Patent application title: Multi-player, word-puzzle game played competitively as a contest over an electronic network
Inventors:
Stephen Jay Holmes (Burr Ridge, IL, US)
Garrett Allen Sonntag (Genoa, IL, US)
IPC8 Class: AA63F924FI
USPC Class:
463 9
Class name: Amusement devices: games including means for processing electronic data (e.g., computer/video game, etc.) in a game requiring strategy or problem solving by a participant (e.g., problem eliciting response, puzzle, etc.)
Publication date: 2010-09-02
Patent application number: 20100222121
e systems, processes and methods that
collectively administrate and deliver to players a multi-player game in
which the players solve a word puzzle and compete against other players
for how easily and quickly they solve the puzzle.
The game is presented to the players as a matrix of interlocking blank
boxes and a list of words or phrases (keys). The keys fit into the matrix
in some predetermined fashion. The player must determine the correct
orientation of the keys on the puzzle in order to finish the game.
Through trial and error the player places the keys into the boxes until
the player finds an orientation that fits the puzzle. The player's score
is the elapsed time it takes to solve the puzzle adjusted for any clues
that are provided. The winner of the game is the player with the lowest
score.
The game can be used in a variety of advertising and promotional contexts
and also can support on-line gaming for prizes.
The advertising applications of the game are compelling because the words
of the keys in the game can be selected such that they reinforce a
marketing message. Businesses can customize games and offer prizes to the
winner. The players repetitively manipulate the keys while playing the
game and, in so doing, the players become more familiarized with the
intended marketing message.
The features of the game overcome several of the challenges to on-line
competitive gaming by providing a quick, fair, skills-based game that is
neither gambling, lottery or sweepstakes and is relatively impervious to
cheating.Claims:
1. The methods and processes of a game comprising:a puzzle represented by
a matrix of interlocking, empty squares;a set of words and phrases
(keys);an iterative process of the player placing the words and phrases
into the empty matrix of squares until the correct orientation of words
and phrases is found;a scoring scheme that considers the elapsed time to
find the correct orientation of words and phrases in the matrix of empty
squares and;a scoring scheme that considers any clues that are given to
assist the player to determine the correct orientation of words and
phrases in the matrix of empty squares;a process to compare the final
scores of all players to determine the winner or winners of the game.
2. All other applications of claim 1 where a list of keys is oriented in an interlocking matrix in order to generate (n×x×p) unique orientations (see FIG. 3)
3. A method of claim 1 where more keys can be given than there are places for them in the matrix.
4. A method of claim 1 that the keys do not have to exactly fit into the empty boxes to be correctly oriented.
5. A method of claim 1 where a player may request and be given clues to help solve the puzzle.
6. A method of claim 1 where multiple players compete to earn the lowest score as calculated from a combination of the elapsed time to solve the puzzle adjusted in some way by penalties for the clues needed to solve the puzzle.
7. A method of claim 1 whereby players repetitively manipulate the keys in the puzzle in an attempt to discover the correct orientation of keys that solve the puzzle, and in so doing, the player becomes better acquainted with a product or service or topical subject matter so that stronger awareness and knowledge is developed toward the product, service or topical subject matter.
8. All other examples of claim 1 used for entertainment, with or without prizes, are claimed by this patent.
9. A system that comprises:a Game Server(s);game software that manages all of the functions of the game;a player device with a display and input mechanism and;an electronic interconnection medium that connects the game server and the player device such as the internet, a broadcast system, a wireless network, cellular network or any other two-way electronic communications media.
10. A method and system of claim 10 that generates a matrix of interlocking empty boxes (puzzle) based on a given set of (n) keys so that some subset (x) of the keys fit into the empty boxes.
11. A system of claim 10 that generates multiple (n×x×p)unique puzzles from a given list of keys by arranging the keys in every potential orientation on a blank field of empty boxes.
12. A system of claim 10 that manages the distribution of the multiple unique puzzle configurations to ensure that most, if not all, players are solving a different puzzle that was generated from the same set of keys.
13. A system of claim 10 that causes the empty puzzle to be displayed on the screen of a player device.
14. A system of claim 10 that enables the player to repetitively manipulate keys into the empty boxes of the puzzle using an input device such as keyboard or pointer until the correct orientation is found.
