TRUSTED SECRET WORD GAME

Systems, methods, and devices for playing a word game with one or more players are provided. The method includes generating, via a computer processor, a gaming interface having a guessed word list and a letter selector. The method further includes providing logic, by operation of the computer processor, to facilitate the play of at least one round of the word game. A round of the word game includes a turn for each of the one or more players. A turn includes, on the first round, receiving a secret word via the letter selector and receiving a guessed word via the letter selector. The turn also includes determining a number of letters in the guessed word which also appear in the secret word. The turn further includes providing the guessed word and the number of letters for display via the guessed word list.

Skip to: Description  ·  Claims  · Patent History  ·  Patent History
Description
CROSS-REFERENCE TO RELATED APPLICATIONS

This specification claims priority to U.S. Prov. Pat. App. No. 61/949,554, filed Mar. 7, 2014, the disclosure of which is hereby expressly incorporated by reference in its entirety. Any and all priority claims identified in the Application Data Sheet, or any correction thereto, are hereby incorporated by reference under 37 C.F.R. §1.57.

BACKGROUND

The technical field relates generally to computer games, and more specifically to devices, systems, and methods related to a turn-based educational computer word game.

SUMMARY

The methods and devices described each have several aspects, no single one of which is solely responsible for its desirable attributes. Without limiting the scope of this disclosure, some features will now be discussed briefly. After considering this discussion, and particularly after reading the section entitled “Detailed Description” one will understand how the features described provide advantages that include artificial intelligence systems and methods including trusted turn-based educational computer word gaming, among other advantages.

In one innovative aspect, a method of playing a word game with one or more players is provided. The method includes generating, via a computer processor, a gaming interface. The gaming interface includes a guessed word list and a letter selector. The method further includes providing logic, by operation of the computer processor, to facilitate the play of at least one round of the word game. A round of the word game includes a turn for each of the one or more players. A turn includes, on the first round, receiving a secret word via the letter selector. The turn further includes receiving a guessed word via the letter selector. The turn also includes determining a number of letters in the guessed word which also appear in the secret word. The turn further includes providing the guessed word and the number of letters for display via the guessed word list.

A gaming device configured to perform the innovative method is also provided. A computer readable medium (e.g., non-transitory) including instructions executable by a gaming device to cause the gaming device to perform the innovative method described is also provided.

BRIEF DESCRIPTION OF THE DRAWINGS

These and/or other aspects will become apparent and more readily appreciated from the following drawings, which taken in conjunction with the Detailed Description section and other sections of the present application, serve to explain the principles of the present disclosure.

FIG. 1 shows a network diagram including an example word game system.

FIG. 2 shows a functional block diagram of an example of a gaming client device.

FIG. 3 shows an implementation of an example of a gaming server device.

FIG. 4 shows a process diagram for an example of a method of trusted game play between two players.

FIGS. 5A-5C shows interface diagrams of an example of a game client.

FIG. 6 shows an interface diagram of a further example interface for playing the trusted word game.

The various features illustrated in the drawings may not be drawn to scale. Accordingly, the dimensions of the various features may be arbitrarily expanded or reduced for clarity. In addition, some of the drawings may not depict all of the components of a given system, method or device. Finally, like reference numerals may be used to denote like features throughout the specification and figures.

Various implementations of systems, methods and devices within the scope of the appended claims each have several aspects, no single one of which is solely responsible for the desirable attributes described herein. Without limiting the scope of the appended claims, some prominent features are described herein.

DETAILED DESCRIPTION

Games are excellent motivators for learning. As a player interacts with the game and other players, exercising the mechanics of the rules and the subject matter of the game can passively convey educational information. For example, playing cards may be printed with the faces of famous people to facilitate recognition of the individuals. While a card game may not rely on the faces, as players use the cards, they will be training their memory to associate the face and name.

One type of game which is particularly good at helping improve grammar and vocabulary is a word game. Word games such as circle-a-word, Scrabble®, Boggle®, and Upwords® may be played on a board. In recent years, these games have been converted into electronic form and gained popularity along with word games like Words With Friends®. The use of the electronic medium allows players to play a game against a live person practically 24 hours a day, 7 days a week, 365 days a year. Advances in artificial intelligence in conjunction with the electronic medium also allow players to play a game against a computer opponent.

Example Game Play

The word game of this application begins with the selection of a secret word of a predetermined length. An opponent then guesses a word of the predetermined length. If the guessed word is the secret word, the other player responds indicating the secret has been discovered. Otherwise, the other player responds with a number indicating the number of letters in common between the guessed word and the secret word. The opponent may keep guessing in this fashion until the secret word is guessed.

Table 1 below shows an example of game play between two players. The responding player has selected “GIRL” as the secret word.

