GB2320442A - