game in the automated playing environment, illustrating the processes and control algorithms required for the environment;
- FIGs. 15A and 15B show one embodiment of an automated position and orientation control system for an automated, remotely operated paintball gun;
- FIG. 16 shows an alternative embodiment of an automated position control system for an automated, remotely operated paintball gun
- FIGs. 17A and 17B show one embodiment of a target / scoring unit
- FIG. 18 shows one embodiment of a transmitter/receiver sensor system for detecting paintball hits
- FIG. 19 shows a feedback control system for a remotely operated paintball gun
- FIG. 20 shows a mobile platform for a remotely operated paintball gun.
- a first human player 1 with a paintball gun 2 for firing paintballs 29 at a target / scoring unit 20 has as one of his or her objectives to capture a flag 25 in a storage unit 27 and take the flag to the storage unit 26 of the first human player 1 which is the home position of the first human player 1.
- the signals 28 allow the command and control unit 9 to monitor the status of multiple storage units 27 and for the presence of flags 25.
- the first human player 1 is matched against an automated or electromechanical player having several components including an automated player control unit 12 that is connected by a wire 19 to a command and control unit 9 that is in charge of the overall arena control including the control of multiple display units 24 providing information, video, data, time, and game statistics to support a scenario game to the first human player 1 and to spectators. Also connected to the control unit 9 by a wire 18 is a data transceiver (transmitter and receiver pair) 17 for providing information to, and receiving information from, the first human player 1. To detect the position of the first human player 1 a transmitter 3 and receiver 4 typically provide analog data on wire 11 to a signal processing unit 10 which, in turn, converts the analog data into position data that is provided to the control unit 9 on a wire 6.
- an automated player control unit 12 that is connected by a wire 19 to a command and control unit 9 that is in charge of the overall arena control including the control of multiple display units 24 providing information, video, data, time, and game statistics to support a scenario game to the first human player 1 and
- the automated player has a remotely operated paintball gun 8 connected to the automated player control unit 12 on a wire 13 for firing paintballs 30 at the first human player 1.
- the barrel of the paintball gun 8 is positioned by an actuator 7, also connected to the automated player control unit 12 on a wire 14.
- An automated player status indicator 16 is connected to the automated player control unit 12 on a wire 15.
- the arena contains an obstacle 31 and a target / scoring unit 20.
- the target / scoring unit 20 is connected to the control unit 9 by a wire 21.
- Sources of power for the field elements including the elements 3, 4, 7, 9, 12, 20, and 24, which can be AC or DC electric, air, water, etc., are shown in FIG. 1 as standard wall plugs 5.
- a second human player 33 like the first human player 1 , can roam throughout the arena defined by the boundary 22 and pass near to the position of the automated player 8 for the purpose of attacking the target 20, capturing the flag 25 or moving into a tactical position for the aid of the first human player 1. Also, the first and second human player 1 and 33 and the automated player 8 may each be competing against the other two players.
- FIG. 2 shows a remotely controllable paintball gu n 49 having a barrel 50, an on-board trigger 51 , a grip or mounting point 52, and a paintball hopper 53.
- a paint ball 54 that has been fired from the paintball gun 49 is also shown.
- First and second ports 55 and 56, respectively, are built into the paintball gun 49 for receiving connections that interrupt the on-board trigger 51 and enable the use of a remote trigger 57 connected to the second port 56 by a wire connection 58.
- FIG. 3A shows a type of hand held remote trigger 60 containing a switch 61 operated by the thumb of a user.
- the switch can be either normally open (push to fire) or normally closed (analogous to a "dead man's switch").
- FlG. 3B shows a mouth actuated "bite to fire" switch 82.
- This type of switch may be embodied to accommodate a wide range of disabilities of a human player.
- FIG. 4 shows a handicapped human player 92 in an assistive device, specifically a wheel chair 91, that has a remotely operated paintball gun 94 attached to the wheel chair 91.
- the paintball gun 94 is controlled via the wire 58 by a remote trigger 95.
