User Interface

- ORBIS TECHNOLOGY LIMITED

A user interface including a board representation surface, a symbol generator to provide a multiplicity of selectively positionable symbols, and a potential move indicator to indicate at least one potential move of one of the symbols, the potential move indicator being actuated by the determined propinquity of a user selection indicator location to a current location of the one symbol. Related apparatus and methods are also described.

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Description
RELATED APPLICATION INFORMATION

The present application claims priority from U.S. Provisional Patent Application Ser. No. 60/794,987 of Robinson, filed 25 Apr. 2006, and United Kingdom Patent Application No. 0614453.9 filed 20 Jul. 2006, the disclosures of which are hereby incorporated herein by reference.

FIELD OF THE INVENTION

The present invention relates to an improved user interface suitable particularly, but not exclusively, for use with a game system.

BACKGROUND OF THE INVENTION

Traditionally, backgammon is played with checkers on a backgammon board. In backgammon, a player traditionally moves checkers by picking the checkers up and moving them physically to a new position on the backgammon board.

A description of backgammon can be found in a book named “The Complete Hoyle's Games”, revised and updated by Lawrence H. Dawson, published in 1994 by Wordsworth Editions Ltd., pages 436-443.

A description of an interactive backgammon software game can be found on the world wide web at: www.bkgm.com/gnu/AllAboutGNU.html.

References to apparatus and methods used for sensing user input and for displaying output are provided below:

“FreeDigiter: A Contact-free Device for Gesture Control”, by Christian Metzger, Matt Anderson, and Thad Starner, found on the world wide web at: www.wirelessrerc.gatech.edu/projects/development/D1files/iswc04-freedigiter.pdf describes using an off-the-shelf Sharp® proximity sensor GP2Y0D340K for gesture control. The proximity sensor emits infrared light and detects reflections from fingers;

Product documentation for the GP2Y0D340K 1 Bit Output Distance Measuring Sensor is available from SHARP®, by way of a non-limiting example from SHARP Microelectronics of the Americas, 5700 NW Pacific Rim Blvd., Camas, Wash. 98607, U.S.A.;

PCT Published Patent Application WO 00/54859 of Moon describes a sensor which can sense a metal or magnetic stone, and a LED indicator light display to indicate potential moves;

U.S. Pat. No. 6,452,514 to Philipp describes a sensor which can sense proximity of a body, which may be a user's finger, to an electrode pair using a charge transfer capacitive measurement approach; and

U.S. Pat. No. 4,019,745 to Mustelier describes 64 display units on a chess board, each display unit including an array of LEDs, capable of producing a display image of any one of the game playing pieces.

The disclosures of all references mentioned above and throughout the present specification, as well as the disclosures of all references mentioned in those references, are hereby incorporated herein by reference.

SUMMARY OF THE INVENTION

The present invention, in preferred embodiments thereof, seeks to provide an improved user interface suitable particularly, but not exclusively, for use with a game system.

The present invention, in preferred embodiments thereof, provides an improved user interface, which incorporates a variety of ways to move symbols. The improved user interface generally provides a user with information about moves the user is considering, and typically accepts input from the user with improved efficiency and less effort required from the user, compared to presently known systems. The improved user interface is suitable, by way of a non-limiting example, as an improved user interface for playing games, such as backgammon.

A preferred embodiment of the present invention offers the improvements to the user interface as options. By using the preferred embodiment of the present invention, some users can use shortcuts that other users may find confusing.

There is thus provided in accordance with a preferred embodiment of the present invention a user interface including a board representation surface, a symbol generator to provide a multiplicity of selectively positionable symbols, and a potential move indicator to indicate at least one potential move of one of the symbols, the potential move indicator being actuated by the determined propinquity of a user selection indicator location to a current location of the one symbol.

Further in accordance with a preferred embodiment of the present invention, the system includes a dice throw generator to generate a plurality of dice throw results, a dice throw indicator to indicate the generated dice throw results, the dice throw indicator being associated with a plurality of selectable locations, and a controller to select one of the locations to display relevant ones of the dice throw results adjacent to the current location of the one symbol.

Still further in accordance with a preferred embodiment of the present invention the potential move indicator is operative to indicate a plurality of potential moves of the one symbol, each of the potential moves being based on one of the generated dice throw results.

Additionally in accordance with a preferred embodiment of the present invention, the system includes a double throw potential move indicator to indicate potential moves of one of the one symbol, two of the symbols, three of the symbols, and four of the symbols, the double throw potential move indicator being actuated by the determined propinquity of the user selection indicator location to the current location of the one symbol.

There is also provided in accordance with still another preferred embodiment of the present invention a user interface including a board representation surface, a symbol generator to provide a multiplicity of selectively positionable symbols, a dice throw generator to generate a plurality of dice throw results, a dice throw indicator to indicate the generated dice throw results, the dice throw indicator being associated with a plurality of selectable locations, and a controller to select one of the locations to display relevant ones of the dice throw results adjacent to a current location of one of the symbols, the current location of the one symbol being determined by a propinquity of a user selection indicator location to the current location of the one symbol.

Moreover in accordance with a preferred embodiment of the present invention, the system includes a potential move indicator to indicate at least one potential move of the one symbol, the potential move indicator being actuated by the determined propinquity of the user selection indicator location to the current location of the one symbol.

Further in accordance with a preferred embodiment of the present invention the potential move indicator is operative to indicate two potential moves of the one symbol, each of the potential moves being associated with one of the generated dice throw results.

Still further in accordance with a preferred embodiment of the present invention, the system includes a move module which is operative to move the one symbol by the relevant generated dice throw result, when the user selection indicator selects one of the relevant generated dice throw results indicated by the dice throw indicator.

Additionally in accordance with a preferred embodiment of the present invention, the system includes a double throw potential move indicator to indicate potential moves of exactly one of the one symbol, two of the symbols, three of the symbols, and four of the symbols, when the generated dice throw results indicate a double throw.

Moreover in accordance with a preferred embodiment of the present invention, the system includes a move module which is operative to move exactly one of the one symbol, the two symbols, the three symbols, and the four symbols, in accordance with the generated dice throw results.

Further in accordance with a preferred embodiment of the present invention the board representation surface is a backgammon board representation surface including a backgammon point and the user interface further includes a plurality of selectors of one move, two moves, three moves, and four moves, and wherein, when the one symbol is an only symbol located in the backgammon point, and the user selection indicator location is determined to be in propinquity to one of the selectors, the double throw potential move indicator is operative to indicate potential moves of exactly one of one move of the one symbol, two moves of the one symbol, three moves of the one symbol, and four moves of the one symbol, corresponding to the one of the selectors.

Still further in accordance with a preferred embodiment of the present invention, the system includes a move module which is operative to move the current symbol by exactly one of one move, two moves, three moves and four moves, in accordance with a selected one of the selectors, the selected one of the plurality of selectors being selected by the user selection indicator.

Additionally in accordance with a preferred embodiment of the present invention the symbol is a checker symbol.

Moreover in accordance with a preferred embodiment of the present invention the user selection indicator is a cursor.

Further in accordance with a preferred embodiment of the present invention the symbols are differently colored.

