Field of Invention
[0001] This invention relates generally to games and more particularly to games with remotely
controlled vehicles, to vehicles for such games, to recharging systems for such vehicles
and to an arcade booth for such games.
Background of the Invention
[0002] Games with remotely controlled vehicles, such as the televised Battle Botts, are
already known. These known games, however, do not include a central computer control
that supervises the game process.
US 2002/0137427 discloses a set of toy robots that act in concert with each other. A player issues
high level team commands to a processor, which interprets the team command to derive
individual low level commands for the toy robots. A transmitter transmits the low
level commands to the toy robots.
Summary of the Invention:
[0003] In one aspect, this invention provides a game having at least one remotely controlled
game vehicle that is suitable to be controlled by an operator interface, wherein the
game includes a camera and a control computer suitable to sense the remotely controlled
game vehicle visually and control the remotely controlled game vehicle using visually
sensed input from the camera and input from the operator interface,
characterised in that the remotely controlled vehicle has active lighting to facilitate the control computer
sensing the remotely controlled vehicle visually with the camera, and the active lighting
includes a plurality of active lights arranged in a pattern that visually indicates
the position and orientation of the remotely controlled vehicle to the control computer.
[0004] The remotely controlled vehicles may have on-board batteries and the game may include
recharging stations for the on-board batteries.
[0005] The game may include a game booth.
Brief Description of the Drawings:
[0006] Figures 1 and 2 are front and side views, respectively of an arcade booth for a game
embodying the invention.
[0007] Figures 3a, 3b, 3c and 3d are front, top, side and isometric views, respectively,
of a remotely controlled vehicle for the game associated with the arcade booth shown
in figures 1 and 2.
[0008] Figures 4a and 4b are front and side views of the remotely controlled vehicle shown
in figures 3a, 3b, 3c and 3d showing the range of arm motion.
[0009] Figures 5a and 5b are isometric and top views of the remotely controlled vehicle
shown in figures 3a, 3b, 3c, 3d, 4a and 4b with an upper shell removed to shown internal
detail.
[0010] Figure 5c is a diagram showing joint saver torque versus angle.
[0011] Figure 6 is an elevation schematic illustrating a game with remote control vehicles
embodying the invention.
[0012] Figure 7 is a top schematic of the game shown in figure 6.
[0013] Figure 8 is a top schematic of the game shown in figure 6 with an example of patterns
for the remotely controlled vehicles.
[0014] Figure 9a is a legend for the pattern examples shown in figure 8.
[0015] Figure 9b is a vehicle identification table for the range of pattern examples shown
in figure 8.
[0016] Figure 10 is a top schematic of the game shown in figure 6 with another example of
patterns for the remotely controlled vehicles.
[0017] Figure 11 is a partial elevation schematic of the game illustrated in figure 6 showing
possible external light sources.
[0018] Figure 12 is a partial elevation schematic of the game illustrated in figure 6 showing
remotely controlled vehicles with optional active lighting.
[0019] Figure 13 is a partial elevation schematic of the game illustrated in figure 6 with
an optional special stationary light source.
[0020] Figure 14 is a partial elevation schematic of the game illustrated in figure 6 with
optional retro-reflective surfaces on the remotely controlled vehicles and an optional
stationary light source near a camera for sensing the remotely controlled vehicles
visually.
[0021] Figure 15 is a top schematic of the game illustrated in figure 6 with optional charging
stations.
[0022] Figure 16 is a schematic of a simplified charging circuit for the charging stations
shown in figure 15.
[0023] Figure 17 is a schematic of a more complex charging circuit for the charging stations
shown in figure 15.
[0024] Figures 18 and 19 are elevation schematics of a game of the invention having an optional
lifting platform.
[0025] Figures 20 and 21 are top and elevation schematics of the game shown in figures 18
and 19.
[0026] Figures 22 and 23 are top and elevation schematics of the game shown in figures 18
and 19 with the optional lifting platform in a storage position.
Detailed Description of Preferred Embodiments:
Arcade Booth for Game
[0027] A typical arcade booth 10 for a game of the invention is shown in Figures 1 and 2.
The arcade booth comprises a cabinet 12, an elevated signage area 14 and a viewing
area 16 between the cabinet and the signage area. The cabinet typically houses the
controls for the arcade. It also provides space for a coin door or doors 18 that accept
money or credits or tokens. A playing surface 20 for game vehicles 22 is on an upper
surface of the cabinet. The cabinet 12 has operator interfaces 24 (game pads, joysticks,
buttons) that allow the players of the game to provide inputs that allow the players
to control the game vehicles remotely. The game vehicles drive on the playing surface
20 of the cabinet during the game. The playing surface 20 is sometimes referred to
as the game field.
[0028] The viewing area 16 is preferably covered by glass or clear plastic panels on several
sides which prevent the game vehicles from leaving the playing surface of the cabinet
and also prevent the game vehicles from being removed. There are typically doors or
access panels in the side panels of the viewing area that allow for the vehicles to
be serviced.
[0029] The upper signage area 14 provides a place to have signs but also allows for a convenient
place to mount lighting for the arcade booth as well as for mounting cameras, projectors,
etc. that are needed for the game. The signage area is often backlit to attract users.
Game Vehicles
[0030] The game typically has two remotely controlled game vehicles 22 but may include more
or less than two remotely controlled game vehicles. Figures 3a, 3b, 3c and 3d show
four views of a typical game vehicle 22, more specifically the front, top, side and
isometric views of the typical game vehicle, respectively. The particular game vehicle
shown is specialized for the purposes of playing a pushing game where the intent is
to push an opponent vehicle or vehicles off the game field 20 in a "Sumo Wrestling"
or "King of the Hill" style game.
[0031] The typical vehicle 22 preferably has two non-marking drive wheels 26 generally near
the center of the vehicle when viewed from the side and on the left and right of the
center when viewed from the front. The drive wheels 26 have separate drive axles which
are preferably collinear, however, the drive axles can be offset. The drive wheels
26 are powered by respective motors which allow the vehicles to be driven around the
field. The steering is "tank style," meaning the vehicle is turned to the left by
driving the right drive wheel faster than the left drive wheel or to the right by
driving the left drive wheel faster than the right one. This drive method is both
simple and effective. It allows for good control of the vehicle. It also enables "zero
turning radius" turns which enhances the drivability of the vehicle as well as the
interest of the game.
[0032] The typical game vehicle 22 also preferably has two undriven caster wheels 28 that
reduce sliding friction. The caster wheels 28 can be replaced with a sliding pad if
higher friction is acceptable. It is also possible to use four drive wheels or tracks
similar to a tank. Both of these alternatives have the advantage of increasing drive
force under certain conditions. However, these alternative may be more expensive and
may make turning more difficult.
[0033] The typical game vehicle 22 preferably has a generally round shape with a center
of gravity below the "belt line" to provide a self righting feature. If the vehicle
is not tipped beyond 90 degrees from upright, the vehicle will right itself automatically.
The drive vehicle 22 is preferably equipped with two arms 30 that accommodate situations
where the vehicle may get tipped far enough so that it will not automatically right
itself. Arms 30 need only be long enough to get the vehicle partially upright, that
is, close to the self righting angle of about 90 degrees.
[0034] Each of the two arms 30 of the vehicle preferably has two joints that have two degrees
of freedom, typically pivotal motion about two orthogonally related axes. Figures
4a and 4b show the range of arm motion while figures 5a and 5b show the internal parts
for the arm motion. The first typical joint range of pivotal motion of each arm 30
is about a lateral or X-axis as best shown in figures 4b and 5b while the second typical
joint range of pivotal motion of each arm about a longitudinal or Z-axis, as best
shown in figure 4a and 5b. Each of the two joints of each arm is powered by a motor/gearbox.
The first joint motor/gearboxes 32 are stationary with respect to the chassis of the
vehicle 22 while second joint motor/gearboxes 34 are mounted on the output of the
first joint motor/gearboxes. The configuration of the joints and associated motor/gearboxes
are cleverly arranged to hide the drives from the outside of the game vehicle 22 for
both damage avoidance and for aesthetic appearance while still enabling the limited
range of the motor/gearboxes 32, 34 to allow the arms 30 to be useful during a pushing
contest and to help right the vehicle should self righting assistance be necessary.
[0035] Figure 5a and 5b show the upper outer shell 36 of the game vehicle 22 removed so
that it is clear that the first joint motor/gearboxes 32 are stationary with respect
to the chassis of the vehicle and pivot the arms 30 about their respective lateral
or X-axes. It is also clear that the second joint motor/gearboxes 34 are mounted on
the output of the first joint motor/gearboxes 32 and pivot the arms 30 about their
respective longitudinal or Z-axes.
[0036] As shown in figures 3a, 3b, 3c, 3d, 4a, 4b, 5a and 5b, arms 30 have upper arm parts
30a that pivot about their respective X-axes to move in respective planes that are
perpendicular to their respective X-Axes. Arms 30 also have forearm parts 30b that
are fixed at an angle with respect to their respective upper arm parts 30a so that
the forearms 30b move in paths outside of these respective perpendicular planes when
upper arm parts 30 pivot about their respective z-axis.
[0037] Also, because small gear teeth are subject to damage via impact loads, each joint
of each arm 30 is preferably protected via a "saver" joint. These savers are spring
loaded self centering devices 38 (that are clearly shown in figures 5a and 5b) with
joint saver torque versus angle, that is the torque transferred versus the relative
angle shown in Figure 5c. During normal operation, the torque output of the motor/gearbox
is such that the torque is less than the torque needed to wind up the spring inside
the coupling. But, when an impact load exceeds the "knee" of the Angle/Torque curve,
the spring winds up, limiting the load that is transferred to the gear teeth inside
the gearbox, thereby saving the gear teeth from damage.
[0038] The typical game vehicle 22 preferably has a digital microprocessor 49 inside to
manage control tasks and a communication link 40 with a main control computer 42 as
schematically illustrated in figure 6. The communication link is preferably a radio
link but other links are possible.
[0039] The typical game vehicle 22 preferably has lights on its top side that cooperate
with a vision system 46 to track its position and orientation as explained below.
[0040] The typical game vehicle 22 also preferably has a "tilt sensor" inside (not shown).
The tilt sensor may comprise two accelerometers mounted in the horizontal plane. By
using well know methods, the two accelerometer readings can be used to calculate tilt
angle. One alternative to sense tilt comprises a single accelerometer mounted vertically
but this method is less sensitive to measuring tilt angle than the method using two
horizontal accelerometer measurements). Another alternative is to use three acceleration
measurements which is more expensive but can be effective. Additional method to sense
tilt include mechanical g switches/sensors with 1D or 2D pendulums, "Standing Man",
Steel ball held in place by a magnet, and others.
[0041] The motors of the game vehicle 22 are controlled by the main control computer 42.
These motors are controlled via well know techniques, for instance, using H-bridges
and/or relays depending on the level of control needed. The first and second arm joints
each have feedback circuits that allow the arms 30 to be accurately positioned.
[0042] The typical game vehicle 22 draws power from an onboard battery or batteries 48 and
thus have a connector or pad that enables the batteries to be charged.
[0043] The battery circuit to engage zero, one or more batteries is explained below. Alternatively,
a game vehicle could draw power via the floor as is well know from bumper cars or
in a method similar to that shown in
U.S. Patent 6,044,767 entitled "Slotless electric track for vehicles".
[0044] The typical game vehicle 22 preferably has lights for "eyes" that can be turned under
program control (for example the eye could "watch" opponent vehicle). These eyes help
to aid in the fun of the game. The eyes also help to give the vehicles an anthropomorphic
appeal, helping the drivers to associate personalities to the vehicles they are driving.
Game with Remote Control Vehicles
[0045] The game comprises one, two or more remote control game vehicles 22 that are driven
by players that operate one of the game vehicles. Figures 6 and 7 show a game with
three game vehicles 22 labeled A, B and C. There could be more or less game vehicles
22 depending on the particulars of the game being played.
[0046] Players input their desired control inputs to their respective game vehicles 22 labeled
A, B and C via operator interfaces 24 such as joysticks, switches, buttons, etc.,
that are also labeled A, B and C in figure 6 to correspond to their respective game
vehicles. The inputs from the operators are monitored by the main or central control
computer 42.
[0047] A camera 50 is mounted generally above the game field 20. For example, camera 50
can be mounted in the elevated signage portion 14 of an arcade booth 10 shown in figures
1 and 2. Returning to figures 6 and 7, camera 50 is part of a vision system 46 that
provides the main control computer with images of the game field 20 and game vehicles
22. The computer processes the image data to determine the positions (X and Y coordinates)
and orientations (Θs) of the game vehicles and any additional game pieces (not shown)
that might be used, such as balls, moveable goals, etc.) at each point in time.
[0048] The vision system 46 provides the positions, (X and Y coordinates) and orientations
(Θs) of the game vehicles 22 to the control computer 42. This information is desirable
because it allows the control computer 42 to make the game function more smoothly
and more autonomously and ultimately more profitably.
[0049] The information also allows for automatic scoring of games that require position
detection (for example variations on games "King of the Hill" or "Musical Chairs").
[0050] The information also allows for "referee calls" like "three second lane violations"
in basketball, "clipping" in football, and "off sides" as in soccer/hockey.
[0051] Furthermore, the information allows for the control computer 42 to drive the game
vehicles 22 from point to point which enables (among other things): automatic driving
to charging stations, "Attract Mode" demonstration games to increase paid playing,
playing against the computer when not enough paying players are available, and automatic
field reset.
[0052] This information also enables "Virtual Fences" (areas where vehicles are forbidden
to drive) which can enhance play and protect game vehicles from damage. Among other
things this enables damaged game vehicles to be protected from future hits or attacks,
prevents malicious operators from driving vehicles into a "brick wall" or "off a cliff'
with the intent of damaging vehicles, prevents "Demolition Derby" type behavior by
operators, and allows computer 42 to aid novice operators by preventing them from
driving too far astray.
[0053] Computer 42 analyzes the operator inputs and the data from the vision system 46 to
decide what commands to give the game vehicles 22.
[0054] Computer 42 may modify an operator's inputs based on the situation. For example,
an operator may be requesting an input that will cause a game vehicle to run into
a wall or other obstacle. In this case, the computer would perhaps modify the request
to avoid the crash.
[0055] Computer 42 has a communication link 52 with the game vehicles 22. This communication
link 52 is preferably a radio system, but it could be implemented in a number of ways,
infrared light, ultraviolet light, sound waves, even potentially via a ground link
through the floor as is done in
U.S. Patent 6,044,767 entitled "Slotless electric track for vehicles".
[0056] Communications link 52 could be one way, that is from a stationary computer transmitter
to remote controlled vehicle receivers. However, a two way communications link with
transceivers at each end is preferable so that the stationary computer 42 can have
diagnostic information from the game vehicles, such as battery voltage, tilt information,
motor currents, fault information, etc.
[0057] The game vehicles 22 preferably each have an onboard computer 49. The onboard computer
helps to manage the local control tasks required for each vehicle (communications,
motor control, battery monitoring/management, fault diagnostics, etc.). Alternatively
all control tasks could be managed via the stationary main computer 42.
[0058] Figure 7 shows a top schematic of the playing field 20. The game vehicles 22 are
playing on the field 20 on the left. Three game vehicles 22, labeled A, B and C are
shown but there could be more or less game vehicles. A storage area 54 is located
to the right of the playing field 20. It is desirable for the computer 42 to know
the positions (X and Y coordinates) and orientations (Θs) of the game vehicles shown
in this Figure 7.
[0059] Figure 8 illustrates one example of a scheme for a vision system to determine the
position and orientation of each of the game vehicles 22. This scheme is based on
a pattern of dots as shown in figure 9a which is a legend for a possible pattern example.
As shown in Figure 9a there are six dots with two shades of dots. The darker shade
dot 56 is used to determine the position (coordinates X and Y) of each game vehicle.
The other "near by" dots 58, 60, 62, 64 and 66 that are a lighter shade are used to
determine each particular vehicle and the orientation of that particular vehicle.
The "farthest away" nearby lighter shade dot 62 is used to determine orientation (Θ).
The four remaining nearby lighter shade dots are optional and used to identify the
particular vehicle. For instance, game vehicles A, B and C in figure 8, each have
a distinctive pattern of optional lighter shade dots. Vehicle A has only one lighter
shade optional dot 58 while vehicle B has one optional lighter shade dot 60 in a different
position. Vehicle C on the other hand has both lighter shade optional dots 58 and
60. Figure 9b is a table showing how four optional lighter shade dots can be used
to identify 16 different game vehicles or objects. It is to be understood that colors
can be used in place of shades if a color camera is used.