- the paintball gun 94 is mounted to the wheel chair 91 by a mounting bracket 90.
- FIG. 5A shows a protected player 96 in a protected position behind a barrier 97 holding the paintball gun 49 above the barrier and shooting paintballs 54.
- the player 96 is firing the paintball gun 49 with the remote trigger 57 via the wire 58.
- FIG. 5B shows the player 96 on the move with the paintball gun 49 left unattended.
- the player 96 triggers the paintball gun 49 with the trigger 57.
- the trigger 57 is connected to the paintball gun 49 by the wire connection 58, although a wireless connection may be preferred to give the player 96 a larger area in which to move.
- FIG. 6 is a plot of a typical trigger voltage applied to port 56 on the paintball gun 49. Although the trigger voltage is shown as a negative transition, positive transitions may be required by other paintball guns.
- the firing of the paintball gun 49 can readily be accompl ished with a remote signal.
- the communication link 58 shown in FIG . 2 could be easily implemented via radio-frequency, or infra-red such as the remote control used in a garage door opener, keylock door opener for a vehicle, TV remote, etc. Even a cell phone could be used to control the firing of the paintball gun 49.
- a plurality of remotely operated paintball guns can be connected in a network either using wireless or wired connection.
- FIG. 7 is a diagram of a plurality of paintball guns 100, 1 01, 102, and 103 controlled by a computer or microprocessor 104 which, in turn, are connected to a computer system 105.
- the computer 104 is connected using a USB port in this embodiment to an I/O card 106 which provides trigger signals to paintball guns 100, 101, and 102.
- the I/O card 106 also provides control signals to a positioning mechanism 107 attached to the paintball gun 102 to move the paintball gun 102 with respect to elevation and horizontal rotation.
- the paintball gun 103 is connected to the computer 104 using a wireless connection with a wireless transmitter 108 and a wireless receiver 109.
- connection between the computer 104 and the computer 105 could be wired or wireless and can be over a local area network.
- the computer 105 is used for fire control to control the paintball guns 100-103 and the positioning mechanism 107 via the computer 104.
- the computer 105 can also be used for logistics, safety, timing, etc.
- FIG. 8 shows one type of player detector used by the automated system.
- This detector uses one or more transmitted wireless signals 110, such as light rays, RF signals, or ultrasonic beams that impinge upon a receiver sensor panel 111.
- transmitted wireless signals 110 such as light rays, RF signals, or ultrasonic beams that impinge upon a receiver sensor panel 111.
- the sensor panel provides a signal on a wired or wireless data link 113 to the automated system's computer.
- Modular components could be used to reduce the unit cost.
- a wireless communications link to control relays and motor speed controllers via an R.F. link may be used, and a micro-processor may be used to activate pneumatic devices, drive motor controllers, and perform other logical functions.
- the trigger pulses could be driven by serial line (USB, serial port, etc.), BASIC stamp, PIC micro-controllers, D/A, digital output card, etc., or even I/O cards that are USB connectable and software addressable.
- the paintball gun does not have to look like a traditional paintball gun, as long as it is functional. This basic concept allows a combined hardware and software system that can provide a complete automated playing environment.
- FIG. 9 is a block diagram of an open loop control system for a paintball gun 120.
- a command signal from a human player sensor, controller, computer, etc. on a communication link 121 is received by an interface card 1 22 that converts the signal on the communication link 121 to a format that can be used by a command and signal conditioning unit 123.
- This reformatted signal from the interface card 122 is transferred over a communication link 124 to one or more command and signal processing units 123.
- the command and signal conditioning unit 123 receives the commands and issues trigger signals to the paintball gun 120. Where there are multiple command and signal conditioning units 123 receiving the same signals from the interface card 122, the command and signal conditioning unit 123 would decode an address associated with each command to determine the particular command and signal conditioning unit 123 that should respond to the command.
