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US20240390780A1 - Interactive Robot Battle Game - Google Patents

Interactive Robot Battle Game Download PDF

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Publication number
US20240390780A1
US20240390780A1 US18/200,080 US202318200080A US2024390780A1 US 20240390780 A1 US20240390780 A1 US 20240390780A1 US 202318200080 A US202318200080 A US 202318200080A US 2024390780 A1 US2024390780 A1 US 2024390780A1
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United States
Prior art keywords
game
robot
toy
arms
state machine
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Pending
Application number
US18/200,080
Inventor
Donald Swearingen
Robert Nathan
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Individual
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Individual
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Filing date
Publication date
Application filed by Individual filed Critical Individual
Priority to US18/200,080 priority Critical patent/US20240390780A1/en
Publication of US20240390780A1 publication Critical patent/US20240390780A1/en
Pending legal-status Critical Current

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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
    • A63F9/00Games not otherwise provided for
    • A63F9/24Electric games; Games using electronic circuits not otherwise provided for
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F9/00Games not otherwise provided for
    • A63F9/04Dice; Dice-boxes; Mechanical dice-throwing devices
    • A63F9/0413Cuboid dice
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63HTOYS, e.g. TOPS, DOLLS, HOOPS OR BUILDING BLOCKS
    • A63H30/00Remote-control arrangements specially adapted for toys, e.g. for toy vehicles
    • A63H30/02Electrical arrangements
    • A63H30/04Electrical arrangements using wireless transmission
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63HTOYS, e.g. TOPS, DOLLS, HOOPS OR BUILDING BLOCKS
    • A63H33/00Other toys
    • A63H33/04Building blocks, strips, or similar building parts
    • A63H33/042Mechanical, electrical, optical, pneumatic or hydraulic arrangements; Motors
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F9/00Games not otherwise provided for
    • A63F9/24Electric games; Games using electronic circuits not otherwise provided for
    • A63F2009/2401Detail of input, input devices
    • A63F2009/2411Input form cards, tapes, discs
    • A63F2009/2429IC card, chip card, smart card
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F9/00Games not otherwise provided for
    • A63F9/24Electric games; Games using electronic circuits not otherwise provided for
    • A63F2009/2448Output devices
    • A63F2009/2479Other kinds of output
    • A63F2009/2482Electromotor
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63HTOYS, e.g. TOPS, DOLLS, HOOPS OR BUILDING BLOCKS
    • A63H2200/00Computerized interactive toys, e.g. dolls