[0060] Figure 10 illustrates another example of a scheme for a machine vision system to
determine the position and orientation of each of the game vehicles. This scheme is
based on combinations of shapes and sizes that can be used to provide position and
orientation information rather that than the preferred method shown in Figures 8,
9a and 9b. In this example "house" shape indicia 68 provides location and orientation
information while the shade of the "house" provides the particular vehicle identification
information.
[0061] There are a number of other possible characteristics that can be used by themselves
or in combination to provide the position, orientation, and identification information
including color/shade, size, perimeter, "Moments" (for example Ixx, Iyy, Ixy, Jzz,
etc.) and other so called "hu invariant" properties (see any text on machine vision
systems).
[0062] Figure 11 demonstrates the problem with uncontrolled external light sources. External
light from the sun 71, nearby lights 73 or other sources can reflect off the game
field 20 and game vehicles 22 and reach the camera 50 of the vision system as indicated
by arrows 75. This uncontrolled light can cause great difficulty with machine vision
algorithms used to track objects. Most machine vision applications require measures
to prevent unwanted light sources from affecting the image seen by the camera. Uncontrollable
light pollution from outside sources cause machine vision system problems. The problem
in industrial machine vision systems requires controlled lighting conditions in order
to robustly determine the location and orientation of objects.
[0063] Games with remote controlled vehicles are likely to be played at different locations
and in a variety of lighting conditions even for a single location, for example, sunlight
entering from nearby windows may cover the entire game field 20 at times and different
parts of the field at other times. Lighting variations from location to location may
be significant, for example, a home recreation room setting vs. a neighborhood bar
setting vs. a well lit entryway of a grocery store. These lighting variations require
a unique solution for well know algorithms used in machine vision applications to
be utilized in a machine vision controlled game with remote control vehicles that
is used in many variable environments.
[0064] Figure 12 shows a unique solution in which active lighting is used to improve the
performance of the vision system. Using active light sources 70 on the game vehicles
22, for instance in the dot pattern explained above in connection with figures 8,
9a and 9b improves vision system performance. Thus, the image viewed by the computer
can be simplified greatly. For instance the image exposure can be set so that only
the brightest parts of the image are seen at all. This filtering can be done in many
ways including iris control of the lens or by programmable exposure in the camera
or by software filters during image processing.
[0065] When active lighting is used, the exposure can be reduced to the point that essentially
only the active lights remain in the image with all other light being filtered out,
even light from strong nearby sources.
[0066] This makes the tracking algorithm much more robust and it makes ambient lighting
control unnecessary. The pattern example shown in Figures 8, 9a and 9b is easily implemented
using active lighting.
[0067] Another unique solution to deal with ambient light causing problems with the vision
system is shown in figure 13. In this unique solution, a special light 72 is used
to illuminate the game field 20 and game vehicles 22. A filter 74 mounted in front
of the lens of camera 50 blocks the reflected light from the sun 71 and light source
73 as indicated by the arrows 75 while allowing passage of the reflected light from
the special light 72 as indicated by the arrows 77.
[0068] The features of the "special light" that make them useful in games of this type is
that the "special light" is not present in large quantities in the ambient lighting
that is the source of the pollution and that a filter is available to allow passage
of this special light but not other light. Examples of possible special light sources
include ultraviolet light, infrared light, and polarized light.
[0069] The game vehicles 22 still need to have unique shapes and or patterns as already
described in order for the computer determine the position, orientation and identification
of each one of the multiple game vehicles.
[0070] Another unique solution to deal with ambient light causing problems with the vision
system is shown in Figure 14. In this solution, a stationary light source 76 located
near the lens of camera 50 is used to illuminate the playing field 20 and game vehicles
22 and "retro-reflective" surfaces 78 are mounted on the game vehicles 22. Retro-reflective
surfaces have the property that they reflect light back toward the source of the light.
In this case, since the light source 76 is near the camera lens, the light will be
reflected back toward the camera lens as indicated by arrow 77. Light from any outside
source, such as sun 71 or light source 73 will be reflected away from the camera lens
as indicated by arrows 75. In this way, this solution works very much like the active
lighting solution. Due to the light source 76 near the lens of the camera 50, the
retro-reflective surfaces 78 appear very bright regardless of the ambient lighting
conditions. Just as in the active lighting case described in the early preferred solution
shown in Figure 12, this relative brightness provides the opportunity to allow for
filtering to remove the light from outside sources. The game vehicles 22 still need
to have unique shapes and or patterns as already described in order for the computer
determine the position, orientation and identification of each of the multiple game
vehicles.
[0071] Remote controlled vehicles require power to operate. The game vehicles may get power
from the floor as in US Patent
U.S. Patent 6,044,767 entitled "Slotless electric track for vehicles" which requires a special floor surface
and special features on the vehicles. Alternatively, the game vehicles 22 may get
power from the air waves which is difficult to make both safe and powerful enough.
[0072] However, the preferred method to provide power is an on-board battery or batteries
48 as shown in figure 6. Batteries, however, need to be re-charged or replaced periodically.
This invention has optional special charging stations for that purpose.
[0073] The game vehicles 22 are parked in the charging stations automatically. The preferred
method is to use the vision system 46 to inform the main control computer 42 (or another
central computer) of the locations of the various game vehicles 22 which then determines
a path for a particular game vehicle to one of the charging stations and pilot the
particular game vehicles to a particular charging station. Alternatively, there are
methods where a beacon (IR, visible light, radio waves, etc.) provides the vehicles
with information that allow them to pilot themselves into the charging station. Yet
another alternative is to program the vehicles with "maze behaviors" that allow the
vehicle to eventually wander into the charge station.