- FIG. 10 is a block diagram of a more general open loop control system wherein an input signal R(t) on input line 130 to an I/O unit 131 that provides a transfer function G1 to generate a transmitted signal S(t) on line 132.
- This signal can be of any communication protocol such as pulse width modulation as shown in FIG. 10.
- the S(t) signal is input to a receiver unit 133 having a transfer function G2 to provide a command signal V(t), such as a paintball gun command, on line 134 to an actuator 135 having a transfer function G3.
- this command signal V(t) is shown as a pulsed signal appropriate to input to a paintball gun.
- the transfer function G3 provides a response Y(t) on line 136 which, in the case of a paintball gun, would be the mechanical firing mechanism producing the flight of the paintball.
- FIG. 11 is a schematic diagram of a closed loop control system.
- a human player 140 is moving in order to capture a flag 141.
- a sensor 142 detects the human player 140 and sends the detection information to a loop controller 143.
- the controller 143 interprets the data from sensor 142 and commands a positioning system 144 and an automated paintball gun 145 to fire a paintball 146 at the human player 140. Whether the human player 140 was hit by the paintball 146 or changed his or her direction, speed, etc. would be input to the controller 143, and the controller 143 would revise the commands sent to the positioning system 144 and the automated paintball gun 145 for the next time the sensor 142 detects a human player. With a plurality of sensors and/or a plurality of automated paintball guns the command revisions would involve more complicated algorithms for the controller 143.
- a closed loop control system may be either in the time domain or the frequency domain, depending upon the application.
- the controller 143 such as a computer, microprocessor, programmable logic controller (PLC), etc. interprets data from one or more sensors 142 to determine position, strategy, trajectory, opportunity, threat, lethality, etc. of the human player.
- the controller 143 may use simple control logic of advanced game playing theory and optimization algorithms.
- Scenario games are becoming increasingly popular in the paintball sport. In these settings, teams often play against one another in a simulation of various settings.
- an individual, or indeed a team of human players could play against an automated system.
- the automated system can be programmed to respond with a wide range of difficulties - almost like a participatory video game.
- Players, or teams of players could compete to improve their score, proficiency level, etc.
- Automated player systems could be deployed for indoor or outdoor play.
- Systems can be designed for easy reconfiguration (especially wireless systems) or permanent, wired installations.
- the system can easily be designed for use in an arena, to compete against any number of human players.
- the automated players can be stationery or may be able to direct their fire, and, in advanced systems, also be able to move around in the playing arena.
- FIG. 12 is a diagram representing a playing area 150 where three offensive players X1 , X2, and X3 are trying to capture the flag 151, and six defensive players 01 , 02, O3, O4, 05, and 06 are trying to impede or prohibit the three offensive players X1-X3 from capturing the flag 151.
- the offensive players X1-X3 and the defensive players 01-06 may be human, automated, or a mixture of automated and human players. In the following discussion it is assumed that the offensive players X1-X3 are human players and that the defensive players 01-06 are automated players.
- the movement of the human players X1-X3 is detected by a plurality of sensors which, in FIG.
- FIG. 12 are arranged to sense north-south movement by sensors S1 , S2, and S3 aligned with north-south lines 152, and to sense east-west movement by sensors S4, S5, S6, and S7 aligned with east-west lines 153.
- the sensors shown in FIG. 12 are in a 2-d grid, but a 3-d grid of sensors could also be used.
- player X1 is at a position N1 (t1 ), E1 (t1 ), a short time later the system measures the opponent X1 being at positions N2(t2) and E2(t2).
- Using a first (or higher) order approximation the velocity of the player X1 can be estimated. With higher resolution and accuracy, it may be possible to better track player
- Traditional and state of the art war- gaming algorithms and rules of engagement may be coded to control the response of the automated players 01-03.
- the motion of any player, X1 for example, can be projected.
- Statistical algorithms can be applied, if it is necessary, to track individual players X1 and X2, for example when they converge at a point and subsequently diverge from that point.