There is also provided in accordance with still another preferred embodiment of the present invention a game including a board representation surface, a symbol generator to provide a multiplicity of selectively positionable symbols, and a potential move indicator to indicate at least one potential move of one of the symbols, the potential move indicator being actuated by the determined propinquity of a user selection indicator location to a current location of the one symbol.

There is also provided in accordance with still another preferred embodiment of the present invention a game including a board representation surface, a symbol generator to provide a multiplicity of selectively positionable symbols, a dice throw generator to generate a plurality of dice throw results, a dice throw indicator to indicate the generated dice throw results, the dice throw indicator being associated with a plurality of selectable locations, and a controller to select one of the locations to display relevant ones of the dice throw results adjacent to a current location of one of the symbols, the current location of the one symbol being determined by a propinquity of a user selection indicator location to the current location of the one symbol.

There is also provided in accordance with still another preferred embodiment of the present invention a computer software product, including a computer-readable medium in which computer program instructions are stored, which instructions, when read by a computer, cause the computer to operate a game by performing providing a board representation surface, providing a multiplicity of selectively positionable symbols, and indicating at least one potential move of one of the symbols based on the determined propinquity of a user selection indicator location to a current location of the one symbol.

There is also provided in accordance with still another preferred embodiment of the present invention a computer software product, including a computer-readable medium in which computer program instructions are stored, which instructions, when read by a computer, cause the computer to operate a game by performing providing a board representation surface, providing a multiplicity of selectively positionable symbols, generating a plurality of dice throw results, indicating the generated dice throw results in one a plurality of selectable locations, and selecting one of the locations to display relevant ones of the dice throw results adjacent to a current location of one of the symbols, the current location of the one symbol being determined by a propinquity of a user selection indicator location to the current location of the one symbol.

There is also provided in accordance with still another preferred embodiment of the present invention a method, including providing a board representation surface, providing a multiplicity of selectively positionable symbols, and indicating at least one potential move of one of the symbols based on the determined propinquity of a user selection indicator location to a current location of the one symbol.

There is also provided in accordance with still another preferred embodiment of the present invention a method, including providing a board representation surface, providing a multiplicity of selectively positionable symbols, generating a plurality of dice throw results, indicating the generated dice throw results in one a plurality of selectable locations, and selecting one of the locations to display relevant ones of the dice throw results adjacent to a current location of one of the symbols, the current location of the one symbol being determined by a propinquity of a user selection indicator location to the current location of the one symbol.

BRIEF DESCRIPTION OF THE DRAWINGS

The present invention will be understood and appreciated more fully from the following detailed description, taken in conjunction with the drawings in which:

FIG. 1A is a simplified pictorial illustration of a backgammon game system constructed and operative in accordance with a preferred embodiment of the present invention;

FIG. 1B is a simplified block diagram illustration of the backgammon game system of FIG. 1A;

FIG. 1C is a simplified pictorial illustration of a first portion of the backgammon game system of FIG. 1A;

FIG. 2A is an expanded view of a second portion of the backgammon game system of FIG. 1A;

FIG. 2B is a simplified pictorial illustration of an alternative preferred layout of part of the second portion of FIG. 2A;

FIG. 3 is a schematic cross-sectional view along line III of FIG. 2A;

FIG. 4 is a schematic cross-sectional view along line IV of FIG. 2A;

FIG. 5 is a simplified pictorial illustration of a part of the backgammon game system of FIG. 1A when a checker is being considered for a move;

FIG. 6 is a simplified pictorial illustration of a part of the backgammon game system of FIG. 1A when a double is thrown and a single checker has been selected to move;

FIG. 7 is a simplified pictorial illustration of a part of the backgammon game system of FIG. 1A when a double is thrown and three checkers have been selected to move;

FIG. 8 is a simplified pictorial illustration of a part of the backgammon game system of FIG. 1A when a double is thrown and a single checker has been selected to move four moves;

FIG. 9 is a simplified pictorial illustration of a backgammon game system constructed and operative in accordance with an alternative preferred embodiment of the present invention, when a checker has been selected to move; and

FIG. 10 is a simplified pictorial illustration depicting the backgammon game system of FIG. 9, useful in understanding yet another improvement in effecting player moves.

DETAILED DESCRIPTION OF PREFERRED EMBODIMENTS

In order to facilitate the description of preferred embodiments of the improved user interface, preferred embodiments of the present invention will be described below, by way of a non-limiting example, in terms of a backgammon game system.

In order to facilitate the description of the backgammon game system, the following backgammon terms are defined and explained as they will be used (in all their grammatical forms) throughout the present specification and claims.

Backgammon: a game played by two players, using checker symbols and a backgammon board representation, according to backgammon rules. Each player plays with fifteen checker symbols of one color. At least one of the players can be a computer, as is well known in the art.

Checker: a single backgammon game piece. There are typically fifteen checker symbols for each player in a backgammon game. The fifteen checker symbols of each player are marked to identify which checker symbol belongs to which player. The checker symbols can be marked using any suitable marking to identify which checker symbol belongs to which player. A preferred embodiment of the present invention uses two colors of checker symbols displayed on the backgammon board representation.

Point: a triangle on the backgammon board representation. There are twenty four points on the backgammon board representation divided among the four quarter of the backgammon board representation, six points in each quarter thereof. Backgammon is played by moving checker symbols from point to point on the backgammon board representation.

A double throw: when results of “throwing” two dice are generated, and both results are equal.

A bar: the bar separates two halves of the backgammon board representation. When an actual board, rather than a backgammon board representation, is properly placed between the two players, the bar separates a right half and a left half of the backgammon board. During certain moves in the backgammon game, checker symbols are typically placed on the bar. A preferred embodiment of the present invention uses the backgammon board representation to display the bar, and to display checker symbols on the bar, when a state of the backgammon game requires such display.

Home area: a quarter of the backgammon board representation, toward which the player moves the checker symbols, and from which the checker symbols are taken off the backgammon board representation, according to the rules of backgammon.

Bearing off: after a player moves all of his checker symbols into the home area, and as long as all of his checker symbols are not placed on the bar or moved into other quarters of the backgammon board representation, the player plays a stage termed bearing off. In the bearing off stage the player moves his checker symbols off the backgammon board representation, attempting to move all of his checker symbols off the board before the other player.

Pip count: a sum of the number of points required for a player in order to bear off all checker symbols from a current state of the backgammon game. The pip count is a useful aid in playing backgammon.

The rules of backgammon: backgammon can be played according to different rule sets, such as, and without limiting the generality of the foregoing, Jacoby, Crawford, and Beavering. A preferred embodiment of the present invention supports playing backgammon using any suitable backgammon rule set.

Reference is now made to FIG. 1A which is a simplified pictorial illustration of a backgammon game system 100 constructed and operative in accordance with a preferred embodiment of the present invention.

The backgammon game system 100 preferably includes: a backgammon game controller (not shown in FIG. 1A) and a backgammon board representation surface 104. The backgammon game controller will be described in more detail below with reference to FIG. 1B.

The backgammon board representation surface 104 preferably includes twenty four portions 105, a central pair of dice 110, a bar 115, a checker) bank 125, two home areas 130, a pip count display 135, and a control panel 140.

The portions 105 will be described in more detail below with reference to FIG. 2A.