[0074] Figure 15 shows storage area 54 to the right of the playing field 20 which also serves
as a plurality of charging stations where charging can take place. These charging
stations provide a place where game vehicles 22 can be charged between competitions
or when only a subset of the arcade's full number of vehicles are be used. For example
in a game with three game vehicles, the 3
rd vehicle can spend the entire match charging when only two game vehicles are being
used in a match.
[0075] While the storage/charging area 54 is illustrated as next to the playing field 20
in figure 15, the storage and charging stations can be "below deck" by using an elevator
system to get the game vehicles 22 in place for charging. This has the benefit of
allowing for the field to be as large as possible.
[0076] A simplified charging circuit 80 is shown in Figure 16. The charging circuit consists
of a DC Voltage source that is higher than the battery that are being charged, a relay
to start/stop charging, a current limiting resistor, a current sense resistor, the
battery being charged, a thermister for sensing battery temperature, a computer to
control the process, a drive transistor to activate the relay coil and a diode to
protect the transistor from the voltage spike produced when the relay coils is turned
off.
[0077] The computer monitors battery voltage by means of an Analog to Digital Converter
(ADC). The computer monitors battery charge current by measuring voltage drop across
the sense resistor using its ADC and Ohm's Law (the known V=IR equation). Battery
temperature is measured by using a reference voltage, a thermister (a resistor that
changes its resistance with temperature) and a voltage divider resistor, R.
[0078] The transistor, diode, and relay are used in very typical ways to allow the computer
to start/stop the charging process by turning on/off the relay.
[0079] Note, relays fail open circuit - fail safe with recovery method when on charging
station.
[0080] The current limiting resistor is used to keep the current an acceptable level for
the battery being charged given the DC voltage and the characteristics of the batteries.
It is possible that the current limiting resistor and the current sensing resistors
can be combined into one unit.
[0081] The Computer monitors current, voltage and, most importantly, battery temperature
to charge the batteries safety and efficiently. By monitoring these three parameters,
the best battery performance can be obtained in terms of longer battery life and in
terms of maximum battery charging.
[0082] There are other less sophisticated methods, in comparison to the method described
above in connection with Figure 16, for safely and effectively charging the game vehicle
batteries as outlined below:
[0083] Alternative: Variable Voltage Input (slightly above nominal battery voltage) Monitor
Current, Voltage, Temp; Adjust input voltage to have appropriate current flow during
charge; Stop charging when battery temp starts to increase above threshold temp over
ambient temp. Safe, reliable maximize performance and life of batteries. Advantage:
can charge different batteries types, voltages, etc. where inline resistor is more
tied to specifics of battery. Disadvantage: cost
[0084] Alternative: Do not monitor temp, have ability to remove charge voltage but measure
battery voltage, stop when battery voltage peaks. Not as safe, not as good at maximizing
life and performance of battery.
[0085] Alternative: Use time only, no voltage, no current, no temp. Limit current by inline
resistor. Cheap, but not good for battery life, full charging, not as safe.
[0086] Alternative: Using combinations of time, current, temp and voltage measurements to
charge the battery.
[0087] Alternative Current Measurement: Hall Effect based current sensors (e.g. Allegro
Micro ASC750 device) Inductive sensors
[0088] Alternatively Battery Measurements: Temperature could be monitored in a number of
ways including thermocouples, semiconductor based sensors, thermal switches (bi-metal,
solid state, etc.) and many other well known methods.
[0089] A more complicated system 82 of charging batteries in a remotely controlled vehicle
is shown in Figure 17. The system is very like what is shown in Figure 16 with some
notable improvements. The system now shows the remote vehicles with a connector. This
connection is made when the game vehicle arrives in the charging station. The system
of Figure 17 shows is a remote computer and a stationary computer. The stationary
and remote computers communicate via a communication link (preferably radio, but it
could be IR, acoustic, etc.). Together they split many of the functions of the system
shown in Figure 16.
[0090] A key feature of the system shown in Figure 17 is that it has the capacity to charge
multiple batteries safely and effectively. It is shown with two batteries but it could
easily be extended to many batteries. The system "wakes up" with no batteries engaged.
The remote computer receives power via the charging system. After some preliminary
checks, the remote and stationary computers can agree to engage one battery. If this
battery is behaving well, the second battery can be engaged. At any point in the "power
up" procedure, the stationary computer can deactivate the relay on its side of the
connector to pull power to the remote computer. In this way, bad batteries can be
isolated in a safe manner and many diagnostics can be implemented.
[0091] Figure 18 shows a game in which the playing field 20 is on a lifting platform 84
in which the object is to push opponent's vehicles off the platform. Figure 18 is
a side view of the game vehicles 22 on the lifting platform 84 before a match. The
platform 84 is raised to a mid-level position. Note, the signage portion 14 of the
arcade booth 10 has been removed in figure 18 to improve clarity.
[0092] There are many possible methods to provide the lifting platform mechanism. It is
important for the platform 84 to be stable (i.e. not tilt). One method comprises ball
bearing drawer glides for the platform 84 and a typical electrically driven automotive
window lift mechanism to raise and lower the platform. Switches are preferably used
to indicate the position of the platform while the computer 42 controls the motor
to position the platform appropriately (full up, full down or mid-level).
[0093] Figure 19 shows a side view of the game vehicles 22 on the lifting platform 84 after
a match is over and vehicle 22A has pushed vehicle 22B off platform 84. The platform
is raised to the mid-level position. The raised platform adds excitement to the game
as well as providing a very clear visual indication of the winning game vehicle. As
before, the top of the arcade booth has been removed in figure 18 to improve clarity.