- FIG. 13A is a plan view of a portion of the playing area 150 shown in FIG. 12 wherein an automated paintball gun 01 is positioned at the origin of a graph having north as the positive abscissa 155 and east as the positive ordinate 156.
- the X1 player at time t1 is located at a position 157 corresponding to N1 (t1 ), E1(t1), and at time t2 is located at a position 158 corresponding to N2(t2), E2(t2).
- the sensors covering the playing field 150 detect the position 157 and the direction, speed, and acceleration of the player X1 , and using the simple equations of motion known in the art the position of X1 at time t2 is calculated to be the position 158.
- the automated paintball gun 01 is aimed at position 158 and commanded to fire a paintball such that the paintball will arrive at the position 158 at time t2.
- FIG. 13B is an elevation view of the portion of the playing area 150 shown in FIG. 13A.
- the automated paintball gun 01 is again positioned at the origin of the graph which has a positive abscissa 160 of the vertical distance above the plane of the playing area 150, and the ordinate 161 is the plane of the playing area 150.
- the proper angle of elevation and firing time of the automated paintball gun 01 can be calculated using simple equations of motion known in the art to hit the center of gravity of the player X1 at time t2.
- FIG. 14 shows two parallel time lines 165 and 166 showing the timing of some of the paintballs fired by the human paintball player X1 and the automated paintball player 01 , and the responses made by the automated system to a hit on a target by the human paintball player X1 in one embodiment of the invention.
- the automated paintball player 01 fires a plurality of paintballs indicated by arrows 167.
- the human player X1 fires a paintball that hits a target at a time represented by arrow 168.
- the automated system controller disables the automated paintball player O1 for a predetermined time period 170.
- the automated status indicator 16 becomes yellow at a time indicated by arrow 171 , -which is a predetermined time period 172 before the automated paintball player O1 is reenabled as indicated by arrow 173.
- the automated paintball player 01 then resumes shooting paintballs as indicated by arrows 174 either immediately or after a predetermined delay time 175 according to the operating characteristics of the automated paintball player 01.
- the time period 170 can be adjusted depending on whether the human player X1 is a novice or expert, and the information provided by the automated status indicator 16 can also be varied depending on the experience a nd ability of the human player X1. Audio cues could be used to assist visually impaired players in participating in the game.
- FIGs. 15A and 15B are end and side views , respectively, of a paintball gun 180 mounted on an axle 181 which is supported b>y side brackets 182 which, in turn, are mounted on a base 183.
- the axle 181 can be rotated by an elevation control motor 184 to control the vertical angle of the barrel 185 of the gun 180.
- the base 183 can be rotated and the rotation of the base 1 83 is by an azimuth control motor 186.
- the elevation control motor 184 and the azimuth control motor 186 are driven by a local controller 187. Although two degrees of freedom of motion are shown in FIG.
- the motors 184 and 186 are servo or stepper motors in the embodiment shown in FIGs. 15A and 15B.
- a sight 193 mounted on the barrel 185 can be either optical or laser and is used to orient the paintball gun 180 prior to a paintball game.
- the paintball gun 180 receives pressurized gas on a gas connection 186.
- a large paintball hopper 187 supplies paintballs through a flexible coupling 188 to the paintball gun 180.
- the paintball gun 180 is powered by the connection 195 which may provide compressed gas and electrical power to the gun 180 from a building supply system, thus reducing the need for maintaining filled compressed gas cylinders and batteries on each automated gun installation 180.
- a communication link 194 transmits data between the local controller 187 and a regional controller.
- the local controller 187 generates the fire signal to the paintball gun 180 on a wire 189, and receives signals on a connection 190 from a target 191.
- the local controller 187 receives power on a line 192.
- the local controller 187 operates the motors 184 and 186 and generates a firing pulse on wire 189 in response to data received from the regional controller on the communication link 190. Paintballs from a human player which hit the target 191 generate a signal which is carried to the local controller 187 from the target 191 on connection 190, and the local controller 187 passes the hit information to the regional controller on the communication l ink 190.