Definitions

  • Card games are among the most popular leisure activities worldwide with varying objective-themed agendas to engage players. When overplayed, however, card games can quickly become repetitive and unexciting. There have been no products available as original equipment or as an aftermarket to address this problem.
  • the main purpose of the interactive robot battle game is to provide users with an interactive, high-tech card game that features an electronic toy robot that works in complement with Artificial Intelligence, establishing a comprehensive gaming experience.
  • a game disclosed includes a toy robot configured with movable legs, arms, head and voice and comprise a control circuit therefore and a wireless handshaking circuit.
  • the disclosure also includes a card deck wherein each card comprises an attribute circuit having battle attributes of the robot communicable wirelessly to a prompt.
  • the disclosure yet includes state machine circuits in a wireless electronic pad configured to wirelessly handshake with the robot and prompt the card deck.
  • FIG. 1 is a front elevational view of the interactive robot battle game, in accordance with an embodiment of the present disclosure.
  • a ‘wireless handshake’ refers to an electronic wireless protocol of communication between the robot and the state machine circuits in a wireless electronic pad via wireless transceiver circuits.
  • the wireless transceiver circuits reside in the robot and in the card deck and the electronic pad.
  • a ‘state machine circuit’ is an electronic circuit with combinatorial logic circuits which is designed to give an output given a set of inputs and is hardware at its core.
  • a ‘control circuit’ comprises combinatorial circuits and analog circuits configured to drive servomotors and electromechanical devices according to a set of inputs.
  • An ‘attribute circuit’ is an electronic and memory circuit where the robot attributes are stored and registered in order to personalize and characterize a robot to a user's specification and battle requirements including movements, mood and speech patterns.
  • a ‘prompt’ is therefore an electronic handshake signal and/or communications protocol which originates with a source circuit or device and terminates at a destination circuit or device.
  • FIG. 1 is a front elevational view of the interactive robot battle game in accordance with an embodiment of the present disclosure.
  • the view includes a toy robot antennae A, a speaker S, locking joint referenced as J, jack hammer referenced as JH, LED light indicators referenced as L, revolving saw referenced as RS, an artificial intelligence neural network AI, a card deck CD where each card of the deck includes an attribute circuit PC and an electronic pad CP which is a cell phone in embodiments.
  • the electronic pad CP, the toy robot antennae A and the CD communicate via wirelessly handshaking circuits and a wireless communication protocol.
  • the present disclosed interactive robot battle game also known as “Robot Warrior League”
  • Robot Warrior League offers users a novel smart card game that will never repeat itself or become boring as it utilizes cutting-edge technologically advanced features that progress every time the game is played.
  • This invention ensures individuals remain entertained for long periods of time and are challenged throughout play.
  • the Robot Warrior League functions by employing a combination of robots on a simulated battlefield, positioned on stationary pads, capable of multiple movements, whereas the main objective is to collect parts from an opponent's robots. Individuals will be able to train and battle with their robots so as to achieve higher levels and accomplishments in the game, as well as accumulating more parts to gain advantage.
  • the robots simulate battle by moving their arms, weapons, and other supplies while also having the capability of speaking to their trainers through the simple wireless electronic pad, via a Bluetooth connection, in order to plan effective battle strategy.
  • the accompanying cards of the Robot Warrior League are embedded with high-tech chips so they can be read by the hand-held pad. These chips and are used to deal melee (physical damage) and ranged weapon attacks, as well as special effect damage such as a powered attack or explosion during play.
  • the 3 six-sided (standard) dice serve to determine the effectiveness of the card designated action, whether there is a hit or miss die as well as if the primary robot dies based on combat.
  • the disclosure also known as a Robot Warrior League game allows for the Trainer and Robot to build a relationship over time, using Artificial Intelligence, so that the Robot learns the Trainer's moves, moods, and speech patterns, which offers a bonding element to the toy feature, as the two work together to accomplish their battles and win over their competitors.
  • This ingenious and innovative design allows for a more interactive, personalized and entertaining game experience at all times.

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Computer Networks & Wireless Communication (AREA)
  • Toys (AREA)

Abstract

The Robot Warrior League is the only product of its kind that combines artificial intelligence, an electronic toy robot possessing LED indicators based on damage administered, and playing cards/dice for controlling actions in order to create a dynamic gaming experience that is sure to entertain individuals of varying ages. This unprecedented product is uniquely designed with modern technological features, challenging level options for increased complexity and exciting tasks to ensure users are constantly entertained while playing. Moreover, the Robot Warrior League includes robots that physically simulate battle through AI, and special effect cards that enable specific powers such as speed, strength, hardened skin, etc. to even further enhance robot survival abilities during attacks.