[0094] Figure 20 shows a top view of the game vehicles 22 in positions outwardly of the
lifting platform 84 where the game vehicles are ready to be driven into a storage
and charging area 86 beneath platform 84. The platform is then raised to a higher
level position from the mid-level position so that the game vehicles can drive under
the playing field of the platform 84 as shown in Figure 21. Figure 21 shows a view
from the corner of the arcade with the platform 84 raised and with game vehicles 22
in a position where they are ready to be drive into the storage and charging area
86. Note also, the signage portion 14 of the arcade booth 10 has been removed in figures
20 and 21 to improve clarity.
[0095] The game vehicles 22 are then driven under the raised platform 84 as shown in Figures
22 and 23 which are top and side views, respectively, of the game vehicles 22 in positions
in the storage and charging area 86 beneath the raised platform. Figure 23 shows a
view from the corner of the arcade with the platform raised and with vehicles 22 in
the storage and charging area 86. Note, the signage portion 14 of the arcade booth
10 has been removed in figures 22 and 23 to improve clarity. The platform surface
and/or the sides of the platform 84 are preferably transparent in order to show the
game vehicles 22 in storage positions.
[0096] It will be readily understood by those persons skilled in the art that the present
invention is susceptible of broad utility and application. Many embodiments and adaptations
of the present invention other than those described above, as well as many variations,
modifications and equivalent arrangements, will be apparent from or reasonably suggested
by the present invention and the foregoing description, without departing from the
substance or scope of the present invention. Accordingly, while the present invention
has been described herein in detail in relation to its preferred embodiment, it is
to be understood that this disclosure is only illustrative and exemplary of the present
invention and is made merely for purposes of providing a full and enabling disclosure
of the invention. The foregoing disclosure is not intended or to be construed to limit
the present invention or otherwise to exclude any such other embodiments, adaptations,
variations, modifications and equivalent arrangements, the present invention being
limited only by the following claims.
1. A game having at least one remotely controlled game vehicle (22) that is suitable
to be controlled by an operator interface (24), wherein the game includes a camera
(50) and a control computer (42) suitable to sense the remotely controlled game vehicle
(22) visually and control the remotely controlled game vehicle (22) using visually
sensed input from the camera (50) and input from the operator interface (24),
characterised in that the remotely controlled vehicle (22) has active lighting to facilitate the control
computer (42) sensing the remotely controlled vehicle (22) visually with the camera
(50), and the active lighting includes a plurality of active lights (70) arranged
in a pattern that visually indicates the position and orientation of the remotely
controlled vehicle (22) to the control computer (42).
2. The game as defined in claim 1, wherein the arrangement of the plurality of active
lights (70) also indicates the identity of the remotely controlled vehicle (22) to
the control computer (42).
3. The game as defined in claim 1 having a plurality of remotely controlled vehicles
(22) each of which are controlled by a respective input device (24) and wherein the
control computer (42) is suitable to sense each of the remotely controlled game vehicles
(22) visually and controls each of the remotely controlled vehicles (22) using visually
sensed input and input from its operator interface (24).
4. The game as defined in claim 3 wherein the control computer (42) is suitable to sense
the position, orientation and identity of each of the remotely controlled vehicles
(22).
5. The game as defined in claim 1, 2, 3 or 4 having a playing field (20) for the remotely
controlled vehicle or vehicles (22).
6. The game as defined in claim 5 wherein the control computer (42) includes a vision
system having a camera (50), wherein the game includes a light source (76) near the
camera (50) and wherein the remotely controlled vehicle or vehicles (22) have retro-reflective
surfaces (78) to facilitate the camera (50) of the control computer (42) sensing the
remotely controlled vehicle or vehicles (22).
7. The game as defined in claim 5 wherein the control computer includes a vision system
having a camera (50), wherein the game includes a special light source (72) below
the camera (50) and wherein the game includes a filter (74) between the special light
source (72) and the camera (50) to facilitate the camera (50) of the control computer
(42) sensing the remotely controlled vehicle or vehicles (22).
8. The game as defined in claim 5 wherein the playing field (20) is on a platform (84)
adapted to raise and lower.
9. The game as defined in claim 8wherein the game includes a storage area (86) for the
remotely controlled vehicle or vehicles (22) that is beneath the platform (84).
10. The game as defined in claim 9 wherein the remotely controlled vehicle or vehicles
(22) have on-board batteries (48) and the game has battery recharging means (82) in
the storage area (86).
11. The game as defined in any one of the preceding claims, wherein the game vehicle (22)
is generally round with a low center of gravity and has a pair of driving wheels (26).
12. The game of claim 11 wherein the game vehicle (22) has two arms (30) that pivot.
13. The game of claim 12 wherein the two arms (30) are of sufficient length to right the
game vehicle (22) when it is overturned by more than ninety degrees.
14. The game of claim 12 or 13 wherein each arm (30) has an upper arm (30a) that pivots
about two axes.
15. The game of claim 12 or 13 wherein each upper arm (30a) has a longitudinal axis, a
first joint for pivoting the upper arm (30a) about a first axis in a first plane containing
the longitudinal axis of the upper arm (30a), and a second joint for pivoting the
upper arm (30a) about the longitudinal axis of the upper arm (30a).
16. The game of claim 15 wherein each arm (30) has a forearm (30b) that is at an angle
with respect to the upper arm (30a).
17. The game of claim 15 wherein each arm (30) has a forearm (30b) that is fixed at an
angle with respect to the upper arm (30a).