15. A method and system of claim 10 that determines if the keys have been placed into the empty matrix in the correct orientation.
16. A system of claim 10 that measures the elapsed time required to solve the puzzle.
17. A system of claim 10 that will adjust the point value of the game as the time passes until the player correctly solves the puzzle.
18. A system of claim 10 that will adjust the point value whenever a clue is requested by a player.
19. A system of claim 10 that manages multiple players and their scores regardless of when the players begin or finish the game or how many games they play.
20. A system and method of claim 10 that enables multiple games by to be offered to multiple players at any time.Description:
CROSS-REFERENCE TO RELATED APPLICATIONS
[0001]This application claims priority to U.S. provisional patent application Ser. No. 61/203,492 filed on Dec. 24, 2008 by these inventors.
STATEMENT REGARDING FEDERALLY SPONSORED RESEARCH OR DEVELOPMENT
[0002]Not applicable
REFERENCE TO SEQUENCE LISTING
[0003]Not applicable
BACKGROUND OF THE INVENTION
[0004]The relevance of the invention is in the field of advertising, marketing and promotion where the game is used to reinforce the assimilation of business branding and messages by forcing the player to repetitively manipulate a series of key words and phrases (keys) in an effort to find the correct orientation of the keys in a given puzzle. By playing the game, the players are exposed to deliberately crafted messages and repetition of the messages through repetitively manipulating the keys, enhances the mental imprint and retention of those messages.
[0005]The invention is also applicable to training and education where memorization of key words and key phrases (keys) is enhanced as they are repetitively placed into the puzzle by the players. An example would be a puzzle made up of the names of US Presidents as a fun learning aid to memorizing President's names.
[0006]Finally the game is applicable as entertainment. The nature of the game lends itself to contests for prizes since the duration is quick and multiple players can play the same game in a competitive way over a shared communications medium such as the internet.
[0007]Sponsoring an electronic, interactive, competitive game is fraught with challenges. Some of those challenges include; [0008]1. Enabling play for prizes without being classified as a lottery, gambling or sweepstakes. To avoid these classifications requires an element of skill as the determinant of a winner. [0009]2. Enabling users to begin play at a time that is convenient to them so as to cater to a massive target audience. [0010]3. Preventing collusion where one player learns the game and then instructs another player on how to win. [0011]4. Fairness whereby each player is faced with an equal challenge. This is necessary if playing for prizes so to defend against lawsuits from disgruntled losers. [0012]5. Being simple, quick and of universal appeal so as to attract a wide audience. [0013]6. Thwarting the use of automation by players who would use automation to gain a competitive advantage.
[0014]This invention overcomes the challenges above by providing a simple and fair, skills-based game that can be administered over a shared electronic medium for prizes. The game is started at the convenience of the player yet it is relatively impervious to collusion.
[0015]On-line gaming for prizes can be restricted by legislation that governs gambling and sweepstakes. Both of these restrictions are related to the element of "chance" in a given contest. The features of this invention address the restrictions against on-line contests because winning is based on skill rather than chance. As a result the invention overcomes restrictive laws related to gambling and sweepstakes. The game can be played on-line for prizes since it is neither gambling nor a sweepstake.
[0016]Another complication of on-line competitive gaming is that the computer-enabled players can utilize technology to cheat. In most kinds of on-line competitive games, players must compete simultaneously otherwise they can learn from each other, maintain multiple player identities, utilize screenshots and take advantage of other techniques to cheat the system. This invention enables each player to be presented with a unique puzzle (orientation of keys) that is essentially the same game (same set of keys). Each player is presented with essentially the same challenge and the contest, therefore, has an acceptable measure of fairness but is difficult to cheat. Therefore, the game can be started at each player's convenience at any time over an extended period of time.
BRIEF SUMMARY OF THE INVENTION
[0017]Each player is presented with a unique, randomly generated, inter-locking matrix of empty blocks and a list of words and phrases (keys). The keys must be inserted in the correct orientation within the blank matrix in order to solve the puzzle. A timer measures how long it takes the player to finish the puzzle. Players can ask for clues to solve the puzzle and their score is penalized when they do so. The player that completes the puzzle with the lowest score wins the game.