The bar 115 typically includes fifteen instances of a symbol indicator 120 on each side of the bar 115. In FIG. 1 only one symbol indicator 120 is labeled on each side for the sake of clarity. The bar 115 and the symbol indicator 120 are preferably used for representing how many checker symbols are on the bar, and to which player the checker symbols on the bar belong. When the symbol indicator 120 is illuminated (without flashing), the symbol indicator 120 represents a backgammon checker symbol.

The checker bank 125 preferably includes fifteen symbol indicators 120 located on a side of each of the home areas 130 of the players. The checker bank 125 is preferably used for representing how many checker symbols have been successfully borne off during the backgammon game.

The control panel 140 is described in more detail below with reference to FIG. 1C.

Reference is now made to FIG. 1B, which is a simplified block diagram illustration of the backgammon game system 100 of FIG. 1A. The backgammon board representation surface 104 of FIG. 1A is preferably operatively connected to the backgammon game controller 150. The backgammon game controller 150 typically uses the backgammon board representation surface 104 for displaying a state of the backgammon game.

It is appreciated that the backgammon game controller 150 preferably controls the backgammon game system 100 according to the rules of backgammon. Persons skilled in the art will appreciate that the backgammon game controller 150 may be implemented in any suitable combination of hardware and software; it will further be appreciated by persons skilled in the art that the backgammon game controller 150 should be suitably programmed in accordance with the rules of backgammon.

The backgammon game system 100 preferably includes a plurality of elements operatively connected to the backgammon game controller 150. The elements preferably include a dice throw generator 155, a checker propinquity sensor 160, a double play propinquity sensor 165, a potential move indicator 175, a symbol generator 180, and a backgammon move module 185.

The dice throw generator 155 preferably generates random or pseudo random dice throw results. The term “dice throw” is inherited from a manual dice throw used when playing manually with checker symbols, a backgammon board, and dice.

The checker propinquity sensor 160 is preferably operative to determine a propinquity of a user selection indicator 500 (not shown in FIG. 1B, but described below with reference to FIG. 5) to the symbol indicator 120 (which when illuminated without flashing represents a checker symbol) (FIG. 1A) and to transmit the determination of propinquity to the backgammon game controller 150.

The double play propinquity sensor 165 is preferably operative to determine a propinquity of the user selection indicator 500 to a double play actuator 170 and to transmit the determination of propinquity to the backgammon game controller 150.

Propinquity sensors (such as the checker propinquity sensor 160 and the double play propinquity sensor 165) suitable for sensing a propinquity of a user selection indicator (not shown in FIG. 1B but described below with reference to FIG. 5), are well known in the art. For example, and without limiting the generality of the foregoing: PCT Published Patent Application WO 00/54859 of Moon, referenced above, describes a sensor which can sense a metal or magnetic stone, and a LED indicator light display to indicate potential moves; U.S. Pat. No. 6,452,514 to Philipp, referenced above, describes a SHARP® GP2Y0D340K sensor being used to sense a propinquity of a finger.

It is to be appreciated that some propinquity sensors provide an output that is proportional to the distance from the user selection indicator to the propinquity sensor, whereas other propinquity sensors provide a binary output, either indicating propinquity or not by yielding a yes/no (0/1) result. Persons skilled in the art will appreciate that configuration of the propinquity sensors typically depends on the type of sensor used, the spacing between the sensors, and the user selection indicator 500. Preferred methods for the backgammon game controller 150 to deal with receiving signals from more than one propinquity sensor at a time are described below with reference to FIGS. 3 and 4.

The potential move indicator 175 is preferably operative to provide the backgammon game controller 150 with one or more potential backgammon moves to display on the backgammon board representation surface 104 so that the potential moves are indicated on the backgammon board representation surface 104. The one or more potential backgammon moves are typically based on information received from the backgammon game controller 150 about the state of the backgammon game such as the generated dice throw results, about the propinquity of the user selection indicator 500 to the checker propinquity sensors 160, and about the propinquity of the user selection indicator 500 to the double play propinquity sensors 165.

The symbol generator 180 is preferably operative to generate a plurality of selectively positionable checker symbols (FIG. 1A) for display on the backgammon board representation surface 104. The checker symbols are typically generated for display by illuminating the symbol indicators 120 based on information received from the backgammon game controller 150 about the state of the backgammon game, about the propinquity of the user selection indicator 500 to the checker propinquity sensors 160, and about the propinquity of the user selection indicator 500 to the double play propinquity sensors 165. Therefore the potential move indicator 175 is actuated by the determined propinquity of the user selection indicator 500 to a current location of one of the checker symbols.

The backgammon move module 185 is preferably operative to effect a backgammon move, typically causing the backgammon game controller 150 to change the state of the backgammon game and to display the changed state on the backgammon board representation surface 104.

Reference is now made to FIG. 1C, which is a simplified pictorial illustration of a first portion of the backgammon game system 100 of FIG. 1A. FIG. 1C depicts the control panel 140 of FIG. 1A in greater detail.

The control panel 140 preferably includes the following components: a confirm actuator 141, a double actuator 142, an undo actuator 143, a roll actuator 144, a pip count actuator 145, an auto bear-off actuator 146, and an auto roll actuator 147.

The undo actuator 143 is preferably operative to be actuated to cause the backgammon game controller 150 to undo a move.

The confirm actuator 141 is preferably operative to be actuated to communicate to the backgammon game controller 150 an indication that a player confirms a move or moves, after which the move or moves are preferably not undone.

The roll actuator 144 is preferably operative to be actuated to communicate to the backgammon game controller 150 a command to actuate the dice throw generator 155.

The double actuator 142 is preferably operative to be actuated to double stakes of a backgammon game, corresponding to doubling a score of the backgammon game.

The pip count actuator 145 is preferably operative to be actuated to cause the backgammon game controller 150 to display a pip count, for each of the two players, on the pip count display 135 of the backgammon board representation surface 104.

The auto bear-off actuator 146 is preferably operative to be actuated to cause automatic bear-off, replacing bear-off by the player during a bear-off stage of the backgammon game.

The auto roll actuator 147 is preferably operative to actuate an auto roll feature of the backgammon game controller 150, such that the backgammon game controller 150 preferably causes automatic actuation of the dice throw generator 155 at the end of a turn.

Reference is now made to FIG. 2A, which is an expanded view of a second portion 105 of the backgammon game system 100 of FIG. 1A.

The portion 105 preferably includes a backgammon point symbol 200, a plurality of backgammon checker displays 205, a pair of die face actuators 215, four of the double play actuators 170, and a direction indicator 225.

The backgammon point symbol 200 is preferably disposed on the backgammon board representation surface 104 of FIG. 1A.

The backgammon checker display 205 is preferably disposed on the backgammon board representation surface 104 of FIG. 1A.

Each of the backgammon checker displays 205 preferably includes a plurality of the symbol indicators 120. The symbol indicators 120 will be described below in more detail with reference to FIG. 3. Since backgammon is typically played with fifteen checker symbols per player, the backgammon board representation surface 104 can preferably display more than one checker symbol per backgammon checker display 205, in order that up to fifteen checkers are included in each backgammon point symbol 200.