- a linear actuator such as an air cylinder on shop air, to provide the motion control as shown in FIG. 16. This can be achieved by attaching a linear actuator 200, between a mounting point 202 and a paintball gun 203 using a clevis pin 201.
- the attachment to the paintball gun 203 by the clevis pin 201 is located some distance from an axis of rotation 204. This may have a lower range of motion than the paintball gun 180 shown in FIGs. 15A and 15B, but the mechanism would be more economical, faster, and/or require less distributed po-wer on the playing field.
- FIGs. 17A and 17B are front and side views, respectively, of a circular target 210 in which the face of the target 210 is a diaphragm 211 supported by an outer ring 212. Attached to the diaphragm 21 is at least one strain gage 213 which has a connection 214 to a signal conditioning unit 215 such as a Wheatstone bridge. The signal conditioning unit 215 provides a calibrated signal to a controller on a connector 216.
- a signal conditioning unit 215 such as a Wheatstone bridge.
- the diaphragm 211, strain gage(s) 213, and signal conditioning unit 215 would facilitate not only an absolute on-off score, but also could assign increasing points for accuracy or speed.
- the target 210 could be affixed to a silhouette of a human, monster, object, etc. as appropriate to the game scenario. It could be used with or without the visual cues for the circles.
- FIG. 18 shows a paintball detector which provides an X, Y indication of paintball hits, along with repeated successful paintball hits.
- the detector shown in FIG. 18 has two types of paintball detector mechanisms.
- the first mechanism has an emitter array 220 such as a light curtain, an acoustic curtain, etc., the emissions of which are detected by a receiver array 221 so that a paintball which interrupts one of the emissions of one of the emitters to its respective receiver is detected.
- the second mechanism which is orthogonal to the first mechanism, has a emitter and array receiver 222 which emits light beams, acoustic beams, directed RF signals, etc.
- a signal conditioning unit 224 detects changes in the signals from the receivers in the receiver array 221 and the emitter and array receiver 222 and generates digital data that is passed to a computer on a communication line 225.
- This detector shown in FIG. 18 not only provides accurate hit position information but, with the addition of a third axis, would enable a reverse trajectory tracking of where the shot came from.
- the player 01 may have some type of target affixed to it to allow human players to mark, take out, disarm, or kill an automated opponent. While a mechanical bulls-eye type of target 210 is shown in FIGs. 17A and 17B, it could in actuality be any target or sensor that would detect being hit by the opposing team. Both teams could be comprised of a combination of both human and automated players, and there may be any numbeY of teams on the playing field, depending upon the game scenario. This could allow the formation of alliances, for example, under software controlled observation.
- the target, or bulls-eye, on player 01 can be used to grant points based on the accuracy of the opponent, or to disable the player 01 for the duration of the game, a pre-set interval, or a software-determined interval.
- the target could be a disk, a diaphragm, a photo-sensor array, a light curtain, or any other convenient means, preferably low-cost and reliable, to measure a paintball "mark" or "kill”.
- FIG. 19 is a schematic diagram containing an automatic paintball gun 230, the target 210, a status/intent indicator 232, three electronic modules, a gun interface module 233, an I/O module 234, and a motor control module 235.
- the paintball gun 230 includes a primary paintball hopper 236 and a larger capacity paintball hopper 237 for holding a large supply of paintballs.
- the primary paintball hopper 236 and the larger capacity paintball hopper 237 are connected with a flexible coupling 238 to allow for the motion of the paintball gun 230.
- the paintball gun 230 is mounted on an axle that is transverse to the longitudinal axis of the paintball gun 230 and is located at the center of gravity 240 of the paintball gun 23O to minimize the motion control power requirements.
- the axle through the center of gravity 240 is driven by an elevation motor 241 and belt 242.
- a pair of bracket 243 (only one of which is shown in FIG. 20) supports the axle through the center of gravity 240 and, in turn, is mounted on a circular platform 244.
- the circular platform revolves around a stationary support 245 through an angle of at least 135 degrees and is rotated by an azimuth motor 246 and belt 247.
- the paintball gun 230 has a pressurized gas coupling 248 for receiving pressurized gas from a conduit 249.
- a port 250 is connected to the gun interface module 233 by a signal-carrying connection 251.
- the "G3" shown on the paintball gun 230 represents the mechanism inside the paintball gun 230 which fires a paintball in response to a fire command at the port 250 and corresponds to the "G3" shown in FIG. 10.
- the gun interface module 233 performs several functions. One function, as indicated by the "G2,” is to receive fire commands from the I/O unit 234, and convert the command signals to a format compatible with the paintball gun 230.
- the “G2" corresponds to the "G2" shown in FIG. 10.
- the target 21 0 provides analog electrical signals on a wired or wireless connection 252 indicative of whether the target has been hit by a paintball.
- the analog electrical signals from the target 210 are converted into digital signals by an A/D converter inside the gun interface module 233 and sent to the I/O module 234.
- Status or intent information received from the I/O module 234 by the gun interface module 233 is converted to relay driver signals to control three relays, a green light relay 253, a yellow light relay 254, and a red light relay 255.
- the three relays 253, 254, and 255 are used to turn on and off a green light 256, a yellow light 257, and a red light 258 in the status/intent indictor 232.
- the gun interface module 233 is connected to the I/O module 234 by a bus 260.
- the motor control unit 235 receives target coordinates from the I/O unit 234 on connection 261 , calculates the proper elevation and azimuth for the paintball gun 230, and drives the elevation and azimuth motors 241 and 246, respectively, to align the paintball gun 230 accordingly in one embodiment of the invention.
- the gun interface module 233 receives the coordinates of the target and the time that the target will be at the coordinates, calculates the direction and number of revolutions necessary for the motors 241 and 247 to move the paintball gun 230 from its present position to the position to hit the target and passes this data back to the I/O unit 234 which passes the data to the motor control unit 235. Since the correct calculated position of the paintball gun 230 depends on the muzzle velocity and other characteristics of the paintball gun 230, the gun interface module 233 is configured for a particular paintball gun 230. The other modules, the I/O module 234 and the motor control module 235 would be the same for all paintball guns.
- the I/O module 234 interfaces with a controller by a wired or wireless connection 262.
- the status/intent indicator 232 can have many embodiments such as a sequence of lights to indicate its status, for example, red to indicate that the paintball gun 230 is disabled, blue for not participating in this game, green for enabled and ready to shoot, and yellow to indicate that the status/intent indicator 232 will show green soon.
- the visual cues to the opposing team can be quite strong.
- the visual plays may be less obvious (e.g. yellow, warning time could be shorter) or the indicator lights/visual/audio cues could be disabled. Audio cues could be used to assist visually impaired players in participating in the game.
- Other signals or cues can be used to indicate the status, lethality, and intent, etc. of each automated player. Indicators of an audio, visual, or even tactile nature might include
- lethality a status indicator that might tell opponents how many rounds (paintballs) player 01 has remaining and available to shoot;
- the playing field could notify player XN that he or she has been locked on-to, and that a firing opportunity has been identified by the system.
- the human player might be given a warning time to take cover or action prior to being fired upon by player O1 .
- the player XN may be given little or no warning. This would further allow the playing environment to be adapted to the skill level or the preference of -the human players. The number of skills can be adapted to fit market conditions and evolve as the games become popular.
- FIG. 20 shows a mobile platform 400 upon which the device shown in FIG. 19 may be attached.
- the mobil platform 400 consists of frame elements 402, a lower body 404, and an upper body 406 which is removably attached to the frame elements 402 with connectors 440.
- Wheels 407 are idler wheels rotating freely about an axle 405.
- Wheels 408 are driven wheels attached to drive axles 409 mounted via gear boxes 411 to the frame 402.
- the motors 410 receive power and control signals on multi-pair wires 412 from motor controllers 414 which include overload protection circuitry. While a wheeled mobile platform is illustrated as the preferred embodiment in FIG 20, a tracked vehicle or articulated leg vehicle may also be employed.
- the motor controllers 414 optionally receives shaft encoder data from a sensor mounted to the axles 409 which may be transmitted via multi-pair wires 412, the motor controllers 414, and the multi-pair wires 416 to a micro- controller 424.
- the micro-controller 424 may record cumulative shaft encoder data to provide dead reckoning position information for navigation and control of the mobile platform 400 when operating in autonomous mode. Alternatively, when the mobile platform 400 is operated under human control, such navigation information may be unnecessary.
- a position indicator 444 may be attached to the mobile platform 400 and provide position information on a wire 446 to the micro ⁇ controller 424.
- the position indicator 444 may be selected from a variety of standard sensors including but not limited to GPS (Global Positioning Satellite) receivers, inertial navigation sensors, or radio-frequency based triangulation sensors.
- the motor controllers 414 receive power and command signals via wires 416 from the micro-controller 424.
- the micro-controller 424 may have on-board software to control its actions, or may receive commands remotely via a wire 436 from a transceiver 420. In the embodiment shown in FIG. 20 motion control of the mobile platform 400 is achieved with simple skid -steering commands to differentially power the left and right motors 410. Numerous alternative steering systems will be obvious to one skilled in the art. Commands from an antenna 442 may be received by an antenna 418 and passed to the transceiver 420.
- the commands from the antenna 442 may be initiated by the master electronic control system for the arena, or by a human player.
- a battery 432 is removably mounted on the base 404 and provides electrical power via multi-pair wires 438 to the rest of the mobile platform electronics and motors 210.
- a compressed gas tank 422 is removably attached to the base 404.
- a manual valve 434 may be used to recharge the compressed gas tank 422 between games, or for attachment to an optional on-board compressor.
- the outlet pressure supply of the tank 422 is controlled by a solenoid valve 430 under control of the micro-controller 424 via a wire 428.
- the exit port of valve 430 provides pneumatic power through a gas conduit 249 to the device shown in FIG. 19.
- the stationary support 245 is common to FIG.
- the target 210, and associated devices may be mounted to platform 406 using convenient mounting brackets 442.
- a wire 252 is removably attached to the micro-controller 424. Removable attachment points 250 and 251 provide a convenient means to employ the device shown in FIG. 19 for a wide variety of purposes, and to provide convenient access for maintenance of mobile platform 400.
- connections between the various elements are shown as wire connections.
- wireless and well as wired connections can also be used for communication between the elements.
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- Physical Education & Sports Medicine (AREA)
- Engineering & Computer Science (AREA)
- General Engineering & Computer Science (AREA)
- Human Computer Interaction (AREA)
- Physics & Mathematics (AREA)
- Optics & Photonics (AREA)
- Toys (AREA)
- Two-Way Televisions, Distribution Of Moving Picture Or The Like (AREA)
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Abstract
Priority Applications (1)
Application Number | Priority Date | Filing Date | Title |
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US11/577,913 US20080194337A1 (en) | 2004-10-25 | 2005-10-25 | Hunting Game Having Human And Electromechanical Players |
Applications Claiming Priority (4)
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US62190804P | 2004-10-25 | 2004-10-25 | |