[0018]A unique aspect of the game is that a given set of keys can be arranged in multiple orientations. This enables a gaming environment where each player is presented with a different solution (blank matrix) to essentially the same puzzle (same set of keys). Multiple players can compete against each other for the fastest solution time without having to start the game at the same instant. The potential for cheating is minimized because each player is playing with a different orientation of the keys requiring a unique solution. Therefore, players cannot copy or learn from each other.
[0019]The words and phrases (keys) used in the game can be selected from material that is relevant to some message or cause. In a typical implementation of the invention, the keys are specifically chosen so as to reinforce preferred behaviors, attitudes, subject matter, messages, branding and other "impressions" that a business or other entity (sponsor) would want to develop within its target audience. By repetitively placing these keys in the puzzle, the intended impressions are reinforced in the player's mind. This unique aspect of the invention makes it particularly useful in advertising, marketing and training situations where the action of repetitively manipulating the keys in an attempt to solve the puzzle reinforces deliberately chosen messages in the player's mind.
[0020]In one manifestation of the game, a business sponsor would host the game at an interne website. Members of the business's target market would, in some way, be encouraged to visit the website and play the game in a competition for prizes. In the course of playing the game, players would be exposed to words, themes and concepts that reinforce the messages, subject matter, branding and other impressions that the business wishes to promote among its target audience. Some examples of applications where this feature would be relevant include; [0021]A business promoting a product or service--the keys could be selected to describe important attributes of the product or service; [0022]To stimulate the consumption of a product or service--keys could be collected through the act of consuming a product or service; [0023]Knowledge assimilation and retention for training purposes--keys would be the words needed to be memorized or would represent subject matter to be memorized (i.e. the names of presidents of the United States); [0024]Trade Show floor promotions--keys could be collected by interacting with displays at a trade show and then those keys are used to play the game; [0025]Charity--A charity sponsors a game where the keys could be related in some way to businesses who sponsor the charity; [0026]Political campaign--keys would be selected to encourage voting loyalty to a given candidate or cause;
[0027]All other examples of using this game for any purpose are claimed by the inventors.
DETAILED DESCRIPTION
[0028]The invention is an electronic game where a list of words or phrases (keys) is displayed alongside a matrix of interlocking squares. The player attempts to fit the keys into the empty matrix. The keys intersect on the matrix at points where they share a letter.
[0029]The keys are not required to fit exactly in the squares provided. This adds a measure of complexity to the game in that players cannot simply count the number of letters in a key and match that to the number of empty boxes to determine where a key fits in the puzzle.
[0030]Not all of the keys are necessarily needed in order to solve the puzzle This adds a measure of complexity to the game because the player must determine which keys are to be used and which are to be ignored.
[0031]Clues can be requested to assist in the solution of the puzzle. For instance, some or all of the letters of one of the keys might be revealed in their correct orientation on the puzzle. When clues are given, the player's score is penalized.
[0032]The puzzle is solved when the matrix is filled with keys from the list in the correct orientation. The score is the elapsed time that the player takes to find a working solution adjusted for any clues that the player requested. The player with the lowest score wins the game.
[0033]An important component of the invention is the systems and software logic that transforms a list of keys into (n×x×p) unique orientations where; n is the total number of available keys and x is the number of those keys needed to complete the puzzle and p is some statistical factor representing the unique interlocking orientations in which those keys can be arranged.
[0034]The software analyzes a list of (n) keys and generates all of the potential interlocking orientations of a full set or sub-set of those keys. As an example, 10 keys could possibly generate 30,000 unique puzzles where each puzzle uses only 5 of the 10 given keys. The statistical factor (p) is directly related to the alphabetical structure of the keys, what letters they have in common that can share an intersection and the geometric constraints of the puzzle.
[0035]Since a given list of keys can generate numerous unique orientations, each player will be given the same list of keys but they each will be provided a blank matrix which represents a different orientation of that set of keys. In this way every player is playing a unique game (a unique orientation of keys) with an equal level of difficulty and fairness (same set of keys).
[0036]The game software randomly selects one of the unique orientations and displays on the players screen a matrix of blank squares that will accept that orientation of keys as the solution.