Each of the die face actuators 215 preferably includes a die face symbol 230. The die face symbol 230 has an illuminated display operative, under control of the backgammon game controller 150, to be in one of the following states: “off”, “on”, and “flashing”. When the illuminated display is “off”, the illuminated display does not display a result of the dice throw generator 155. When the illuminated display is “on”, the illuminated display displays any suitable result of the dice throw generator 155. When the illuminated display is “flashing”, the illuminated display displays a flashing display of any suitable result of the dice throw generator 155. The source of light included in the illuminated display can be any suitable light, such as, for example, and without limiting the generality of the foregoing, a Light Emitting Diode (LED). The collection of the die face symbols 230 are known as a dice throw indicator to indicate the generated dice throw results of the dice throw generator 155. Therefore, the dice throw indicator is associated with a plurality of selectable locations given by the pairs of die face symbols 230. The selectable location of the dice throw indicator is preferably selected by the backgammon game controller so as to display the relevant generated dice throw results using the dice face symbols 230 adjacent to the current location of the checker symbol which is in closest propinquity to the user selection indicator 500.

The double play actuators 170 are described in more detail below with reference to FIG. 4.

The direction indicator 225 preferably includes a light (not shown) operative to be “on” or “off”, selectively controlled by the backgammon game controller 150. It is appreciated that the backgammon game can alternatively be implemented without the direction indicator 225. Generally, backgammon players know the direction of play. The light included in the direction indicator 225 can be any suitable light, such as, for example, and without limiting the generality of the foregoing, a Light Emitting Diode (LED).

The method of operation of some of the components listed above is now further described.

Each of the symbol indicators 120 preferably includes a light 310 (not shown in FIG. 2A, but shown in FIG. 3). The light 310 included in each of symbol indicators 120 can be any suitable light, such as, for example, and without limiting the generality of the foregoing, a Light Emitting Diode (LED). The light 310 is preferably capable of providing light in at least two colors, and capable of providing a periodically flashing light, in the at least two colors. When the light 310 is on, the symbol indicator 120 preferably represents a backgammon checker symbol, and when the light 310 is off, the symbol indicator 120 does not represent a backgammon checker symbol.

The two colors preferably serve so that each of the symbol indicators 120 can represent checker symbols of either of the two players. The use of flashing light will be described in more detail below with reference to FIGS. 3, 5, 6, 7, and 8.

The portion 105 preferably includes five of the backgammon checker displays 205, and each of the five of the backgammon checker displays 205 preferably includes three of the symbol indicators 120, so that each of the backgammon point symbols 200 is capable of displaying up to fifteen checker symbols.

It is appreciated that the number of the backgammon checker displays 205 per backgammon point symbol 200, and the number of the symbol indicators 120 per backgammon checker display 205, can be different from the number described with reference to FIG. 2A.

Reference is now made to FIG. 2B, which is a simplified pictorial illustration of an alternative preferred layout of part of the second portion of FIG. 2A.

It is to be appreciated by persons skilled in the art that it is possible to place the four double play actuators 170 in two rows, as depicted in FIG. 2B.

Reference is now made to FIG. 3, which is a schematic cross-sectional view along the line III of FIG. 2A.

Each of the symbol indicators 120 typically includes one of the checker symbol lights 310. The checker propinquity sensor 160 is preferably disposed below the corresponding symbol indicator 120. The checker propinquity sensor 160 is generally operative to determine the propinquity of a user selection indicator 500 (not shown in FIG. 3, but described below with reference to FIG. 5), to the backgammon checker display 205 (FIG. 2A).

It is appreciated that it is possible that more than one checker propinquity sensor 160 determines the propinquity of the user selection indicator 500 and transmits the determination of propinquity to the backgammon game controller 150. In such a case the backgammon game controller 150 uses a propinquity determination from only one of the checker propinquity sensors 160 which determined the propinquity of the user selection indicator 500. The propinquity determination which is used is the propinquity indication corresponding to the backgammon checker display 205 (FIG. 2A) which is furthest from the edge of the backgammon board representation surface 104 (FIG. 1A) and closest to the die face actuators 215 (FIG. 2A).

Reference is now made to FIG. 4, which is a schematic cross-sectional view along the line IV of FIG. 2A, depicting a cross section which includes the plurality of the double play actuators 170.

Each of the double play actuators 170 preferably includes a light 405 operative to be “on” or “off”, and an actuator 410, the actuator 410 typically comprising substantially the entire area of the double play actuator 170. The actuator 410 is preferably operative to be actuated by pressure on the double play actuator 170. The light 405 can be any suitable light, such as, for example, and without limiting the generality of the foregoing, a Light Emitting Diode (LED).

The double play actuators 170, are labeled “1”, “2”, “3” and “4”, corresponding to one, two, three and four moves, respectively, described in more detail with reference to FIGS. 6-8. The double play actuators 170 are also known as selectors.

One of the double play propinquity sensors 165 is located generally below each of the double play actuators 170. Each double play propinquity sensor 165 is operative to determine a propinquity of a user selection indicator 500 (not shown in FIG. 4, but described below with reference to FIG. 5) to the double play propinquity sensor 165.

It is appreciated that it is possible that more than one double play propinquity sensor 165 determines the propinquity of the user selection indicator 500. In such a case, the backgammon game controller 150 causes the lights 405 of the double play actuators 170 above each of the double play propinquity sensors 165 which determined the propinquity of the user selection indicator 500 to be “on”, and does not cause a display of a potential move or potential moves as described in more detail below with reference to FIGS. 6, 7, and 8. It is appreciated that displaying more than one of the lights 405 of the double play actuator 170 to be “on” indicates to a player that the selection of a double play actuator 170 is not unique.

It is appreciated that when the player moves the user selection indicator 500 and only one double play propinquity sensor 165 determines the propinquity of the user selection indicator 500, the backgammon game controller 150 causes only one light 405, corresponding to the one double play propinquity sensor 165, to be “on”, and causes the display of a potential move or potential moves as described in more detail below with reference to FIGS. 6, 7, and 8.

The operation of typical backgammon moves, as implemented by the backgammon game system 100 of FIG. 1A, is now described.

It is appreciated that at least one of the players in the backgammon game can be a computer, as is well known in the art. The operation of typical backgammon moves by a computer is preferably controlled by the backgammon game controller 150. A backgammon move taken by the computer typically does not involve using the user selection indicator (not shown in FIG. 4), but generally does involve using the dice throw generator 155, having the backgammon game controller 150 display a correct display of the state of the backgammon game on the backgammon board representation surface 104, and having the backgammon game controller 150 effect a correct backgammon move.

Reference is now made to FIG. 5, which is a simplified pictorial illustration of a part of the backgammon game system 100 of FIG. 1A when a checker symbol is being considered for a move.

FIG. 5 depicts, by way of a non-limiting example, part of the backgammon board representation surface 104 (FIG. 1), in which two of the symbol indicators 120 in two backgammon checker displays 205 are “on”. In other words, FIG. 5 represents a backgammon board with two checker symbols in one point.

The central pair of dice 110 is displaying a result of the dice throw generator 155;

FIG. 5 additionally depicts a user selection indicator 500 in propinquity to a symbol indicator 525 of a backgammon checker display 502, the backgammon checker display 502 being an instance of the backgammon checker display 205. The symbol indicator 525 is an instance of the symbol indicators 120.

The user selection indicator 500 is depicted, by way of a non-limiting example, as a finger of the player. It is appreciated that the finger is shown as transparent for the sake of clarity of depiction. It is appreciated that the user selection indicator 500 can alternatively be a stylus or other suitable device commonly used for pointing, selecting, and indicating. It is appreciated that the user selection indicator 500 must be such that its propinquity can be determined by the checker propinquity sensors 160 (FIG. 3) and by the double play propinquity sensors 165 (FIG. 1B and FIG. 4).

Suitable user selection indicators and sensors are well known in the art. For example, and without limiting the generality of the foregoing: PCT Published Patent Application WO 00/54859 of Moon, referenced above, describes a sensor which can sense a metal or magnetic stone, and a LED indicator light display to indicate potential moves; and U.S. Pat. No. 6,452,514 to Philipp, describes a SHARP® GP2Y0D340K sensor being used to sense a propinquity of a finger.

The propinquity of the user selection indicator 500 to the backgammon checker display 502 is typically determined by the propinquity of the user selection indicator 500 to one of the checker propinquity sensors 160. The checker propinquity sensor 160 determines the propinquity of the user selection indicator 500 and preferably transmits the “determination of propinquity” to the backgammon game controller 150. Without the user having yet actuated any actuator, the backgammon game controller 150 preferably causes the backgammon board representation surface 104 to display as will now be described.

The direction indicator 225 is in a state of “on”.

Two die face actuators 215 which are located adjacent to a backgammon point symbol 200, the backgammon point symbol 200 comprising the backgammon checker display 502 which is located in propinquity to the user selection indicator 500, are in a state of “on”, displaying the result produced by the dice throw generator 155.

A symbol indicator 505 (being an instance of the symbol indicators 120) comprised in a backgammon point 510, the backgammon point 510 being an instance of the backgammon point symbol 200 which corresponds to a move of three points), flashes in a color corresponding to the color of the player.

A die face actuator 215 above the backgammon point 510 displays “three” by flashing.

A symbol indicator 515 (being an instance of the symbol indicators 120 comprised in a backgammon point 520, the backgammon point 520 being an instance of the backgammon point symbol 200 which corresponds to a move of four points), flashes in a color corresponding to the color of the player.

A die face actuator 215 above the backgammon point 520 displays “four” by flashing.

It is appreciated that if the player moves the user selection indicator 500 in propinquity to a checker symbol, and the checker symbol cannot be moved according to the rules of backgammon, the backgammon game controller 150 will preferably not cause the indications of where the checker symbol can be moved, indicating that the checker symbol cannot be moved.

It is appreciated that if only one move is available, instead of two, for a particular checker symbol, then preferably only one indication of where the checker symbol can be moved will appear.

In order to effect one of the moves which was considered in the above description, the player (not shown), who, by way of a non-limiting example, has decided to move the checker symbol represented by the symbol indicator 525 by three points, typically actuates a die face actuator 530, the die face actuator 530 being an instance of one of the die face actuators 215 which displays “three”.

After the player has actuated the die face actuator 530, causing a move of the checker symbol represented by the symbol indicator 525, the backgammon game controller 150 preferably causes: the symbol indicator 525 to turn off; the symbol indicator 505 to change from flashing to “on”; the symbol indicator 515 to turn “off”; and the die face actuator 530 to turn off, indicating that the move has been made using the value indicated by the die face actuator 530. The move of the backgammon checker symbol is effected by the backgammon move module 185 which is operative to move the backgammon checker symbol by the relevant generated dice throw result when the user selection indicator selects one of the relevant generated dice throw results indicated by the dice throw indicator described with reference to FIG. 2A.

It is appreciated that a second of the two die face actuators 215, which displays “four”, preferably remains “on” if the user selection indicator 500 has not moved from the backgammon point symbol 200 from which the move originated, and if there are still checker symbols in the backgammon point symbol 200 from which the move originated.

According to the rules of backgammon, when the dice throw generator 155 generates a “double throw”, that is, when a number generated for both dice is identical, the player moves the checker symbols by four times the number. The operation of a move in case of a “double throw”, as implemented by the backgammon game system 100 of FIG. 1A, is now described.

Reference is now made to FIG. 6, which is a simplified pictorial illustration of a part of the backgammon game system 100 of FIG. 1A when a double is thrown and a single checker symbol has been selected to move.

Five instances of the symbol indicators 120, within a backgammon point 600, the backgammon point 600 being an instance of the backgammon point symbol 200, are “on”, indicating five checker symbols on the backgammon point 600.

FIG. 6 also shows a double play actuator 605, the double play actuator 605 being an instance of the double play actuators 170 (FIG. 2A). FIG. 6 further depicts results of the double play propinquity sensor 165 (FIG. 1B and FIG. 4) having determined the propinquity of the user selection indicator 500 to the double play actuator 605. It is appreciated that the user selection indicator 500 is depicted, by way of a non-limiting example, as a finger, which is shown as transparent for the sake of clarity.

The backgammon game controller 150 preferably causes the display as will now be described.

The central pair of dice 110 display the generated dice throw results, being a double throw, by way of a non-limiting example, a double two.

Two die face actuators 610, each of the two die face actuators 610 being an instance of the die face actuators 215, display the result of the double throw.

The double play propinquity sensor 165 having transmitted the determination of propinquity to the backgammon game controller 150, upon which, without the player having yet actuated any actuator, the backgammon game controller 150 has preferably caused: the double play actuator 605, which displays a number “1”, to change to a state of “on”; a direction indicator 615, the direction indicator 615 being an instance of the direction indicators 225, to change to a state of “on”; a symbol indicator 620, the symbol indicator 620 being an instance of the symbol indicator 120, to change to a state of flashing, corresponding to a location to which a potential move of one checker symbol (represented by a symbol indicator 635) by two points may proceed; and a die face actuator 625, the die face actuator 625 being an instance of the die face actuators 215, to display the result “two” by flashing lights.

It is appreciated that the die face actuator 625 flashes “two” to display that effecting a move will use up one of the moves of two points available to the player.

It is appreciated that when the player places the user selection indicator 500 in propinquity to one die face actuator 610, the backgammon game controller 150 causes the same displays as described above with reference to when the player placed the user selection indicator 500 in propinquity to the double play actuator 605.

In order to effect the move of the checker symbol described above, the player (not shown) preferably has two options: to actuate the double play actuator 605; or to actuate one of the die face actuators 610, both of the options causing a move by two points.

After the player has caused a move, the backgammon move module 185 (FIG. 1B) of the backgammon game controller 150 preferably causes the following changes in the display of the backgammon board representation surface 104: the symbol indicator 635, the symbol indicator 635 being an instance of the symbol indicators 120, included in the backgammon point 600, to change from “on” to “off”; the symbol indicator 620 to change from flashing to “on”; and the die face actuator 625 to change from flashing to “off”.

In general, the potential move indicator 175 (FIG. 1B), acts as a “double throw” potential move indicator, preferably operative to provide the backgammon game controller 150 with one or more potential backgammon moves to indicate potential moves of one, two, three or four of the checker symbols, depending on which of the double play propinquity sensors 165 (closest to the checker symbols) is actuated. Depending on the number of checkers selected for move in a double throw situation, the backgammon move module 185 (FIG. 1B) is preferably operative to move one, two, three or four checker symbols in accordance with the generated dice throw results.

Reference is now made to FIG. 7, which is a simplified pictorial illustration of a part of the backgammon game system 100 of FIG. 1A when a double is thrown and three checker symbols have been selected to move.

FIG. 7 depicts, by way of a non-limiting example, part of the backgammon board representation surface 104 (FIG. 1) displaying a state of the backgammon game as described below.

The central pair of dice 110 displays a result of the double throw, the result being a double two.

Five symbol indicators 720, the symbol indicators 720 being instances of the symbol indicators 120, within a backgammon point 700, the backgammon point 700 being an instance of the backgammon point symbol 200, in a state of “on”, indicating five checker symbols on the backgammon point 700.

Die face actuators 710 displaying the result of the double throw, the die face actuators 710 being instances of the die face actuators 215.

The user selection indicator 500 is in propinquity to a double play actuator 705, the double play actuator 705 being an instance of the double play actuator 170 which displays a number “3”.

It is appreciated that the user selection indicator 500 is depicted, by way of a non-limiting example, as a finger, which is shown as transparent for the sake of clarity.

FIG. 7 further depicts results of one of the double play propinquity sensors 165 (FIG. 1B and FIG. 4), associated with the double play actuator 705 labeled “3”, having determined the propinquity of the user selection indicator 500, the double play propinquity sensor 165 having transmitted the determination of propinquity to the backgammon game controller 150, upon which, without the player having yet actuated any actuator, the backgammon game controller 150 preferably causes the backgammon board representation surface 104 to display as described below.

The double play actuator 705 displays the number “3” to be “on”, corresponding to the player having placed the user selection indicator 500 in propinquity to the double play actuator 705.

A direction indicator 715, the direction indicator 715 being an instance of the direction indicators 225, is in a state of “on”.

Three symbol indicators 722, the symbol indicators 722 being instances of the symbol indicators 120, are in a state of flashing, corresponding to locations to which a potential move of the three checker symbols would proceed.

Two die face actuators 725, each of the die face actuators 725 being an instance of the die face actuator 215, display the result “two” using flashing lights. It is appreciated that since there are two die face actuators 725, and not three die face actuators 725, the potential move of the three checker symbols is preferably indicated by repeating a cycle including: displaying the result “two” on two die face actuators 725; and displaying the result “two” on just one of the two die face actuator 725.

In order to effect the move which was considered in the example just described, the player (not shown) preferably actuates the double play actuator 705 labeled “3”.

After the player has actuated the double play actuator 705, causing a move, the backgammon game controller 150 preferably causes: the three symbol indicators 720 to change to a state of “off”; the three symbol indicators 722 to change to a state of “on”; the die face actuators 725 to change to a state of “off”; and one of the dice of the die face actuators 710 to change to a state of “off”.

It is appreciated that the above description can be extended to move one, two or four moves of the four moves of a double throw.

It is appreciated that the number of the symbol indicators 720 in a state of “on” in the backgammon point 700 may be different than five, depending on the state of the game.

It is appreciated that there may be symbol indicators in a state of “on”, prior to the move, in the symbol of the backgammon point to which the checker symbols were moved to.

FIG. 8 is a simplified pictorial illustration of a part of the backgammon game system 100 of FIG. 1A when a double is thrown and a single checker symbol has been selected to move four moves.

FIG. 8 depicts a case where there is only one checker symbol in a point, from which a player considers moving. A preferred embodiment of the present invention preferably provides an optional additional method of displaying potential move locations and of effecting moves. The additional method is a shortcut which is particularly useful in a “bearing off” stage of the backgammon game.

FIG. 8 depicts a state of the backgammon game system 100 in which the user selection indicator 500 is in propinquity to a double play actuator 810, the double play actuator 810 being an instance of the double play actuator 170 labeled “4”. It is appreciated that the user selection indicator 500 is depicted, by way of a non-limiting example, as a finger, which is shown as transparent for the sake of clarity. FIG. 8 further depicts, by way of a non-limiting example, part of the backgammon board representation surface 104 displaying as described below.

The central pair of dice 110 displays a result of a double throw, the result being a double two.

A backgammon point 800, the backgammon point 800 being an instance of the backgammon point symbols 200.

A symbol indicator 805, the symbol indicator 805 being an instance of the symbol indicators 120, the symbol indicator 805 being comprised in the backgammon point 800, and the symbol indicator 805 being in a state of “on”, indicating one checker symbol in the backgammon point 800.

Two die face actuators 815, each of the two the die face actuators 815 being an instance of the die face actuator 215, display the result of the double throw.

FIG. 8 further depicts results of an, appropriate one of the double play propinquity sensors 165 (FIG. 1B and FIG. 4), associated with the double play actuator 810 labeled “4”, having determined the propinquity of the user selection indicator 500, the double play propinquity sensor 165 having transmitted the determination of propinquity to the backgammon game controller 150, upon which, without the player having yet actuated any actuator, the backgammon game controller 150 preferably causes the display described below.

The double play actuator 810 displaying the number “4” to be “on”.

A direction indicator 820, the direction indicator 820 being an instance of the direction indicator direction indicator 225, to be “on”.

A symbol indicator 825, (the symbol indicator 825 being an instance of the symbol indicators 120, comprised in a symbol of a backgammon point 825, the backgammon point 825 being an instance of the backgammon point symbols 200), to change to a state of flashing, corresponding to a location of a potential move of the checker symbol by four moves of two points.

A die face actuator 830, the die face actuator 830 being an instance of the die face actuator 215, to display the result “two” in both die, using flashing lights, the two “two”s indicating that the move will use up four of the four available moves of two points.

In order to cause the potential move considered above, the player (not shown) preferably actuates the double play actuator 810.

After the player has caused the move, the backgammon move module 185 (FIG. 1B) of the backgammon game controller 150 preferably causes: the symbol indicator 805 in the backgammon point 800 to change to a state of “off”; and the symbol indicator 825 to change from flashing to “on”.

It is appreciated that as long as the backgammon point 800 comprises only one checker symbol, that is, only one symbol indicator 805 in a state of “on”, the above description can generally be extended to move one, two, or three moves of the four moves of a double throw.

If the user selection indicator 500 is in propinquity to an instance of the double play actuator 170 displaying “1”, the symbol indicator 825 will preferably be displayed in the backgammon point located one move of two points from the backgammon point 800. If the player actuates the instance of the double play actuator 170 displaying “1”, the move of one checker symbol by two points will preferably be effected.

If the user selection indicator 500 is in propinquity to an instance of the double play actuator 170 displaying “2”, the symbol indicator 825 will preferably be displayed in the backgammon point located two moves of two points from the backgammon point 800. If the player actuates the instance of the double play actuator 170 displaying “2”, the move of one checker symbol by two moves of two points will preferably be effected.

If the user selection indicator 500 is in propinquity to an instance of the double play actuator 170 displaying “3”, the symbol indicator 825 will preferably be displayed in the backgammon point located three moves of two points from the backgammon point 800. If the player actuates the instance of the double play actuator 170 displaying “3”, the move of one checker symbol by three moves of two points will preferably be effected.

It is appreciated that the number of the symbol indicators 120 which are “on” in the backgammon point 835 to which the checker symbols were moved to, need not necessarily be zero prior to the move. Any suitable number of symbol indicators 120 may be “on” in the backgammon point 835 prior to the move.

In general, the potential move indicator 175 (FIG. 1B), acts as a “double throw” potential move indicator, preferably operative to provide the backgammon game controller 150 with one or more potential backgammon moves to indicate potential one, two, three or four moves of the checker symbol associated with the symbol indicator 805, depending on which of the double play propinquity sensors 165 (FIG. 1B and FIG. 4) is actuated. The backgammon move module is preferably operative to move the checker symbol, associated with the symbol indicator 805, by one, two, three or four moves depending on which one of the double play actuators 170 is selected by the user selection indicator 500.

It is appreciated that the method of displaying and effecting a move described above with reference to FIG. 8 typically applies only when there is one symbol indicator 805 “on” in the backgammon point 800. If there is more than one symbol indicator 805 which is “on” in the backgammon point 800, the backgammon game controller 150 typically does not apply the above-mentioned method.

It will be appreciated that the present invention can be implemented in software, as described below with reference to FIG. 9.

Reference is now made to FIG. 9, which is a simplified pictorial illustration of a backgammon game system 900 constructed and operative in accordance with an alternative preferred embodiment of the present invention, when a checker symbol 930 has been selected to move.

The alternative preferred embodiment of the present invention described with reference to FIG. 9 comprises a computerized backgammon game system 900 implemented to be executed on a computer 901, and displayed on a computer screen 902. The computerized backgammon game system 900 is comparable to the backgammon game system 100 of FIG. 1A, comprising comparable components to the components of the backgammon game system 100.

Persons skilled in the art will appreciate that the computerized backgammon game system 900 should be suitably programmed in accordance with the rules of backgammon.

It is appreciated that the backgammon game system 900 is preferably operational to support two players playing against each other, or one player playing against the computer 901, as is well known in the art. It is appreciated that when two players are playing against each other, they can be playing on the same backgammon game system 900, or they can be playing over a network, and be physically separated, as is well known in the art.

The backgammon game system 900 will now be described in detail, in comparison to the elements of the system 100 described above with reference to FIGS. 1A, 1B, 1C, 2A, 2B, 3, and 4.

FIG. 9 depicts the screen 902 displaying a representation of a backgammon board 905. The representation of the backgammon board 905 is comparable to the backgammon board representation surface 104 of FIG. 1A.

On the representation of the backgammon board 905 is a backgammon point 910, the backgammon point 910 being comparable to the backgammon point symbol 200 of FIG. 2A.

A plurality of backgammon checker symbols 915 are depicted, the backgammon checker symbols 915 being comparable to the backgammon checker display 205 of FIG. 2A.

A pair of dice 920 displaying the result of a dice throw by a dice throw generator (not shown) is depicted, the pair of dice 920 being comparable to the central pair of dice 110 of FIG. 1. The dice throw generator (not shown) of the system of FIG. 9 is preferably comprised in the computer 901, as is well known in the art.

When a player (not shown) moves a cursor 925 to be in propinquity to the backgammon checker symbol 930 (the backgammon checker symbol 930 being an instance of the backgammon checker symbols 915), a game controller (not shown) (comparable to the backgammon game controller 150 of the system of FIG. 1A, and described with reference to FIG. 1B) preferably causes the backgammon checker symbol 930 to appear to “hover” above the representation of a backgammon board 905. Furthermore, the backgammon game controller 150 preferably causes an arrow 935 to appear on the backgammon checker symbol 930, indicating the direction of a move, comparable to the direction indicator 225 of FIG. 2A. The backgammon game controller 150 also preferably causes an additional pair of dice 940 to appear adjacent to the backgammon checker symbol 930, the additional pair of dice 940 being comparable to the die face actuators 215 of FIG. 2A.

By way of the non-limiting example described above with reference to FIG. 5, the result of the dice throw generator 155 is three and four. The pair of dice 920 preferably depicts the result three and four, and the additional pair of dice 940 preferably depicts the result three and four.

Potential moves of three and four points by the backgammon checker symbol 930 from the backgammon point 910 are indicated by a first “ghost” checker symbol 945 and by a second “ghost” checker symbol 950 which preferably appear to hover above a first backgammon point 955 and a second backgammon point 960 respectively.

When the cursor 925 is placed exactly over one of the additional pair of dice 940, the die face of the one of the additional pair of dice 940 preferably appears brighter, and a corresponding one of the “ghost” checker symbols 945, 950 flashes.

The display of “ghost” checker symbols in response to the cursor 925 being in propinquity to backgammon checker symbols preferably allows the player to quickly scan the cursor 925 over the checker symbols and see possible moves for each checker symbol.

Additional components of the backgammon game system 100 described above with reference to FIG. 1A are also depicted:

an image of a backgammon bar 965 is depicted, the image of a backgammon bar 965 being comparable to the bar 115; and

an image of a checker bank 970 is depicted, the image of a checker bank 970 being comparable to the checker bank 125.

It is appreciated that the backgammon game controller 150, dice throw generator 155, checker propinquity sensor 160, double play propinquity sensor 165, double play actuator 170, potential move indicator 175, symbol generator 180, and backgammon move module 185, all of FIG. 2A, are implemented, in software and hardware comprised in the backgammon game system 900.

The symbols, representations, actuators, and so on, described above with reference to FIGS. 1A, 1B, 1C, 2A, 2B, and FIGS. 3-8 are implemented as symbols on the representation of a backgammon board 905 displayed on a computer screen. Actuating an actuator is preferably implemented by “clicking” with a mouse, when the cursor 925 is in propinquity to one of the symbols of the actuators.

The propinquity sensors described above with reference to FIG. 1B and FIGS. 3-8 are implemented by the computer system comparing a location of the cursor 925 to the location of the backgammon point 910, and to the location of the backgammon checker symbol 930, as displayed on the screen 902, by the computer 901.

Effecting a potential move is preferably implemented by “clicking” with a mouse, when the cursor 925 is in propinquity to one of the additional pair of dice 940.

It is appreciated that instead of a mouse, a player can generally effect a move using any other suitable method of selecting and actuating, as is well known in the art. Other suitable methods of selecting and actuating include, by way of a non-limiting example, a trackpad, a joystick, a trackball, a stylus, a touchscreen, and so on.

The operation of the preferred embodiment of FIG. 9 in a case where a double five is thrown, and a single checker symbol is present in the backgammon point 910 is now described, by way of a non-limiting example.

Placing the cursor 925 over the top backgammon checker symbol 930 within the backgammon point 910 preferably causes a display of a single “ghost” checker symbol in a symbol of a backgammon point located five points forward of the backgammon point 910.

Placing the cursor 925 over the second-from-top backgammon checker symbol 930, should there be such a backgammon checker symbol 930 within the backgammon point 910, preferably causes a display of two “ghost” checker symbols in a symbol of a backgammon point located five points forward of the backgammon point 910.

Placing the cursor 925 over the third-from-top backgammon checker symbol 930, should there be such a backgammon checker symbol 930, within the backgammon point 910 preferably causes a display of three “ghost” checker symbols in a symbol of a backgammon point located five points forward of the backgammon point 910.

Placing the cursor 925 over the fourth-from-top backgammon checker symbol 930, should there be such a backgammon checker symbol 930, within the backgammon point 910 preferably causes a display of four “ghost” checker symbols in a symbol of a backgammon point located five points forward of the backgammon point 910.

It is to be appreciated that in order to effect a move based on the double throw described above with reference to FIG. 9, it is preferably enough to click on the backgammon checker symbol 930.

The operation of a backgammon move using an improved method of “drag and drop” is now described, with reference to FIG. 10.

Reference is now made to FIG. 10, which is a simplified pictorial illustration depicting the backgammon game system 900 of FIG. 9, useful in understanding yet another improvement in effecting player moves.

FIG. 10 depicts, by way of a non-limiting example, the computer 901, the screen 902 displaying the representation of the backgammon board 905, and the central pair of dice 920 displaying a result of the dice throw generator (not shown), the result being a two and a five.

In a state of the backgammon game prior to the state depicted in FIG. 10, one backgammon point 1005 (the backgammon point 1005 being comparable to the backgammon point symbol 200), comprised two checker symbols. The player whose checker symbols are in the backgammon point 1005 had two legal moves from the backgammon point 1005: to move a checker symbol by two points to a backgammon point 1010; and to move a checker symbol by five points to a backgammon point 1015.

In order to effect a move, the player used the cursor 925 to select a checker symbol 1020, the checker symbol 1020 being one of the checker symbols comprised in the backgammon point 1005, and the player “dragged” the checker symbol 1020 toward the backgammon point 1010 and the backgammon point 1015. It is appreciated that FIG. 10 depicts the state of the backgammon game after the player has dragged the checker symbol 1020.

When the player selected the checker symbol 1020, the backgammon game controller 150 preferably caused a first “ghost” checker symbol 1025 to appear over the backgammon point 1010, and a second “ghost” checker symbol 1030 to appear over the backgammon point 1015.

If the player now “drops” the checker symbol 1020 between the backgammon point 1005 and the backgammon point 1010, the backgammon game controller 150 preferably effects a move of the checker symbol 1020 to the backgammon point 1010, and causes the two “ghost” checker symbols 1025, 1030 to disappear. If the player “drops” the checker symbol 1020 after the backgammon point 1010, the backgammon game controller 150 preferably effects a move of the checker symbol 1020 to the backgammon point 1015, and causes the two “ghost” checker symbols 1025, 1030 to disappear.

A demarcation line 1035 at which the checker symbol 1020 is designated to move to the backgammon point 1015 rather than the backgammon point 1010 is typically located at an edge of the backgammon point 1010 toward the backgammon point 1015. When the center of the checker symbol 1020 passes the demarcation line 1035, the checker symbol 1020 is preferably designated to move to the backgammon point 1015 rather than the backgammon point 1010.

It is appreciated that software components of the present invention may, if desired, be implemented in ROM (read only memory) form. The software components may, generally, be implemented in hardware, if desired, using conventional techniques.

It is appreciated that various features of the invention which are, for clarity, described in the contexts of separate embodiments may also be provided in combination in a single embodiment. Conversely, various features of the invention which are, for brevity, described in the context of a single embodiment may also be provided separately or in any suitable subcombination.

It will be appreciated by persons skilled in the art that the present invention is not limited by what has been particularly shown and described hereinabove. Rather the scope of the invention is defined only by the claims which follow:

Claims

1-21. (canceled)

22. A user interface comprising:

a board representation surface;
a symbol generator to provide a multiplicity of selectively positionable symbols;
a propinquity sensor to determine the propinquity of a user selection indicator to a current location of one of the symbols; and
a potential move indicator to provide at least one potential move of the one symbol, based on the determined propinquity, for display on the board representation surface.

23. The user interface according to claim 22, further comprising:

a dice throw generator to generate a plurality of dice throw results.

24. The user interface according to claim 23, further comprising:

a dice throw indicator display to display the generated dice throw results, the dice throw indicator display being associated with a plurality of selectable locations; and
a controller to select one of the locations to display the dice throw results adjacent to the current location of the one symbol.

25. The user interface according to claim 24, further comprising a move module such that, when the user selection indicator selects one of the generated dice throw results indicated by the dice throw indicator display, the move module is operative to move the one symbol by the selected one of the generated dice throw results.

26. The user interface according to claim 23, wherein the potential move indicator is operative to indicate a plurality of potential moves of the one symbol, each of the potential moves being based on one of the generated dice throw results.

27. The user interface according to claim 22, further comprising a double throw potential move indicator to indicate potential moves of exactly one of: when the generated dice throw results indicate a double throw.

the one symbol;
two of the symbols;
three symbols; and
four of the symbols,

28. The user interface according to claim 27, further comprising a move module which is operative to move exactly one of: in accordance with the generated dice throw results.

the one symbol;
two of the symbols;
three of the symbols; and
four of the symbols,

29. The user interface according to claim 28, wherein the board representation surface is a backgammon board representation surface comprising a backgammon point and the user interface further comprises a plurality of selectors of: and wherein, when the one symbol is the only symbol located in the backgammon point, and the location of the user selection indicator is determined to be in propinquity to one of the selectors, the double throw potential move indicator is operative to indicate potential moves of exactly one of: corresponding to one of the selectors.

one move;
two moves;
three moves; and
four moves,
one move of the one symbol;
two moves of the one symbol;
three moves of the one symbol; and
four moves of the one symbol,

30. The user interface according to claim 29, wherein the move module is operative to move the one symbol by exactly one of: in accordance with a selected one of the selectors, the selected one selector being operative for selection by the user selection indicator.

one move;
two moves;
three moves: and
four moves,

31. The user interface according to claim 1, wherein the symbol is a checker symbol.

32. The user interface according to claim 1, wherein the symbols are differently colored.

33. A method for interfacing with a user using electronic apparatus, the method comprising:

providing a board representation surface;
providing a multiplicity of selectively positionable symbols;
determining the propinquity of a user selection indicator to a current location of one of the symbols; and
providing at least one potential move of the one symbol, based on the determined propinquity, for display on the board representation surface.

34. A computer software product, comprising a computer-readable medium in which computer program instructions are stored, which instructions, when read by a computer, cause the computer to operate a game by performing:

providing a board representation surface;
providing a multiplicity of selectively positionable symbols;
determining the propinquity of a user selection indicator to a current location of one of the symbols; and
providing at least one potential move of the one symbol, based on the determined propinquity, for display on the board representation surface.

35. A game comprising:

a board representation surface;
a symbol generator to provide a multiplicity of selectively positionable symbols;
a propinquity sensor to determine the propinquity of a user selection indicator to a current location of one of the symbols; and
a potential move indicator to provide at least one potential move of the one symbol, based on the determined propinquity, for display on the board representation surface.

36. A user interface comprising:

means for providing a board representation surface;
means for providing a multiplicity of selectively positionable symbols;
means for determining the propinquity of a user selection indicator to a current location of one of the symbols; and
means for providing at least one potential move of the one symbol, based on the determined propinquity, for display on the board representation surface.
Patent History
Publication number: 20100160015
Type: Application
Filed: Apr 12, 2007
Publication Date: Jun 24, 2010
Applicant: ORBIS TECHNOLOGY LIMITED (West Drayton, Middlesex)
Inventor: Nicholas James Robinson (London)
Application Number: 12/223,837
Classifications
Current U.S. Class: In A Chance Application (463/16)
International Classification: A63F 9/24 (20060101);