US60/621,908 | 2004-10-25 | ||
US64055604P | 2004-12-30 | 2004-12-30 | |
US60/640,556 | 2004-12-30 |
Publications (2)
Publication Number | Publication Date |
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WO2006047599A2 true WO2006047599A2 (fr) | 2006-05-04 |
WO2006047599A3 WO2006047599A3 (fr) | 2006-12-14 |
Family
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Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
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PCT/US2005/038578 WO2006047599A2 (fr) | 2004-10-25 | 2005-10-25 | Jeu de poursuite comprenant des joueurs humains et electromecaniques |
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US (1) | US20080194337A1 (fr) |
WO (1) | WO2006047599A2 (fr) |
Cited By (3)
Publication number | Priority date | Publication date | Assignee | Title |
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FR2912499A1 (fr) * | 2007-02-09 | 2008-08-15 | Christian Meynier | Ensemble de moyens et installation pour la pratique du jeu de guerre. |
WO2009122407A1 (fr) * | 2008-04-01 | 2009-10-08 | Alon Naim | Cible terrestre mobile automatique pour le golf et son procédé d'utilisation |
IT201700032381A1 (it) * | 2017-03-23 | 2018-09-23 | Andrea Depalo | Dispositivo per difesa personale o uso sportivo, per dispositivi di mobilità per persone con disabilità, particolarmente del tipo delle sedie a rotelle. |
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US8475274B2 (en) | 2007-04-26 | 2013-07-02 | Sony Computer Entertainment America Llc | Method and apparatus for dynamically adjusting game or other simulation difficulty |
US20090239591A1 (en) | 2008-03-19 | 2009-09-24 | Motorola Inc | Wireless communication device and method with an orientation detector |
JP5520457B2 (ja) * | 2008-07-11 | 2014-06-11 | 任天堂株式会社 | ゲーム装置およびゲームプログラム |
US8366525B2 (en) * | 2008-10-15 | 2013-02-05 | Rick Jensen | Combat simulation gaming system |
US8403672B2 (en) | 2009-10-21 | 2013-03-26 | Tim Odorisio | Training target for an electronically controlled weapon |
US20110193779A1 (en) * | 2010-02-08 | 2011-08-11 | Herbert Williams | System and Method for Facilitating Social Networking |
US9006642B2 (en) | 2012-08-21 | 2015-04-14 | Delta Electronics, Inc. | Focus adjustable apparatus |
CN104994919B (zh) * | 2013-02-07 | 2017-11-21 | 马卡里 | 一种用于激光枪战游戏中的异形附着物及系统 |
JP5980266B2 (ja) | 2014-05-14 | 2016-08-31 | 任天堂株式会社 | 情報処理システム、情報処理プログラム、情報処理装置、及び情報処理方法 |
US10852102B2 (en) * | 2016-05-23 | 2020-12-01 | Miguel A. Sanchez Velez | Configurable shooting training system and method of using the same |
JP7488086B2 (ja) * | 2020-03-31 | 2024-05-21 | 株式会社バンダイナムコエンターテインメント | コンピュータシステム、サーバシステム及びゲームシステム |
CN111729287A (zh) * | 2020-07-20 | 2020-10-02 | 苏州智体元年健康科技有限公司 | 一种智能健身手柄及智能健身设备 |
US12005364B2 (en) | 2020-10-16 | 2024-06-11 | Hasbro, Inc. | Detectable projectile system with interactive shooting game methods |
US20230060494A1 (en) * | 2021-08-26 | 2023-03-02 | Street Smarts VR | Apparatus for adapting replica weapons to a virtual reality system |
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- 2005-10-25 US US11/577,913 patent/US20080194337A1/en not_active Abandoned
Cited By (3)
Publication number | Priority date | Publication date | Assignee | Title |
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FR2912499A1 (fr) * | 2007-02-09 | 2008-08-15 | Christian Meynier | Ensemble de moyens et installation pour la pratique du jeu de guerre. |
WO2009122407A1 (fr) * | 2008-04-01 | 2009-10-08 | Alon Naim | Cible terrestre mobile automatique pour le golf et son procédé d'utilisation |
IT201700032381A1 (it) * | 2017-03-23 | 2018-09-23 | Andrea Depalo | Dispositivo per difesa personale o uso sportivo, per dispositivi di mobilità per persone con disabilità, particolarmente del tipo delle sedie a rotelle. |
Also Published As
Publication number | Publication date |
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US20080194337A1 (en) | 2008-08-14 |
WO2006047599A3 (fr) | 2006-12-14 |
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