Game With Remotely Controlled Game Vehicles
A game has one or more remotely controlled game vehicles that are each controlled by an operator interface. The game includes a visually controlled computer that senses the remotely controlled game vehicle or vehicles visually and controls each remotely controlled game vehicle using visually sensed input and input from its operator interface.
This application claims the benefit of U.S. Provisional Ser. No. 60/673,290 filed on Apr. 20, 2005.
FIELD OF INVENTIONThis invention relates generally to games and more particularly to games with remotely controlled vehicles, to vehicles for such games, to recharging systems for such vehicles and to an arcade booth for such games.
BACKGROUND OF THE INVENTIONGames with remotely controlled vehicles, such as the televised Battle Botts, are already known. These known games, however, do not include a central computer control that supervises the game process.
SUMMARY OF THE INVENTIONIn one aspect, this invention provides a game with remotely controlled game vehicles that includes a central computer control for supervising the game process.
In another aspect, this invention provides a remotely controlled game vehicle.
In still another aspect this invention provides a game with remotely controlled vehicles that have on-board batteries and with recharging stations for the on-board batteries.
In still another aspect, this invention provides a game booth for a game having remotely controlled game vehicles and a central computer control for supervising the game process.
In still yet another aspect this invention provides a method for playing a game having remotely controlled vehicles and a central computer control for supervising the game process.
A typical arcade booth 10 for a game of the invention is shown in
The viewing area 16 is preferably covered by glass or clear plastic panels on several sides which prevent the game vehicles from leaving the playing surface of the cabinet and also prevent the game vehicles from being removed. There are typically doors or access panels in the side panels of the viewing area that allow for the vehicles to be serviced.
The upper signage area 14 provides a place to have signs but also allows for a convenient place to mount lighting for the arcade booth as well as for mounting cameras, projectors, etc. that are needed for the game. The signage area is often backlit to attract users.
Game VehiclesThe game typically has two remotely controlled game vehicles 22 but may include more or less than two remotely controlled game vehicles.
The typical vehicle 22 preferably has two non-marking drive wheels 26 generally near the center of the vehicle when viewed from the side and on the left and right of the center when viewed from the front. The drive wheels 26 have separate drive axles which are preferably collinear, however, the drive axles can be offset. The drive wheels 26 are powered by respective motors which allow the vehicles to be driven around the field. The steering is “tank style,” meaning the vehicle is turned to the left by driving the right drive wheel faster than the left drive wheel or to the right by driving the left drive wheel faster than the right one. This drive method is both simple and effective. It allows for good control of the vehicle. It also enables “zero turning radius” turns which enhances the drivability of the vehicle as well as the interest of the game.
The typical game vehicle 22 also preferably has two undriven caster wheels 28 that reduce sliding friction. The caster wheels 28 can be replaced with a sliding pad if higher friction is acceptable. It is also possible to use four drive wheels or tracks similar to a tank. Both of these alternatives have the advantage of increasing drive force under certain conditions. However, these alternative may be more expensive and may make turning more difficult.
The typical game vehicle 22 preferably has a generally round shape with a center of gravity below the “belt line” to provide a self righting feature. If the vehicle is not tipped beyond 90 degrees from upright, the vehicle will right itself automatically. The drive vehicle 22 is preferably equipped with two arms 30 that accommodate situations where the vehicle may get tipped far enough so that it will not automatically right itself. Arms 30 need only be long enough to get the vehicle partially upright, that is, close to the self righting angle of about 90 degrees.
Each of the two arms 30 of the vehicle preferably has two joints that have two degrees of freedom, typically pivotal motion about two orthogonally related axes.
As shown in
Also, because small gear teeth are subject to damage via impact loads, each joint of each arm 30 is preferably protected via a “saver” joint. These savers are spring loaded self centering devices 38 (that are clearly shown in
The typical game vehicle 22 preferably has a digital microprocessor 49 inside to manage control tasks and a communication link 40 with a main control computer 42 as schematically illustrated in
The typical game vehicle 22 preferably has lights on its top side that cooperate with a vision system 46 to track its position and orientation as explained below.
The typical game vehicle 22 also preferably has a “tilt sensor” inside (not shown). The tilt sensor may comprise two accelerometers mounted in the horizontal plane. By using well know methods, the two accelerometer readings can be used to calculate tilt angle. One alternative to sense tilt comprises a single accelerometer mounted vertically but this method is less sensitive to measuring tilt angle than the method using two horizontal accelerometer measurements). Another alternative is to use three acceleration measurements which is more expensive but can be effective. Additional method to sense tilt include mechanical g switches/sensors with 1D or 2D pendulums, “Standing Man”, Steel ball held in place by a magnet, and others.