18. The game of claim 1, further comprising a cabinet (12), an upper area (14) supported
on the cabinet (12), and a viewing area (16) between the cabinet (12) and the upper
area (14).
1. Ein Spiel, umfassend mindestens ein ferngesteuertes Spielfahrzeug (22), welches geeignet
ist, um von einer Bedienerschnittstelle (24) gesteuert zu werden, wobei das Spiel
eine Kamera (50) umfasst und einen Steuercomputer (42), die geeignet sind, um das
ferngesteuerte Spielfahrzeug (22) visuell zu erfassen und das ferngesteuerte Spielfahrzeug
(22) zu steuern, wobei visuell erfasste Eingabe der Kamera (50) und Eingabe der Bedienerschnittstelle
(24) verwendet werden, gekennzeichnet dadurch, dass das ferngesteuerte Fahrzeug (22) eine aktive Beleuchtung aufweist, um dem Steuercomputer
(42) zu erleichtern, das ferngesteuerte Fahrzeug (22) visuell mit der Kamera (50)
zu erfassen und wobei die aktive Beleuchtung eine Vielzahl aktiver Lichter (70) umfasst,
welche in einem Muster angeordnet sind, welches visuell die Position und Orientierung
des ferngesteuerten Fahrzeuges (22) dem Steuercomputer (42) anzeigt.
2. Spiel gemäß Anspruch 1, wobei die Anordnung der Vielzahl der aktiven Lichter (70)
auch die Identität des ferngesteuerten Fahrzeuges (22) dem Spielcomputer (42) anzeigt.
3. Spiel gemäß Anspruch 1, aufweisend eine Vielzahl ferngesteuerter Fahrzeuge (22), welche
jeweils von einer entsprechenden Eingabevorrichtung (24) gesteuert werden und wobei
der Steuercomputer (42) geeignet ist, um jedes ferngesteuerte Spielfahrzeug (22) visuell
zu erfassen und jedes der ferngesteuerten Fahrzeuge (22) zu steuern, wobei visuell
erfasste Eingabe und Eingabe von seiner Bedienerschnittstelle (24) verwendet werden.
4. Spiel gemäß Anspruch 3, wobei der Steuercomputer (42) geeignet ist, um die Position,
Orientierung und Identität jedes der ferngesteuerten Fahrzeuge (22) zu erfassen.
5. Spiel gemäß den Ansprüchen 1, 2, 3 oder 4, aufweisend ein Spielfeld (20) für das ferngesteuerte
Fahrzeug oder die Fahrzeuge (22).
6. Spiel gemäß Anspruch 5, wobei der Steuercomputer (42) ein Sichtsystem umfasst, aufweisend
eine Kamera (50), wobei das Spiel eine Lichtquelle (76) nahe der Kamera (50) umfasst
und wobei das ferngesteuerte Fahrzeug oder die Fahrzeuge (22) retroreflektierende
Oberflächen (78) aufweisen, um der Kamera (50) des Steuercomputers (42) das Erfassen
des ferngesteuerten Fahrzeugs oder der Fahrzeuge (22) zu erleichtern.
7. Spiel gemäß Anspruch 5, wobei der Steuercomputer ein Sichtsystem umfasst, eine Kamera
(50) aufweisend, wobei das Spiel eine spezielle Lichtquelle (72) unterhalb der Kamera
(50) umfasst und wobei das Spiel einen Filter (74) zwischen der speziellen Lichtquelle
(72) und der Kamera (50) aufweist, um der Kamera (50) des Steuercomputers (42) das
Erfassen des ferngesteuerten Fahrzeugs oder der Fahrzeuge (22) zu erleichtern.
8. Spiel gemäß Anspruch 5, wobei das Spielfeld (20) auf einer Plattform (84) ist, welche
angepasst ist, um angehoben oder abgelassen zu werden.
9. Spiel gemäß Anspruch 8, wobei das Spiel einen Aufbewahrungsbereich (86) für das ferngesteuerte
Fahrzeug oder die Fahrzeuge (22) umfasst, welcher sich unterhalb der Plattform (84)
befindet.
10. Spiel gemäß Anspruch 9, wobei das ferngesteuerte Fahrzeug oder die Fahrzeuge (22)
fahrzeugeigene Batterien (48) aufweisen und das Spiel in dem Aufbewahrungsbereich
(86) Batteriewiederaufladungsmittel (82) aufweist.
11. Spiel gemäß einem der vorhergehenden Ansprüche, wobei das Spielfahrzeug (22) im Wesentlichen
rund ist mit einem tiefen Schwerpunkt und ein Paar Antriebsräder (26) aufweist.
12. Spiel gemäß Anspruch 11, wobei das Spielfahrzeug (22) zwei Arme (30) aufweist, welche
sich drehen.
13. Spiel gemäß Anspruch 12, wobei die zwei Arme (30) von ausreichender Länge sind, um
das Spielfahrzeug (22) aufzurichten, wenn es um mehr als 90 Grad umgekippt ist.
14. Spiel gemäß Anspruch 12 oder 13, wobei jeder Arm (30) einen Oberarm (30a) aufweist,
welcher sich um zwei Achsen dreht.
15. Spiel gemäß Anspruch 12 oder 13, wobei jeder Oberarm (30a) eine longitudinale Achse
aufweist, ein erstes Gelenk, um den Oberarm (30a) um eine erste Achse in einer ersten
Ebene zu drehen, welche die longitudinale Achse des Oberarms (30a) beinhaltet und
ein zweites Gelenk, um den Oberarm (30a) um die longitudinale Achse des Oberarms (30a)
zu drehen.
16. Spiel gemäß Anspruch 15, wobei jeder Arm (30) einen Unterarm (30b) hat, welcher sich
in einem Winkel zu dem Oberarm (30a) befindet.