[0037]The software randomly pads the matrix with additional blank squares before and after each key. These blank squares mask the actual length of the solutions in order to enhance the complexity of the game. The player therefore cannot match the length of a key to the number of blanks as a tactic to solve the puzzle.
[0038]The player selects keys from an accompanying list and places the letters of the keys into the blank matrix until he discovers the correct orientation of the keys.
[0039]The software accepts each attempt to solve the puzzle and evaluates whether the player has the correct orientation of the keys. When the software determines that the correct orientation of the keys has been generated, then the timer stops and the time is registered as the player's score and the player is notified that he has successfully completed the game.
[0040]The software stores the elapsed time of each player as well as the penalties for any clues. At some pre-determined deadline the game officially ends and the player with the lowest score is declared the winner.
BRIEF DESCRIPTION OF DRAWINGS
[0041]FIG. 1: Players place words and phrases (keys) onto a matrix of interlocking empty boxes in an attempt to determine the correct orientation of keys that fits the matrix. Not all keys are necessarily included in the solution and keys do not need to fit exactly in the boxes provided. The player to complete their particular puzzle with the lowest score in declared the winner.
[0042]FIG. 2: an illustration of the software mechanism that consumes a list of words or phrases (keys) and uses those to generate (n×x×p) unique puzzles. An illustration of how (n) keys can generate (n×x×p) unique puzzles. The puzzle generation software accepts input of (n) number of keys.
[0043]A software algorithm generates all of the potential orientations of (x) subset of the (n) keys in an interlocking matrix where keys intersect where they share a letter
[0044]An algorithm pads the solution with one or more empty spaces on either end of the key so that a key does not necessarily fit exactly in a given row or column of boxes.
[0045]Multiple players compete for the best time but each player is playing with a different orientation of boxes. When a player initiates a game, the software randomly selects one of the (n×x×p) possible orientations.
[0046]A display mechanism generates a matrix of empty squares on a player's screen. That matrix reflects the correct orientation of the keys. The software compares each attempt to place the keys in the correct orientation and determines whether that is the correct expected orientation.
[0047]The software runs a timer that initiates when the puzzle is first displayed to the user and stops when the player has submitted the correct orientation of keys.
[0048]When prompted by the player, the software will reveal clues to the correct orientation of the keys. The clue could be the revelation of the correct placement of a letter, multiple letters, a blank, multiple blanks or an entire key
[0049]FIG. 3: A definitive example of the variables "x" and "n" in the equation (n×x×p) [0050]x=5 keys [0051]n=4 of 5 keys to be used in each puzzle [0052]p=a statistical representation of the potential orientation of words such that they intersect where they share a letter [0053](x×n×p)=the total number of unique puzzles that can be generated from a given combination of keys.
COPYRIGHT NOTICE
[0054]Some portions of the disclosure of this patent document contain material that is subject to copyright protection. The owner reserves all copyrights whatsoever.
Claims:
1. The methods and processes of a game comprising:a puzzle represented by
a matrix of interlocking, empty squares;a set of words and phrases
(keys);an iterative process of the player placing the words and phrases
into the empty matrix of squares until the correct orientation of words
and phrases is found;a scoring scheme that considers the elapsed time to
find the correct orientation of words and phrases in the matrix of empty
squares and;a scoring scheme that considers any clues that are given to
assist the player to determine the correct orientation of words and
phrases in the matrix of empty squares;a process to compare the final
scores of all players to determine the winner or winners of the game.
2. All other applications of claim 1 where a list of keys is oriented in an interlocking matrix in order to generate (n×x×p) unique orientations (see FIG. 3)
3. A method of claim 1 where more keys can be given than there are places for them in the matrix.
4. A method of claim 1 that the keys do not have to exactly fit into the empty boxes to be correctly oriented.
5. A method of claim 1 where a player may request and be given clues to help solve the puzzle.
6. A method of claim 1 where multiple players compete to earn the lowest score as calculated from a combination of the elapsed time to solve the puzzle adjusted in some way by penalties for the clues needed to solve the puzzle.