TABLE 1 Guessing Player - Responding Player Turn Number Guessed Word Response 1 BEAD 0 2 SONG 1 3 SING 2 4 RING 3 5 LEAD 1 6 GIRL “You got it!”

It will be appreciated that each player may have a secret word. In such implementations, players take turns guessing and responding. The winner may be determined based on the first person to guess the secret word.

Inherent in a secret word game is the opportunity for disinformation. Disinformation may take the form of dishonest play or mistaken play. A player may arbitrarily change their secret word. Alternatively or in addition, when trying to remember a secret word while also trying to figure out the other player's word, an inaccurate letter count may be announced.

Through a computer implementation, the disinformation can be removed from the described game. Accordingly, the game may be deemed “trusted” in that all players can trust the system to maintain the integrity of the game. For example, the computer can maintain the secret word. In one implementation, at the start of the game, each player may enter their secret word. As another example, the computer may store the secret word and automatically perform the letter counting upon receipt of a guessed word. The computer, in some implementations, may be configured to validate the secret word. For example, in a school setting, it may be desirable to block certain words from being the secret word. As another example, the secret word may be selected from a vocabulary list of words to be learned.

The systems and methods may include educational content during game play. For example, after submitting a word, a message may be displayed. The message may include a definition of the word entered. The message may include a picture related to the word entered. In some implementations, the message may be an advertisement selected based on the word entered. As the game progresses, the list of words guessed may grow. The list may be used to further refine the pictures or advertisements presented.

Once the secret word is guessed, a definition of the secret word may be displayed. Other educational or advertising content based on the secret word may be presented once the secret word is revealed. In some implementations, time may be a factor to determine who (if anyone) wins. For example, the player who guesses the secret word correctly and within a predetermined period of time may be declared the winner.

The game may be played on an electronic device in a variety of modes. For example, a versus mode may be implemented where a player can compete against other similarly ranked players. Ranking may be based on the number of games won, average number of turns to guess the secret word, vocabulary level determined through secret word choices and/or guessed word choices, or other information/statistics derived from game play.

In versus mode, the client application transmits a message to the game server identifying the current player. The game server then locates a similarly ranked opponent to initiate the game.

In another mode, the user may select a player to compete against. Such a mode may be referred to as “friend” mode. In friend mode, the system may access a list of players associated with the player. The list may be included in a contact application (e.g., phonebook), in a third-party service such as Facebook® friends, or entered via a game client and stored in association with the player. The friend mode may identify friends who are currently online (e.g., using a game client on the network). The invitation may take the form of a signal from the requesting player to the friend via the game client. In some implementations, the invitation may be sent via an electronic message such as a text message or email message. The electronic message may include an identifier allowing a game client to initiate a game between the participants upon acceptance of the invitation. It will be appreciated that more than one player may be invited to play. For example, in a classroom setting, group play between 3, 5, 12, or more players (e.g., students) may be used. It will be appreciated that the features described may be scaled to support thousands or hundreds of thousands of players within the trusted gaming environment.

In another mode, the user may elect to play against a computer. In this mode, the computer may not guess the player's secret word. Instead, the player may attempt to guess the computer's randomly selected secret word in as few turns as possible. In some implementations, the selection of the word may not be random but rather selected based on previously secret words presented to the user, previously guessed words, target word lists (e.g., vocabulary words at a given reading level), or other game play aspects described herein.

Example Game System

FIG. 1 shows a network diagram including an example word game system. The network system 100 allows a player 102 using an electronic communication device 104 to play the game. In some implementations, the electronic communication device 104 may be referred to as a gaming client device, such as described below in reference to FIG. 2. Game play may be achieved through the use of a game client (not shown) executed on the communication device 104. The game client may be configured to communicate over a network 106 with a game server device 108. The game server device 108 may provide game information such as player rankings, word lists, educational content, advertising content, or updates for the game. The information may be generated as part of processing game input information such as inputted words or retrieved from a memory 110.

The electronic communication device 104 may be a digital television, a digital direct broadcast system (e.g., set top box), a wireless broadcast system, a personal digital assistant (PDA), a laptop or desktop computer, a tablet computer, an e-book reader, a digital media player, a video gaming device, a video game console, a cellular or satellite radio telephone, so-called “smart phones,” and the like.

Communication via the network 106 may be bidirectional. The communication may be accomplished via wired and/or wireless means. The communication may be protocol-based such as via HTTP, 802.11, and the like. The network 106 may include one or more cellular network, a data network, a local area network, a wide area network, a mesh network, the Internet, a public switched telephone network, a private network, a satellite network, or other standards based electronic or digital communication network.

FIG. 2 shows a functional block diagram of an example of a gaming client device. The gaming client device 200 includes a processor 202 which is configured to obtain instructions and data via a bus 299 from a memory 220. The processor 202 may be implemented as a programmable logic device that performs instruction, logic, and mathematical processing, and may be representative of one or more CPUs. The gaming client device 200 is configured for networked data communication via one or more network interfaces 208. The network interfaces may provide means for standardized communications via, for example, the network 106 shown in FIG. 1.

The memory 220 may include a combination of memory devices, including Random Access Memory, nonvolatile, backup memory (e.g., programmable or Flash memories, read-only memories, etc.), and/or networked memory (e.g., cloud storage).

The gaming client device 200 includes a game client 250. In some implementations, the game client 250 may be provided as a specially configured component included in The gaming client device 200. In some implementations, the game client 250 may be provided as machine executable instructions which are stored in the memory 220 and executed by the processor to perform one or more of the game play aspects described herein.

The gaming client device 200 may be configured for display via a display device 260. The display device 260 may include output devices such as monitors, touch screen displays, and so on. The display device 260 may exchange messages with the gaming client device 200 for rendering game play information such as a list of guessed words. Although shown as a separate component from the gaming client device 200, in some implementations, the display device 260 may be integrated in the gaming client device 200 such as a screen on a smartphone.

The gaming client device 200 may be configured to receive input via an input device 265. The input device 265 may be configured to provide input messages to the device such as letter selection information. Examples of the input device 265 include a keyboard, a mouse, a game controller, and a remote control. The input device 265 may include a set of buttons, switches, or other physical device mechanisms for controlling the gaming client device 200. For example, the input device 265 could include a set buttons whereby each button is associated with a letter of the alphabet and/or number. Although shown as a separate component from the gaming client device 200, in some implementations, the input device 265 may be integrated in the gaming client device 200 such as a touch screen on a smartphone. Furthermore, multiple input devices may be coupled with the gaming client device 200 to receive additional or alternate input information.

FIG. 3 shows an implementation of an example of a gaming server device. The gaming server device 300 includes a processor 302. The processor 302 is configured to obtain instructions and data via a bus 399 from a memory 320. The processor 302 may be a programmable logic device that performs instruction, logic, and mathematical processing, and may be representative of one or more CPUs. The gaming server device 300 is configured for networked data communication via one or more network interfaces 308. The network interfaces 308 may provide means for standardized communications with, for example, the network 106 shown in FIG. 1.

The memory 320 may include one or a combination of memory devices, including Random Access Memory, nonvolatile, backup memory (e.g., programmable or Flash memories, read-only memories, etc.), networked memory (e.g., cloud storage).

As discussed above, the game client 250 may be configured to communicate with a game server 350 and/or with other game clients to enable two or more users to play a trusted secret word game. The game server 350 may be configured to provide the game client 250 and/or information supporting the game client 250 including, but not limited to, word lists, educational content, advertising content, player lists, and player rankings.

The game client 250 may be configured to transmit registration information for a user for the game to the game server 350. Registration may include providing a player identifier (e.g., username) to the game server 350. Registration may also include a receiving a password, biometrics, or other security information associated with the user. The combination of the player identifier and any additional security information may be needed to begin playing. In some implementations, a third-party network service such as Facebook® may be used for registration.

Example Trusted Game Play

FIG. 4 shows a process diagram for an example of a method of trusted game play between two players. The two players may be friends or random as discussed further with respect to FIG. 5A below. The method may be implemented, for example, in whole or in part by the devices shown in FIG. 2 or 3. The two players may be randomly selected for game play or one player may invite another player to play such as via the game client 250, via a message (e.g., text message, email message) including a game identifier, or other electronic means.

At node 402, a secret word for a player is received. The secret word may be received via a game client device. The received secret word may be validated such as to confirm the word is included in a predetermined word list. If the word is not valid, a message may be provided requesting another secret word. At node 404, a secret word for another player is received via a game client device. The other player may, in some implementations, use the same game client device to provide their secret word. The other player's secret word may be validated similarly to the player's. In some implementations, the secret words may be validated based on different criteria. For example, if the secret word for a player is identified as at a reading level above a reading level for their opponent, a request for an alternate secret word may be provided to the player.

Once the system receives valid secret words for each player, at node 406, the system identifies a player to play first. The identification may be based on, for example, a player ranking, a number of times each player was identified to play first, the outcome of a previous game, or a combination of these or other game information associated with one or more of the players.

At node 408, a guessed word is received from the first player. At node 410, a determination is made as to whether the guessed word is the secret word of the second player. If it is determined that the words are the same, the game ends as node 490. Ending the game may include presenting content based on the secret word. The presentation may be via the game client. In an asynchronous mode where players take turns over a period of time, the indication may include transmitting an electronic message to the opponent indicating the secret word has been guessed. Ending the game may include adjusting player statistics (e.g., number of turns to guess, words guessed, reading level, ranking). For example, a game may set a maximum number of guesses per player at 5, 8, 10, 12, or 30.