The motors of the game vehicle 22 are controlled by the main control computer 42. These motors are controlled via well know techniques, for instance, using H-bridges and/or relays depending on the level of control needed. The first and second arm joints each have feedback circuits that allow the arms 30 to be accurately positioned.
The typical game vehicle 22 draws power from an onboard battery or batteries 48 and thus have a connector or pad that enables the batteries to be charged.
The battery circuit to engage zero, one or more batteries is explained below. Alternatively, a game vehicle could draw power via the floor as is well know from bumper cars or in a method similar to that shown in U.S. Pat. No. 6,044,767 entitled “Slotless electric track for vehicles”.
The typical game vehicle 22 preferably has lights for “eyes” that can be turned under program control (for example the eye could “watch” opponent vehicle). These eyes help to aid in the fun of the game. The eyes also help to give the vehicles an anthropomorphic appeal, helping the drivers to associate personalities to the vehicles they are driving.
Game with Remote Control VehiclesThe game comprises one, two or more remote control game vehicles 22 that are driven by players that operate one of the game vehicles.
Players input their desired control inputs to their respective game vehicles 22 labeled A, B and C via operator interfaces 24 such as joysticks, switches, buttons, etc., that are also labeled A, B and C in
A camera 50 is mounted generally above the game field 20. For example, camera 50 can be mounted in the elevated signage portion 14 of an arcade booth 10 shown in
The vision system 46 provides the positions, (X and Y coordinates) and orientations (Θs) of the game vehicles 22 to the control computer 42. This information is desirable because it allows the control computer 42 to make the game function more smoothly and more autonomously and ultimately more profitably.
The information also allows for automatic scoring of games that require position detection (for example variations on games “King of the Hill” or “Musical Chairs”).
The information also allows for “referee calls” like “three second lane violations” in basketball, “clipping” in football, and “off sides” as in soccer/hockey.
Furthermore, the information allows for the control computer 42 to drive the game vehicles 22 from point to point which enables (among other things): automatic driving to charging stations, “Attract Mode” demonstration games to increase paid playing, playing against the computer when not enough paying players are available, and automatic field reset.
This information also enables “Virtual Fences” (areas where vehicles are forbidden to drive) which can enhance play and protect game vehicles from damage. Among other things this enables damaged game vehicles to be protected from future hits or attacks, prevents malicious operators from driving vehicles into a “brick wall” or “off a cliff” with the intent of damaging vehicles, prevents “Demolition Derby” type behavior by operators, and allows computer 42 to aid novice operators by preventing them from driving too far astray.
Computer 42 analyzes the operator inputs and the data from the vision system 46 to decide what commands to give the game vehicles 22.
Computer 42 may modify an operator's inputs based on the situation. For example, an operator may be requesting an input that will cause a game vehicle to run into a wall or other obstacle. In this case, the computer would perhaps modify the request to avoid the crash.
Computer 42 has a communication link 52 with the game vehicles 22. This communication link 52 is preferably a radio system, but it could be implemented in a number of ways, infrared light, ultraviolet light, sound waves, even potentially via a ground link through the floor as is done in U.S. Pat. No. 6,044,767 entitled “Slotless electric track for vehicles”.
Communications link 52 could be one way, that is from a stationary computer transmitter to remote controlled vehicle receivers. However, a two way communications link with transceivers at each end is preferable so that the stationary computer 42 can have diagnostic information from the game vehicles, such as battery voltage, tilt information, motor currents, fault information, etc.
The game vehicles 22 preferably each have an onboard computer 49. The onboard computer helps to manage the local control tasks required for each vehicle (communications, motor control, battery monitoring/management, fault diagnostics, etc.). Alternatively all control tasks could be managed via the stationary main computer 42.
There are a number of other possible characteristics that can be used by themselves or in combination to provide the position, orientation, and identification information including color/shade, size, perimeter, “Moments” (for example Ixx, Iyy, Ixy, Jzz, etc.) and other so called “hu invariant” properties (see any text on machine vision systems).
Games with remote controlled vehicles are likely to be played at different locations and in a variety of lighting conditions even for a single location, for example, sunlight entering from nearby windows may cover the entire game field 20 at times and different parts of the field at other times. Lighting variations from location to location may be significant, for example, a home recreation room setting vs. a neighborhood bar setting vs. a well lit entryway of a grocery store. These lighting variations require a unique solution for well know algorithms used in machine vision applications to be utilized in a machine vision controlled game with remote control vehicles that is used in many variable environments.