7. A method of claim 1 whereby players repetitively manipulate the keys in the puzzle in an attempt to discover the correct orientation of keys that solve the puzzle, and in so doing, the player becomes better acquainted with a product or service or topical subject matter so that stronger awareness and knowledge is developed toward the product, service or topical subject matter.
8. All other examples of claim 1 used for entertainment, with or without prizes, are claimed by this patent.
9. A system that comprises:a Game Server(s);game software that manages all of the functions of the game;a player device with a display and input mechanism and;an electronic interconnection medium that connects the game server and the player device such as the internet, a broadcast system, a wireless network, cellular network or any other two-way electronic communications media.
10. A method and system of claim 10 that generates a matrix of interlocking empty boxes (puzzle) based on a given set of (n) keys so that some subset (x) of the keys fit into the empty boxes.
11. A system of claim 10 that generates multiple (n×x×p)unique puzzles from a given list of keys by arranging the keys in every potential orientation on a blank field of empty boxes.
12. A system of claim 10 that manages the distribution of the multiple unique puzzle configurations to ensure that most, if not all, players are solving a different puzzle that was generated from the same set of keys.
13. A system of claim 10 that causes the empty puzzle to be displayed on the screen of a player device.
14. A system of claim 10 that enables the player to repetitively manipulate keys into the empty boxes of the puzzle using an input device such as keyboard or pointer until the correct orientation is found.
15. A method and system of claim 10 that determines if the keys have been placed into the empty matrix in the correct orientation.
16. A system of claim 10 that measures the elapsed time required to solve the puzzle.
17. A system of claim 10 that will adjust the point value of the game as the time passes until the player correctly solves the puzzle.
18. A system of claim 10 that will adjust the point value whenever a clue is requested by a player.
19. A system of claim 10 that manages multiple players and their scores regardless of when the players begin or finish the game or how many games they play.
20. A system and method of claim 10 that enables multiple games by to be offered to multiple players at any time.
Description:
CROSS-REFERENCE TO RELATED APPLICATIONS
[0001]This application claims priority to U.S. provisional patent application Ser. No. 61/203,492 filed on Dec. 24, 2008 by these inventors.
STATEMENT REGARDING FEDERALLY SPONSORED RESEARCH OR DEVELOPMENT
[0002]Not applicable
REFERENCE TO SEQUENCE LISTING
[0003]Not applicable
BACKGROUND OF THE INVENTION
[0004]The relevance of the invention is in the field of advertising, marketing and promotion where the game is used to reinforce the assimilation of business branding and messages by forcing the player to repetitively manipulate a series of key words and phrases (keys) in an effort to find the correct orientation of the keys in a given puzzle. By playing the game, the players are exposed to deliberately crafted messages and repetition of the messages through repetitively manipulating the keys, enhances the mental imprint and retention of those messages.
[0005]The invention is also applicable to training and education where memorization of key words and key phrases (keys) is enhanced as they are repetitively placed into the puzzle by the players. An example would be a puzzle made up of the names of US Presidents as a fun learning aid to memorizing President's names.
[0006]Finally the game is applicable as entertainment. The nature of the game lends itself to contests for prizes since the duration is quick and multiple players can play the same game in a competitive way over a shared communications medium such as the internet.
[0007]Sponsoring an electronic, interactive, competitive game is fraught with challenges. Some of those challenges include; [0008]1. Enabling play for prizes without being classified as a lottery, gambling or sweepstakes. To avoid these classifications requires an element of skill as the determinant of a winner. [0009]2. Enabling users to begin play at a time that is convenient to them so as to cater to a massive target audience. [0010]3. Preventing collusion where one player learns the game and then instructs another player on how to win. [0011]4. Fairness whereby each player is faced with an equal challenge. This is necessary if playing for prizes so to defend against lawsuits from disgruntled losers. [0012]5. Being simple, quick and of universal appeal so as to attract a wide audience. [0013]6. Thwarting the use of automation by players who would use automation to gain a competitive advantage.
[0014]This invention overcomes the challenges above by providing a simple and fair, skills-based game that can be administered over a shared electronic medium for prizes. The game is started at the convenience of the player yet it is relatively impervious to collusion.