17. Spiel gemäß Anspruch 15, wobei jeder Arm (30) einen Unterarm (30b) aufweist, der in
einem Winkel zu dem Oberarm (30a) fixiert ist.
18. Spiel gemäß Anspruch 1, des Weiteren umfassend ein Gehäuse (12), einen oberen Bereich
(14) der von dem Gehäuse (12) getragen wird und einen Betrachtungsbereich (16) zwischen
dem Gehäuse (12) und dem oberen Bereich (14).
1. Jeu comportant au moins un véhicule de jeu (22) commandé à distance qui est adapté
pour être commandé par une interface d'opérateur (24), dans lequel le jeu comprend
une caméra (50) et un ordinateur de commande (42) adapté pour détecter visuellement
le véhicule de jeu (22) commandé à distance et commander le véhicule de jeu (22) commandé
à distance en utilisant une entrée détectée visuellement provenant de la caméra (50)
et une entrée provenant de l'interface d'opérateur (24),
caractérisé en ce que le véhicule (22) commandé à distance comporte un éclairage actif pour faciliter la
détection par l'ordinateur de commande (42) du véhicule (22) commandé à distance visuellement
par la caméra (50), et l'éclairage actif comprend une pluralité de feux (70) actifs
agencés en une configuration qui indique visuellement la position et l'orientation
du véhicule (22) commandé à distance à l'ordinateur de commande (42).
2. Jeu selon la revendication 1, dans lequel l'agencement de la pluralité de feux (70)
actifs indique également l'identité du véhicule (22) commandé à distance à l'ordinateur
de commande (42).
3. Jeu selon la revendication 1 comportant une pluralité de véhicules (22) commandés
à distance qui sont commandés chacun par un dispositif d'entrée (24) respectif, et
dans lequel l'ordinateur de commande (42) est adapté pour détecter chacun des véhicules
de jeu (22) commandés à distance visuellement et commande chacun des véhicules (22)
commandés à distance en utilisant une entrée détectée visuellement et une entrée provenant
de leur interface d'opérateur (24).
4. Jeu selon la revendication 3, dans lequel l'ordinateur de commande (42) est adapté
pour détecter la position, l'orientation et l'identité de chacun des véhicules (22)
commandés à distance.
5. Jeu selon la revendication 1, 2, 3 ou 4 comportant un champ de jeu (20) pour le véhicule
ou les véhicules (22) commandés à distance.
6. Jeu selon la revendication 5, dans lequel l'ordinateur de commande (42) comprend un
système de vision comportant une caméra (50), dans lequel le jeu comprend une source
de lumière (76) à proximité de la caméra (50), et dans lequel le véhicule ou les véhicules
(22) commandés à distance comportent des surfaces rétroréfléchissantes (78) pour faciliter
la détection par la caméra (50) de l'ordinateur de commande (42) du véhicule ou des
véhicules (22) commandés à distance.
7. Jeu selon la revendication 5, dans lequel l'ordinateur de commande comprend un système
de vision comportant une caméra (50), dans lequel le jeu comprend une source de lumière
(72) spéciale au-dessous de la caméra (50), et dans lequel le jeu comprend un filtre
(74) entre la source de lumière (72) spéciale et la caméra (50) pour faciliter la
détection par la caméra (50) de l'ordinateur de commande (42) du véhicule ou des véhicules
(22) commandés à distance.
8. Jeu selon la revendication 5, dans lequel le champ de jeu (20) est sur une plateforme
(84) adaptée pour s'élever et s'abaisser.
9. Jeu selon la revendication 8, dans lequel le jeu comprend une zone de stockage (86)
pour le véhicule ou les véhicules (22) commandés à distance qui est au-dessous de
la plateforme (84).
10. Jeu selon la revendication 9, dans lequel le véhicule ou les véhicules (22) commandés
à distance comportent des batteries (48) embarquées et le jeu comporte des moyens
de recharge de batterie (82) dans la zone de stockage (86).
11. Jeu selon l'une quelconque des revendications précédentes, dans lequel le véhicule
de jeu (22) est généralement rond avec un centre de gravité bas et comporte une paire
de roues d'entraînement (26).
12. Jeu selon la revendication 11, dans lequel le véhicule de jeu (22) comporte deux bras
(30) qui pivotent.
13. Jeu selon la revendication 12, dans lequel les deux bras (30) ont une longueur suffisante
pour redresser le véhicule de jeu (22) lorsqu'il est retourné de plus de 90 degrés.
14. Jeu selon la revendication 12 ou 13, dans lequel chaque bras (30) comporte un bras
supérieur (30a) qui pivote autour de deux axes.
15. Jeu selon la revendication 12 ou 13, dans lequel chaque bras supérieur (30a) a un
axe longitudinal, une première articulation pour faire pivoter le bras supérieur (30a)
autour d'un premier axe dans un premier plan contenant l'axe longitudinal du bras
supérieur (30a), et une deuxième articulation pour faire pivoter le bras supérieur
(30a) autour de l'axe longitudinale du bras supérieur (30a).
16. Jeu selon la revendication 15, dans lequel chaque bras (30) comporte un avant-bras
(30b) qui forme un angle par rapport au bras supérieur (30a).
17. Jeu selon la revendication 15, dans lequel chaque bras (30) comporte un avant-bras
(30b) qui est fixé selon un angle par rapport au bras supérieur (30a).
18. Jeu selon la revendication 1, comprenant en outre une armoire (12), une zone supérieure
(14) supportée sur l'armoire (12), et une zone d'observation (16) entre l'armoire
(12) et la zone supérieure (14).