When active lighting is used, the exposure can be reduced to the point that essentially only the active lights remain in the image with all other light being filtered out, even light from strong nearby sources.
This makes the tracking algorithm much more robust and it makes ambient lighting control unnecessary. The pattern example shown in
Another unique solution to deal with ambient light causing problems with the vision system is shown in
The features of the “special light” that make them useful in games of this type is that the “special light” is not present in large quantities in the ambient lighting that is the source of the pollution and that a filter is available to allow passage of this special light but not other light. Examples of possible special light sources include ultraviolet light, infrared light, and polarized light.
The game vehicles 22 still need to have unique shapes and or patterns as already described in order for the computer determine the position, orientation and identification of each one of the multiple game vehicles.
Another unique solution to deal with ambient light causing problems with the vision system is shown in
Remote controlled vehicles require power to operate. The game vehicles may get power from the floor as in U.S. Pat. No. 6,044,767 entitled “Slotless electric track for vehicles” which requires a special floor surface and special features on the vehicles. Alternatively, the game vehicles 22 may get power from the air waves which is difficult to make both safe and powerful enough.
However, the preferred method to provide power is an on-board battery or batteries 48 as shown in
The game vehicles 22 are parked in the charging stations automatically. The preferred method is to use the vision system 46 to inform the main control computer 42 (or another central computer) of the locations of the various game vehicles 22 which then determines a path for a particular game vehicle to one of the charging stations and pilot the particular game vehicles to a particular charging station. Alternatively, there are methods where a beacon (IR, visible light, radio waves, etc.) provides the vehicles with information that allow them to pilot themselves into the charging station. Yet another alternative is to program the vehicles with “maze behaviors” that allow the vehicle to eventually wander into the charge station.
While the storage/charging area 54 is illustrated as next to the playing field 20 in
A simplified charging circuit 80 is shown in
The computer monitors battery voltage by means of an Analog to Digital Converter (ADC). The computer monitors battery charge current by measuring voltage drop across the sense resistor using its ADC and Ohm's Law (the known V=IR equation). Battery temperature is measured by using a reference voltage, a thermister (a resistor that changes its resistance with temperature) and a voltage divider resistor, R.
The transistor, diode, and relay are used in very typical ways to allow the computer to start/stop the charging process by turning on/off the relay.
Note, relays fail open circuit—fail safe with recovery method when on charging station.
The current limiting resistor is used to keep the current an acceptable level for the battery being charged given the DC voltage and the characteristics of the batteries. It is possible that the current limiting resistor and the current sensing resistors can be combined into one unit.
The Computer monitors current, voltage and, most importantly, battery temperature to charge the batteries safety and efficiently. By monitoring these three parameters, the best battery performance can be obtained in terms of longer battery life and in terms of maximum battery charging.
There are other less sophisticated methods, in comparison to the method described above in connection with
Alternative: Variable Voltage Input (slightly above nominal battery voltage) Monitor Current, Voltage, Temp; Adjust input voltage to have appropriate current flow during charge; Stop charging when battery temp starts to increase above threshold temp over ambient temp. Safe, reliable maximize performance and life of batteries. Advantage: can charge different batteries types, voltages, etc. where inline resistor is more tied to specifics of battery. Disadvantage: cost
Alternative: Do not monitor temp, have ability to remove charge voltage but measure battery voltage, stop when battery voltage peaks. Not as safe, not as good at maximizing life and performance of battery.
Alternative: Use time only, no voltage, no current, no temp. Limit current by inline resistor. Cheap, but not good for battery life, full charging, not as safe.
Alternative: Using combinations of time, current, temp and voltage measurements to charge the battery.
Alternative Current Measurement: Hall Effect based current sensors (e.g. Allegro Micro ASC750 device) Inductive sensors
Alternatively Battery Measurements: Temperature could be monitored in a number of ways including thermocouples, semiconductor based sensors, thermal switches (bi-metal, solid state, etc.) and many other well known methods.
A more complicated system 82 of charging batteries in a remotely controlled vehicle is shown in
A key feature of the system shown in
There are many possible methods to provide the lifting platform mechanism. It is important for the platform 84 to be stable (i.e. not tilt). One method comprises ball bearing drawer glides for the platform 84 and a typical electrically driven automotive window lift mechanism to raise and lower the platform. Switches are preferably used to indicate the position of the platform while the computer 42 controls the motor to position the platform appropriately (full up, full down or mid-level).