Returning to node 410, if it is determined that the secret word is not the guessed word, at node 412 an indication of letters in the guessed word matching the secret word is provided. The indication may include adding the guessed word to a guessed word list for the first player. The indication may include the number of letters in the guessed word in common with the secret word. In one implementation, the indication may include highlighting letters on the letter input interface or within the guessed word in common. The indication is automatically provided by the system based on the received secret word and guessed word. The indication may include audio (e.g., a chime or tone), visual (e.g., icon, color change, content), olfactory (e.g., automatic smell generator), or haptic (e.g., vibration) transmission or a combination thereof. Neither player need provide a count, comparison, or otherwise process the guesses. Though described as using the game client, the indication of node 412 may be transmitted via an electronic message such as email or text message. The message may include similar information about the game state as described above.

At node 414, a guessed word is received for the second player. At node 416, a determination is made as to whether the word guessed by the second player is the secret word of the first player. If it is determined at node 416 that the guessed word is the secret word, the process continues to node 490 where the game is ended as described above. If it is determined at node 416 the guessed word is not the secret word, at node 418 an indication of letters in the guessed word matching the secret word is provided to the second player. The indication at node 418 may be similar to the indication provided at node 412. The provision of an indication to the second player marks the end of the turn.

Once provided, the process returns to node 408 to receive a subsequent guess word and continues as described above until the game is ended. In some implementations, it may be desirable to limit the number of guesses each player may make before the end of the game. In such an implementation, once each player has taken the predetermined number of turns, the game ends with no one winning the game.

The example game play described in FIG. 4 is one example of the features of the game. Variations upon the same game are also contemplated. For example, the game may include a speed component. In such an implementation, the players may guess at the same word (such as a 4 or more letter word). In the speed implementation, whichever player guesses first is the winner. The speed game may not track whether the other player guessed in less attempts. However, because the players are online at the same time, each can guess independently but compare skill within the trusted gaming platform. It will be appreciated that the players may have a speed challenge where each is presented with the same word, and the time to guess is measured for each player. After each player records a time to guess the secret word, the player taking the least amount of time to correctly guess the secret word is judged to be the winner.

In another variation, a time may be provided to begin guessing a secret word. As such, the community of users would receive a notification of a community secret word game. Players would then access the system and attempt to guess the word at an appointed time. The system may be configured to provide incentives to players for participating and/or guessing the community secret word. In some implementations, the incentives may be based on participation level of the community members (e.g., if 300 people correctly guess the 3:00 pm community secret word, each person correctly guessing the word will receive a reward).

In another variation, the game may track the number of attempts for players. The players in such an implementation guess at the same word (such as a 4 or more letter word). In the attempts implementation, which ever player guesses in fewer number of guess attempts is the winner. Because the winner is declared based on the number of attempts, players can guess asynchronously (e.g., do not need to be concurrently playing the game). After each player records a number of attempts to guess the secret word, the player taking the fewest number of attempts to correctly guess the secret word is judged to be the winner.

Any of the game variations described herein may be adapted to accommodate more than two players. For example, the game method may include receiving guesses from at the same word on the same screen. The interface may provide a visualization of the attempts and letters in common of the other players. The player to decode the word is the winner. For example, the system selects the secret work “FROG”. Table 2 shows the game play sequence for four players.

TABLE 2 Number Matching Letters Game Play Player Guess Letters Displayed Displayed Result 1 SHOE 1 O Continue (no winner) 2 FIST 1 F Continue (no winner) 3 FOUR 3 F, O, R Continue (no winner) 4 ROOF 3 F, O, R Continue (no winner) 1 FROG 4 F, R, O, G Winner

The game play features described may include variable difficulty levels. For example, as a player guesses words, the letters available for guessing may be adjusted. An easy difficulty would include providing a visual display of letters which are shared between the guessed word and the secret word. In an easy difficulty game, letters which were not included in the secret word may be included in subsequent guess words. An increased difficulty game may prohibit a player from guessing with words which include letters from a previous guess which are not included in the secret word. For example, if the secret word was FROG and the first guess was FISH, the player's next guess may include the letter F, but cannot include the letter I, S, or H. The method may reject such guesses. In some implementations, the player may forfeit his turn. In some implementations, the player may be permitted to provide an alternate guess. It will be understood that for a given game, one player may play according to a first difficulty while an opponent may play according to a different difficulty. Such adaptive difficulty allows players of different skill levels to play the game together in a way that “levels” the skill of the players.

Another way to adapt the difficulty of the game is by adjusting the presentation of common letters shown on the display. In such implementations, a player may only be presented with the guessed words and a number identifying the quantity of common letters. Not having the visual listing of letters guessed and/or in common highlighted on the interface requires deductive reasoning to determine which letters are likely in the secret word.

It will be appreciated that the variants described (e.g., speed, attempts, difficulty), although discussed individually, may be combined to provide increased granularity in difficulty of game play to permit players of different skill levels to compete.

The Game Interface

FIGS. 5A-5C shows interface diagrams of an example of a game client. FIG. 5A shows an initial game mode selection interface. In the example shown, the game client provides three options of play: friends, computer, or random. Graphic control elements 502a, 502b, and 503c are provided, respectively, for each option. Activation of an element is taken as an indication of the game mode to being played.

FIG. 5B shows an example of a secret word entry interface. The secret word entry interface includes a letter selector 520. The letter selector 520 in FIG. 5B shows the letters of a standard English alphabet. It will be understood that the word game described may be implemented to provide non-English versions of the game in languages such as Arabic, French, Spanish, Mandarin, Russian, or other language. The alphabets associated with these languages may be presented in the letter selector 520. As letters are selected, but prior to submission, the display of a selected letter may be changed (e.g., highlighted, change font) to distinguish the selected letter from non-selected letters. The letter selector 520 may receive an indication of a selected letter by detecting a tap or click action on the client device presenting the selector at or near the display location of a given letter. In some implementations, the letter selector 520 may be configured to allow dragging of a letter to select to a position on the interface. The drag may be implemented by first detecting a tap or click action at the client device at or near the display location of a given letter. The tap or click action is held and as the pointing device (e.g., mouse, finger, stylus) is moved across the client device to a second location. The letter is thus rendered as moving from the original location to the second location on the display.

The secret word entry interface shown in FIG. 5B includes a word display 504. The word display 504 provides a visual representation of the letters selected presented in the order selected. The number of letters shown in the word display 504 may be determined based on the configuration of the game, the level of difficulty for the player (e.g., reading level or preference), and the like.

The secret word entry interface shown in FIG. 5B also includes an “okay” button 506 and a “reset” button 508. The “okay” button 506 is configured to transmit a confirmation of the entered secret word to the game client. Upon submission, the entered word may be validated and used for game play as described in further detail above. The “reset” button 508 is configured to clear any letters entered for the secret word. By resetting the secret word, a new secret word may be entered.

FIG. 5C illustrates an example of a game play interface after one guess word was entered. The interface shown in FIG. 5C includes a letter selector 550. The letter selector 550 may be similarly configured to the letter selector 520. The letter selector 550 may be configured to adjust the display of one or more letters based on the guessed words. For example, if a guessed word has no letters in common with the secret word, the letters included in the guessed word may be excluded from further consideration as they are not included in the secret word. The presentation of these excluded letters may be changed to indicate they do not appear in the current secret word.

The interface shown in FIG. 5C also includes a word display 554 similarly configured to the word display 504 for displaying the guessed word rather than the received secret word. The word display 554 provides a visual representation of the letters selected presented in the order selected.

The game play interface shown in FIG. 5C also includes an “okay” button 556 and a “reset” button 558. The “okay” button 556 is configured to transmit a confirmation of the entered guess word to the game client. Upon submission, the entered word may be compared to the secret word as described in further detail above. The “reset” button 558 is configured to clear any letters entered for the guess word. By resetting the guess word, a new guess word may be entered. In some implementations, the transmission of the entered guessed word may be automatically performed based on the number of letters entered. For example, if the secret word is a four letter word, upon receipt of the fourth letter for a guess word, the game play interface may be configured to automatically submit the guess. In some implementations, the game play interface may include an autosubmit element (not shown) to indicate whether the player would like to enable the autosubmission of guesses.

The game play interface in FIG. 5C also includes a word list 570. The word list 570 may be a running display of the guessed words. The word list 570 shown includes a turn number indicating the turn on which the word was guessed (“1” in FIG. 5C), the guessed word (“TOAD” in FIG. 5C), and the number of letters in common with the secret word (“2” in FIG. 5C). As new guesses are made, the words are added to the word list 570.

FIG. 6 shows an interface diagram of a further example interface for playing the trusted word game. The interface shown in FIG. 6 includes a set of test tiles 602. FIG. 6 illustrates test tiles 602 for a five letter secret word game. In some implementations, the fewer (e.g., four or three) letter words may be used or more (e.g., 6, 9, or 10) letter words may be used. Each player may be asked to guess different length words to allow players of different skill level to compete. For example, a father may provide a three letter secret word (e.g., “CAT”) for his elementary school daughter to guess. His daughter may be asked to provide a six letter word for her college educated father to guess (e.g., “IGUANA”). As discussed above, the number of letters may be determined based on the skill level of the players as determined by previous game play information.

Letters may be entered into the test tiles 602. The test tiles 602 may then be re-ordered such as by dragging a first tile to a different position. The test tiles 602 provide a way for a player to visually explore words to guess.

The interface shown in FIG. 6 also includes a letter selector 604 which may be similarly configured as the letter selectors described in reference to FIGS. 5A and 5B. The interface shown in FIG. 6 also includes a touch type word entry area 606 and a try button 608 for submitting the word entered as the guess word. The interface also includes a word list 610. The word list 610 is organized beginning with the most recent guessed word to the oldest guessed word. In some implementations, words which have no letters in common with the secret word may be removed from the word list, such as upon receipt of an indication to hide the guess. One example of an indication is a swipe of the word on the touch screen.

Also shown in FIG. 6 is a content element 612. The content element 612 may be an advertisement or educational content. The content element 612 may, in some implementations, expand upon entry of a guess. This provides both a visual indication that the guess was submitted and a larger field in which to display content to the user. The visual indication may be provided for a predetermined period of time. The visual indication may be provided with a control element to return to the main game play interface (e.g., close button). The content may be selected based on game configuration, subscription associated with the identified player, guessed words, secret words, and other game information as described herein. The content element 612 may include multiple pieces of content such as text, audio, video, or multimedia. The pieces of content need not necessarily be related.

In the detailed description, only certain exemplary embodiments have been shown and described, simply by way of illustration. As those skilled in the art would realize, the described embodiments may be modified in various different ways, all without departing from the spirit or scope of the present disclosure. Accordingly, the drawings and description are to be regarded as illustrative in nature and not restrictive. In addition, when an element is referred to as being “on” another element, it can be directly on the another element or be indirectly on the another element with one or more intervening elements interposed there between. Also, when an element is referred to as being “connected to” another element, it can be directly connected to the another element or be indirectly connected to the another element with one or more intervening elements interposed there between. Reference will now be made in detail to embodiments, examples of which are illustrated in the accompanying drawings, wherein like reference numerals refer to like elements throughout. In this regard, the present embodiments may have different forms and should not be construed as being limited to the descriptions set forth herein. Accordingly, the embodiments are merely described below, by referring to the figures, to explain aspects of the present description.

The detailed description set forth in connection with the appended drawings is intended as a description of exemplary embodiments and is not intended to represent the only embodiments in which the invention may be practiced. The term “exemplary” used throughout this description means “serving as an example, instance, or illustration,” and should not necessarily be construed as preferred or advantageous over other exemplary embodiments. The detailed description includes specific details for the purpose of providing a thorough understanding of the exemplary embodiments. It will be apparent that the exemplary embodiments may be practiced without these specific details. In some instances, some devices are shown in block diagram form.

The terminology used herein is for the purpose of describing particular embodiments only and is not intended to be limiting of the disclosure. As used herein, the singular forms “a”, “an” and “the” are intended to include the plural forms as well, unless the context clearly indicates otherwise. As used herein, the term “and/or” includes any and all combinations of one or more of the associated listed items. It will be further understood that the terms “comprises” and/or “comprising,” when used in this specification, specify the presence of stated features, integers, steps, operations, elements, and/or components, but do not preclude the presence or addition of one or more other features, integers, steps, operations, elements, components, and/or groups thereof. Expressions such as “at least one of,” when preceding a list of elements, modify the entire list of elements and do not modify the individual elements of the list.

As used herein, the term “determining” encompasses a wide variety of actions. For example, “determining” may include calculating, computing, processing, deriving, investigating, looking up (for example, looking up in a table, a database, or another data structure), ascertaining, and the like. Also, “determining” may include receiving (for example, receiving information), accessing (for example, accessing data in a memory), and the like. Also, “determining” may include resolving, selecting, choosing, establishing, and the like.

As used herein, the terms “provide” or “providing” encompass a wide variety of actions. For example, “providing” may include storing a value in a location for subsequent retrieval, transmitting a value directly to the recipient, transmitting or storing a reference to a value, and the like, or a combination thereof. “Providing” may also include encoding, decoding, encrypting, decrypting, validating, verifying, and the like.

As used herein, the terms “obtain” or “obtaining” encompass a wide variety of actions. For example, “obtaining” may include retrieving, calculating, receiving, requesting, and the like, or a combination thereof. Data obtained may be received automatically or based on manual entry of information. Obtaining may be through an interface such as a graphical user interface.

As used herein a graphical user interface may include a web-based interface including data fields for receiving input signals or providing electronic information. The graphical user interface may be implemented in whole or in part using technologies such as HTML, Flash, Java, .net, web services, and RSS. In some implementations, the graphical user interface may be included in a stand-alone client (for example, thick client, fat client) configured to communicate in accordance with one or more of the aspects described.

The various operations of methods described above may be performed by any suitable means capable of performing the operations, such as various hardware and/or software component(s), circuits, and/or module(s). Generally, any operations illustrated in the Figures may be performed by corresponding functional means capable of performing the operations.

Information and signals may be represented using any of a variety of different technologies and techniques. For example, data, instructions, commands, information, signals, bits, symbols, and chips that may be referenced throughout the above description may be represented by voltages, currents, electromagnetic waves, electromagnetic fields or particles, optical fields or particles, or any combination thereof.

The various illustrative logical blocks, modules, circuits, and algorithm steps described in connection with the embodiments disclosed herein may be implemented as electronic hardware, computer software, or combinations of both. To clearly illustrate this interchangeability of hardware and software, various illustrative components, blocks, modules, circuits, and steps have been described above generally in terms of their functionality. Whether such functionality is implemented as hardware or software depends upon the particular application and design constraints imposed on the overall system. The described functionality may be implemented in varying ways for each particular application, but such implementation decisions should not be interpreted as causing a departure from the scope of the embodiments of the disclosure.

The various illustrative blocks, modules, and circuits described in connection with the embodiments disclosed herein may be implemented or performed with a general purpose processor, a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field Programmable Gate Array (FPGA) or other programmable logic device, discrete gate or transistor logic, discrete hardware components, or any combination thereof designed to perform the functions described herein. A general purpose processor may be a microprocessor, but in the alternative, the processor may be any processor, controller, microcontroller, or state machine. A processor may also be implemented as a combination of computing devices, for example, a combination of a DSP and a microprocessor or a plurality of microprocessors, in conjunction with a DSP core, or any other such configuration.

The steps of a method or algorithm and functions described in connection with the embodiments disclosed herein may be embodied directly in hardware, in a software module executed by a processor, or in a combination of the two. If implemented in software, the functions may be stored on or transmitted over as an instruction, instructions or code on a tangible, non-transitory computer-readable medium. A software module may reside in Random Access Memory (RAM), flash memory, Read Only Memory (ROM), Electrically Programmable ROM (EPROM), Electrically Erasable Programmable ROM (EEPROM), registers, hard disk, a removable disk, a CD ROM, or any other form of storage medium known in the art. A storage medium is coupled to the processor such that the processor can read information from, and write information to, the storage medium. In the alternative, the storage medium may be integral to the processor. Disk and disc, as used herein, includes compact disc (CD), laser disc, optical disc, digital versatile disc (DVD), floppy disk and blu ray disc where disks usually reproduce data magnetically, while discs reproduce data optically with lasers. Combinations of the above should also be included within the scope of computer readable media. The processor and the storage medium may reside in an ASIC. The ASIC may reside in a user terminal. In the alternative, the processor and the storage medium may reside as discrete components in a user terminal.

Information and signals may be represented using any of a variety of different technologies and techniques. For example, data, instructions, commands, information, signals, bits, symbols, and chips that may be referenced throughout the above description may be represented by voltages, currents, electromagnetic waves, magnetic fields or particles, optical fields or particles, or any combination thereof.

The various illustrative logical blocks, modules, circuits, and algorithm steps described in connection with the embodiments disclosed herein may be implemented as electronic hardware, computer software, or combinations of both. To clearly illustrate this interchangeability of hardware and software, various illustrative components, blocks, modules, circuits, and steps have been described above generally in terms of their functionality. Whether such functionality is implemented as hardware or software depends upon the particular application and design constraints imposed on the overall system. The described functionality may be implemented in varying ways for each particular application, but such implementation decisions should not be interpreted as causing a departure from the scope of the embodiments described herein.

The various illustrative blocks, modules, and circuits described in connection with the embodiments disclosed herein may be implemented or performed with a general purpose processor, a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field Programmable Gate Array (FPGA) or other programmable logic device, discrete gate or transistor logic, discrete hardware components, or any combination thereof designed to perform the functions described herein. A general purpose processor may be a microprocessor, but in the alternative, the processor may be any conventional processor, controller, microcontroller, or state machine. A processor may also be implemented as a combination of computing devices, for example, a combination of a DSP and a microprocessor, a plurality of microprocessors, one or more microprocessors in conjunction with a DSP core, or any other such configuration.

The steps of a method or algorithm and functions described in connection with the embodiments disclosed herein may be embodied directly in hardware, in a software module executed by a processor, or in a combination of the two. If implemented in software, the functions may be stored on or transmitted over as one or more instructions or code on a tangible, non-transitory computer-readable medium. A software module may reside in Random Access Memory (RAM), flash memory, Read Only Memory (ROM), Electrically Programmable ROM (EPROM), Electrically Erasable Programmable ROM (EEPROM), registers, hard disk, a removable disk, a CD ROM, or any other form of storage medium known in the art. A storage medium is coupled to the processor such that the processor can read information from, and write information to, the storage medium. In the alternative, the storage medium may be integral to the processor. Disk and disc, as used herein, includes compact disc (CD), laser disc, optical disc, digital versatile disc (DVD), floppy disk, and blu-ray disc where disks usually reproduce data magnetically, while discs reproduce data optically with lasers. Combinations of the above should also be included within the scope of computer readable media. The processor and the storage medium may reside in an ASIC. The ASIC may reside in a user terminal. In the alternative, the processor and the storage medium may reside as discrete components in a user terminal.

For purposes of summarizing the disclosure, certain aspects, advantages, and novel features have been described herein. It is to be understood that not necessarily all such advantages may be achieved in accordance with any particular embodiment. Thus, the invention may be embodied or carried out in a manner that achieves or optimizes one advantage or group of advantages as taught herein without necessarily achieving other advantages as may be taught or suggested herein.

While this invention has been described in connection with what is are presently considered to be practical embodiments, it will be appreciated by those skilled in the art that various modifications and changes may be made without departing from the scope of the present disclosure. It will also be appreciated by those of skill in the art that parts mixed with one embodiment are interchangeable with other embodiments; one or more parts from a depicted embodiment can be included with other depicted embodiments in any combination. For example, any of the various components described herein and/or depicted in the Figures may be combined, interchanged, or excluded from other embodiments. With respect to the use of substantially any plural and/or singular terms herein, those having skill in the art can translate from the plural to the singular and/or from the singular to the plural as is appropriate to the context and/or application. The various singular/plural permutations may be expressly set forth herein for sake of clarity. Thus, while the present disclosure has described certain exemplary embodiments, it is to be understood that the invention is not limited to the disclosed embodiments, but, on the contrary, is intended to cover various modifications and equivalent arrangements included within the scope of the appended claims, and equivalents thereof.

Claims

1. A method of playing a word game with one or more players, the method comprising:

generating, via a computer processor, a gaming interface including: a guessed word list; and a letter selector; and
providing logic, by operation of the computer processor, to facilitate the play of at least one round of the word game, wherein a round of the word game includes a turn for each of the one or more players, a turn comprising: on the first round, receiving a secret word via the letter selector; receiving a guessed word via the letter selector; determining a number of letters in the guessed word which also appear in the secret word; and providing the guessed word and the number of letters for display via the guessed word list.

2. The method of claim 1, further comprising:

generating a value indicating whether the guessed word is the secret word; and
providing content based at least in part on the value.

3. The method of claim 2, wherein providing content is further based on at least one of the guessed word and the secret word.

4. The method of claim 1, further comprising validating the received secret word, wherein a valid secret word includes a predetermined number of letters and is included in an authorized word list.

5. The method of claim 4, wherein said receiving a secret word is repeated until the secret word is validated.

6. The method of claim 1, further comprising generating a score for the one or more players based on a number of rounds the player took to guess the secret word.

7. The method of claim 6, wherein generating the score is further based on the secret word for the player.

8. The method of claim 6, wherein generating the score is further based on the guessed words for the player.

9. The method of claim 1, further comprising generating a score for the one or more players based on a quantity of time the player took to guess the secret word.

10. The method of claim 1, wherein the turn further comprises:

maintaining a list of letters from the guessed word which are not included in the secret word;
receiving a second guessed word via the letter selector; and
rejecting the second guessed word if the second guessed word includes any letters in the maintained list of letters.

11. A computer readable medium having stored thereon instructions which, when executed by a computer processor of a gaming device, cause the gaming device to perform the method of:

generating a gaming interface including: a guessed word list; and a letter selector; and
providing logic to facilitate the play of at least one round of the word game, wherein a round of the word game includes a turn for each of the one or more players, a turn comprising: on the first round, receiving a secret word via the letter selector; receiving a guessed word via the letter selector; determining a number of letters in the guessed word which also appear in the secret word; and providing the guessed word and the number of letters for display via the guessed word list.

12. An gaming device comprising a processor, wherein the processor is configured to:

generate a gaming interface for presentation via a display device in data communication with the processor, the gaming interface including: a guessed word list; and a letter selector; and
providing logic to facilitate the play of at least one round of the word game, wherein a round of the word game includes a turn for each of the one or more players, a turn comprising: on the first round, receiving a secret word via the letter selector; receiving a guessed word via the letter selector; determining a number of letters in the guessed word which also appear in the secret word; and providing the guessed word and the number of letters for display via the guessed word list.
Patent History
Publication number: 20150251085
Type: Application
Filed: Mar 6, 2015
Publication Date: Sep 10, 2015
Inventor: John Gilbert Banker (San Diego, CA)
Application Number: 14/641,058
Classifications
International Classification: A63F 9/18 (20060101);