[0015]On-line gaming for prizes can be restricted by legislation that governs gambling and sweepstakes. Both of these restrictions are related to the element of "chance" in a given contest. The features of this invention address the restrictions against on-line contests because winning is based on skill rather than chance. As a result the invention overcomes restrictive laws related to gambling and sweepstakes. The game can be played on-line for prizes since it is neither gambling nor a sweepstake.
[0016]Another complication of on-line competitive gaming is that the computer-enabled players can utilize technology to cheat. In most kinds of on-line competitive games, players must compete simultaneously otherwise they can learn from each other, maintain multiple player identities, utilize screenshots and take advantage of other techniques to cheat the system. This invention enables each player to be presented with a unique puzzle (orientation of keys) that is essentially the same game (same set of keys). Each player is presented with essentially the same challenge and the contest, therefore, has an acceptable measure of fairness but is difficult to cheat. Therefore, the game can be started at each player's convenience at any time over an extended period of time.
BRIEF SUMMARY OF THE INVENTION
[0017]Each player is presented with a unique, randomly generated, inter-locking matrix of empty blocks and a list of words and phrases (keys). The keys must be inserted in the correct orientation within the blank matrix in order to solve the puzzle. A timer measures how long it takes the player to finish the puzzle. Players can ask for clues to solve the puzzle and their score is penalized when they do so. The player that completes the puzzle with the lowest score wins the game.
[0018]A unique aspect of the game is that a given set of keys can be arranged in multiple orientations. This enables a gaming environment where each player is presented with a different solution (blank matrix) to essentially the same puzzle (same set of keys). Multiple players can compete against each other for the fastest solution time without having to start the game at the same instant. The potential for cheating is minimized because each player is playing with a different orientation of the keys requiring a unique solution. Therefore, players cannot copy or learn from each other.
[0019]The words and phrases (keys) used in the game can be selected from material that is relevant to some message or cause. In a typical implementation of the invention, the keys are specifically chosen so as to reinforce preferred behaviors, attitudes, subject matter, messages, branding and other "impressions" that a business or other entity (sponsor) would want to develop within its target audience. By repetitively placing these keys in the puzzle, the intended impressions are reinforced in the player's mind. This unique aspect of the invention makes it particularly useful in advertising, marketing and training situations where the action of repetitively manipulating the keys in an attempt to solve the puzzle reinforces deliberately chosen messages in the player's mind.
[0020]In one manifestation of the game, a business sponsor would host the game at an interne website. Members of the business's target market would, in some way, be encouraged to visit the website and play the game in a competition for prizes. In the course of playing the game, players would be exposed to words, themes and concepts that reinforce the messages, subject matter, branding and other impressions that the business wishes to promote among its target audience. Some examples of applications where this feature would be relevant include; [0021]A business promoting a product or service--the keys could be selected to describe important attributes of the product or service; [0022]To stimulate the consumption of a product or service--keys could be collected through the act of consuming a product or service; [0023]Knowledge assimilation and retention for training purposes--keys would be the words needed to be memorized or would represent subject matter to be memorized (i.e. the names of presidents of the United States); [0024]Trade Show floor promotions--keys could be collected by interacting with displays at a trade show and then those keys are used to play the game; [0025]Charity--A charity sponsors a game where the keys could be related in some way to businesses who sponsor the charity; [0026]Political campaign--keys would be selected to encourage voting loyalty to a given candidate or cause;
[0027]All other examples of using this game for any purpose are claimed by the inventors.
DETAILED DESCRIPTION
[0028]The invention is an electronic game where a list of words or phrases (keys) is displayed alongside a matrix of interlocking squares. The player attempts to fit the keys into the empty matrix. The keys intersect on the matrix at points where they share a letter.
[0029]The keys are not required to fit exactly in the squares provided. This adds a measure of complexity to the game in that players cannot simply count the number of letters in a key and match that to the number of empty boxes to determine where a key fits in the puzzle.
[0030]Not all of the keys are necessarily needed in order to solve the puzzle This adds a measure of complexity to the game because the player must determine which keys are to be used and which are to be ignored.
[0031]Clues can be requested to assist in the solution of the puzzle. For instance, some or all of the letters of one of the keys might be revealed in their correct orientation on the puzzle. When clues are given, the player's score is penalized.