The game vehicles 22 are then driven under the raised platform 84 as shown in
It will be readily understood by those persons skilled in the art that the present invention is susceptible of broad utility and application. Many embodiments and adaptations of the present invention other than those described above, as well as many variations, modifications and equivalent arrangements, will be apparent from or reasonably suggested by the present invention and the foregoing description, without departing from the substance or scope of the present invention. Accordingly, while the present invention has been described herein in detail in relation to its preferred embodiment, it is to be understood that this disclosure is only illustrative and exemplary of the present invention and is made merely for purposes of providing a full and enabling disclosure of the invention. The foregoing disclosure is not intended or to be construed to limit the present invention or otherwise to exclude any such other embodiments, adaptations, variations, modifications and equivalent arrangements, the present invention being limited only by the following claims and the equivalents thereof.
Claims
1. A game having at least one remotely controlled game vehicle that is controlled by an operator interface characterized in that the game includes a control computer that senses the remotely controlled game vehicle visually and controls the remotely controlled game vehicle using visually sensed input and input from the operator interface.
2. The game as defined in claim 1 wherein the control computer senses the position and orientation of the remotely controlled game vehicle.
3. The game as defined in claim 2 having a plurality of remotely controlled vehicles each of which are controlled by a respective input device and wherein the control computer senses each of the remotely controlled game vehicles visually and controls each of the remotely controlled vehicles using visually sensed input and input from its operator interface.
4. The game as defined in claim 3 wherein the control computer senses the position, orientation and identify of each of the remotely controlled vehicles.
5. The game as defined in claim 1, 2, 3 or 4 having a playing field for the remotely controlled vehicle or vehicles.
6. The game as defined in claim 5 wherein the remotely controlled vehicle or vehicles have active lighting to facilitate the control computer sensing the remotely controlled vehicle or vehicles visually.
7. The game as defined in claim 5 wherein the control computer includes a vision system having a camera, wherein the game includes a light source near the camera and wherein the remotely controlled vehicle or vehicles have retro-reflective surfaces to facilitate the camera of the control computer sensing the remotely controlled vehicle or vehicles.
8. The game as defined in claim 5 wherein the control computer includes a vision system having a camera, wherein the game includes a special light source below the camera and wherein the game includes a filter between the special light source and the camera to facilitate the camera of the control computer sensing the remotely controlled vehicle or vehicles.
9. The game as defined in claim 5 wherein the playing field in on a platform that raises and lowers.
10. The game as defined in claim 9 wherein the game includes a storage area for the remotely controlled vehicle or vehicles that is beneath the platform.
11. The game as defined in claim 10 wherein the remotely controlled vehicle or vehicles have on-board batteries and the game has battery recharging means in the storage area.
12. A game vehicle that is generally round with a low center of gravity and that has a pair of driving wheels.
13. The game vehicle of claim 12 wherein the game vehicle has two arms that pivot.
14. The game vehicle of claim 14 wherein the two arms are of sufficient length to right the game vehicle when it is overturned by more than ninety degrees.
15. The game vehicle of claim 13 or 14 wherein each arm has an upper arm that pivots about two axes.
16. The game vehicle of claim 13 or 14 wherein each upper arm has a longitudinal axis, a first joint for pivoting the upper arm about a first axis in a first plane containing the longitudinal axis of the upper arm, and a second joint for pivoting the upper arm about the longitudinal axis of the upper arm.
17. The game vehicle of claim 16 wherein each arm has a forearm that is at an angle with respect to the upper arm.
18. The game vehicle of claim 16 wherein each arm has a forearm that is fixed at an angle with respect to the upper arm.
19. A game booth for the game of claim 1 comprising a cabinet, an upper area supported on the cabinet, and a viewing area between the cabinet and the upper area.
20. A method for playing a game having a remotely controlled vehicle that is controlled by a operator interface and a control computer that senses the remotely controlled vehicle visually and controls the remotely controlled vehicle using visually sensed input and input from the operator interface comprising:
- operating the operator interface to provide the input from the operator interface to the control computer.
Type: Application
Filed: Apr 18, 2006
Publication Date: May 15, 2008
Applicant: ROBOTIC AMUSEMENTS, INC. (Huntington Woods, MI)
Inventors: Michael A. Ciavaglia (Dearborn, MI), Joseph M. Johnson (Huntington Woods, MI), Maurice Tedder (Detroit, MI), Thomas J. Timpf Jr. (Detroit, MI)
Application Number: 11/795,931
International Classification: A63H 30/04 (20060101); A63F 9/24 (20060101);