Description

    BACKGROUND
  • Card games are among the most popular leisure activities worldwide with varying objective-themed agendas to engage players. When overplayed, however, card games can quickly become repetitive and unexciting. There have been no products available as original equipment or as an aftermarket to address this problem.
  • An apparatus that gives excitement and variety to card games, ensuring they don't become repetitive, is not being met by any known device or system at present. There have been no products available as original equipment or as an aftermarket to address this problem either.
  • SUMMARY OF THE INVENTION
  • The main purpose of the interactive robot battle game is to provide users with an interactive, high-tech card game that features an electronic toy robot that works in complement with Artificial Intelligence, establishing a comprehensive gaming experience.
  • A game disclosed includes a toy robot configured with movable legs, arms, head and voice and comprise a control circuit therefore and a wireless handshaking circuit. The disclosure also includes a card deck wherein each card comprises an attribute circuit having battle attributes of the robot communicable wirelessly to a prompt. The disclosure yet includes state machine circuits in a wireless electronic pad configured to wirelessly handshake with the robot and prompt the card deck.
  • BRIEF DESCRIPTION OF THE DRAWINGS
  • FIG. 1 is a front elevational view of the interactive robot battle game, in accordance with an embodiment of the present disclosure.
  • Throughout the description, similar reference numbers may be used to identify similar elements depicted in multiple embodiments. Although specific embodiments of the invention have been described and illustrated, the invention is not to be limited to the specific forms or arrangements of parts so described and illustrated. The scope of the invention is to be defined by the claims appended hereto and their equivalents.
  • DETAILED DESCRIPTION
  • Reference will now be made to exemplary embodiments illustrated in the drawings and specific language will be used herein to describe the same. It will nevertheless be understood that no limitation of the scope of the disclosure is thereby intended. Alterations and further modifications of the inventive features illustrated herein and additional applications of the principles of the inventions as illustrated herein, which would occur to one skilled in the relevant art and having possession of this disclosure, are to be considered within the scope of the invention.
  • Throughout the disclosure, a ‘wireless handshake’ refers to an electronic wireless protocol of communication between the robot and the state machine circuits in a wireless electronic pad via wireless transceiver circuits. In some embodiments, the wireless transceiver circuits reside in the robot and in the card deck and the electronic pad. A ‘state machine circuit’ is an electronic circuit with combinatorial logic circuits which is designed to give an output given a set of inputs and is hardware at its core. A ‘control circuit’ comprises combinatorial circuits and analog circuits configured to drive servomotors and electromechanical devices according to a set of inputs. An ‘attribute circuit’ is an electronic and memory circuit where the robot attributes are stored and registered in order to personalize and characterize a robot to a user's specification and battle requirements including movements, mood and speech patterns. A ‘prompt’ is therefore an electronic handshake signal and/or communications protocol which originates with a source circuit or device and terminates at a destination circuit or device.
  • FIG. 1 is a front elevational view of the interactive robot battle game in accordance with an embodiment of the present disclosure. The view includes a toy robot antennae A, a speaker S, locking joint referenced as J, jack hammer referenced as JH, LED light indicators referenced as L, revolving saw referenced as RS, an artificial intelligence neural network AI, a card deck CD where each card of the deck includes an attribute circuit PC and an electronic pad CP which is a cell phone in embodiments. The electronic pad CP, the toy robot antennae A and the CD communicate via wirelessly handshaking circuits and a wireless communication protocol.
  • The present disclosed interactive robot battle game, also known as “Robot Warrior League”, offers users a novel smart card game that will never repeat itself or become boring as it utilizes cutting-edge technologically advanced features that progress every time the game is played. This invention ensures individuals remain entertained for long periods of time and are challenged throughout play. The Robot Warrior League functions by employing a combination of robots on a simulated battlefield, positioned on stationary pads, capable of multiple movements, whereas the main objective is to collect parts from an opponent's robots. Individuals will be able to train and battle with their robots so as to achieve higher levels and accomplishments in the game, as well as accumulating more parts to gain advantage.
  • The robots simulate battle by moving their arms, weapons, and other supplies while also having the capability of speaking to their trainers through the simple wireless electronic pad, via a Bluetooth connection, in order to plan effective battle strategy. Furthermore, the accompanying cards of the Robot Warrior League are embedded with high-tech chips so they can be read by the hand-held pad. These chips and are used to deal melee (physical damage) and ranged weapon attacks, as well as special effect damage such as a powered attack or explosion during play. The 3 six-sided (standard) dice serve to determine the effectiveness of the card designated action, whether there is a hit or miss die as well as if the primary robot dies based on combat.
  • The disclosure, also known as a Robot Warrior League game allows for the Trainer and Robot to build a relationship over time, using Artificial Intelligence, so that the Robot learns the Trainer's moves, moods, and speech patterns, which offers a bonding element to the toy feature, as the two work together to accomplish their battles and win over their competitors. This ingenious and innovative design allows for a more interactive, personalized and entertaining game experience at all times.
  • Although the operations of the method(s) herein are shown and described in a particular order, the order of the operations of each method may be altered so that certain operations may be performed in an inverse order or so that certain operations may be performed, at least in part, concurrently with other operations. In another embodiment, instructions or sub-operations of distinct operations may be implemented in an intermittent and/or alternating manner.

Claims (16)

What is claimed is:
1. A game comprising:
a toy robot configured with movable legs, arms, head and voice and comprise a control circuit therefore and a wireless handshaking circuit;
a card deck wherein each card comprises an attribute circuit having battle attributes of the toy robot communicable wirelessly to a prompt; and
a plurality of state machine circuits in a wireless electronic pad configured to wirelessly handshake with the toy robot and prompt the card deck.
2. The game of claim 1, wherein each of the legs and the arms comprise a joint configured to lock and unlock the respective leg and arm to the robot based on the wireless handshake.
3. The game of claim 1, wherein the card deck battle attributes relate to the robot movable legs, arms, head and voice.
4. The game of claim 1, wherein the card deck battle attributes are based on a toy jack hammer and on a revolving saw.
5. The game of claim 1, further comprising three each six sided die for use with the card deck, in determination of player options against other players.
6. The game of claim 1, wherein at least one of the arms comprises a toy jack hammer.
7. The game of claim 1, wherein at least one of the arms comprises a toy revolving saw.
8. The game of claim 1, further comprising a plurality of LED (light emitting diodes) displayed on the arms and the legs of the toy robot driven by the plurality of state machine circuits.
9. The game of claim 1, wherein the wireless electronic pad is configured as a cell phone.
10. The game of claim 1, further comprising a plurality of toy robots and a plurality of state machine circuits.
11. The game of claim 1, wherein the plurality of state machine circuits comprise an artificial intelligence neural network.
12. The game of claim 1, wherein the robot comprises an artificial intelligence neural network.
13. The game of claim 12, wherein the artificial intelligence learns a pattern of play of the robot with the card deck.
14. The game of claim 1, wherein the attribute circuits include movements, timing and speech patterns of interaction between the toy robot and the deck of cards.
15. The game of claim 1, further including a plurality of toy robots which communicate with each other via a plurality of state machine circuits.
16. The game of claim 1, wherein a plurality of toy robots have interchangeable arms and legs and heads according to a set of collection game rules.
US18/200,080 2023-05-22 2023-05-22 Interactive Robot Battle Game Pending US20240390780A1 (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
US18/200,080 US20240390780A1 (en) 2023-05-22 2023-05-22 Interactive Robot Battle Game

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Application Number Priority Date Filing Date Title
US18/200,080 US20240390780A1 (en) 2023-05-22 2023-05-22 Interactive Robot Battle Game

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FR2696652A1 (en) * 1992-10-08 1994-04-15 Herard Rose Marie Doll or toy animal having behaviour responding to sensors or passage of time - has neuron network responding to digital signals from environmental sensors with output to CPU which controls actuators
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US20030064812A1 (en) * 2001-10-02 2003-04-03 Ethan Rappaport Smart card enhanced toys and games
US6629242B2 (en) * 1997-04-11 2003-09-30 Yamaha Hatsudoki Kabushiki Kaisha Environment adaptive control of pseudo-emotion generating machine by repeatedly updating and adjusting at least either of emotion generation and behavior decision algorithms
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