[0032]The puzzle is solved when the matrix is filled with keys from the list in the correct orientation. The score is the elapsed time that the player takes to find a working solution adjusted for any clues that the player requested. The player with the lowest score wins the game.
[0033]An important component of the invention is the systems and software logic that transforms a list of keys into (n×x×p) unique orientations where; n is the total number of available keys and x is the number of those keys needed to complete the puzzle and p is some statistical factor representing the unique interlocking orientations in which those keys can be arranged.
[0034]The software analyzes a list of (n) keys and generates all of the potential interlocking orientations of a full set or sub-set of those keys. As an example, 10 keys could possibly generate 30,000 unique puzzles where each puzzle uses only 5 of the 10 given keys. The statistical factor (p) is directly related to the alphabetical structure of the keys, what letters they have in common that can share an intersection and the geometric constraints of the puzzle.
[0035]Since a given list of keys can generate numerous unique orientations, each player will be given the same list of keys but they each will be provided a blank matrix which represents a different orientation of that set of keys. In this way every player is playing a unique game (a unique orientation of keys) with an equal level of difficulty and fairness (same set of keys).
[0036]The game software randomly selects one of the unique orientations and displays on the players screen a matrix of blank squares that will accept that orientation of keys as the solution.
[0037]The software randomly pads the matrix with additional blank squares before and after each key. These blank squares mask the actual length of the solutions in order to enhance the complexity of the game. The player therefore cannot match the length of a key to the number of blanks as a tactic to solve the puzzle.
[0038]The player selects keys from an accompanying list and places the letters of the keys into the blank matrix until he discovers the correct orientation of the keys.
[0039]The software accepts each attempt to solve the puzzle and evaluates whether the player has the correct orientation of the keys. When the software determines that the correct orientation of the keys has been generated, then the timer stops and the time is registered as the player's score and the player is notified that he has successfully completed the game.
[0040]The software stores the elapsed time of each player as well as the penalties for any clues. At some pre-determined deadline the game officially ends and the player with the lowest score is declared the winner.
BRIEF DESCRIPTION OF DRAWINGS
[0041]FIG. 1: Players place words and phrases (keys) onto a matrix of interlocking empty boxes in an attempt to determine the correct orientation of keys that fits the matrix. Not all keys are necessarily included in the solution and keys do not need to fit exactly in the boxes provided. The player to complete their particular puzzle with the lowest score in declared the winner.
[0042]FIG. 2: an illustration of the software mechanism that consumes a list of words or phrases (keys) and uses those to generate (n×x×p) unique puzzles. An illustration of how (n) keys can generate (n×x×p) unique puzzles. The puzzle generation software accepts input of (n) number of keys.
[0043]A software algorithm generates all of the potential orientations of (x) subset of the (n) keys in an interlocking matrix where keys intersect where they share a letter
[0044]An algorithm pads the solution with one or more empty spaces on either end of the key so that a key does not necessarily fit exactly in a given row or column of boxes.
[0045]Multiple players compete for the best time but each player is playing with a different orientation of boxes. When a player initiates a game, the software randomly selects one of the (n×x×p) possible orientations.
[0046]A display mechanism generates a matrix of empty squares on a player's screen. That matrix reflects the correct orientation of the keys. The software compares each attempt to place the keys in the correct orientation and determines whether that is the correct expected orientation.
[0047]The software runs a timer that initiates when the puzzle is first displayed to the user and stops when the player has submitted the correct orientation of keys.
[0048]When prompted by the player, the software will reveal clues to the correct orientation of the keys. The clue could be the revelation of the correct placement of a letter, multiple letters, a blank, multiple blanks or an entire key
[0049]FIG. 3: A definitive example of the variables "x" and "n" in the equation (n×x×p) [0050]x=5 keys [0051]n=4 of 5 keys to be used in each puzzle [0052]p=a statistical representation of the potential orientation of words such that they intersect where they share a letter [0053](x×n×p)=the total number of unique puzzles that can be generated from a given combination of keys.
COPYRIGHT NOTICE
[0054]Some portions of the disclosure of this patent document contain material that is subject to copyright protection. The owner reserves all copyrights whatsoever.
User Contributions:
Comment about this patent or add new information about this topic: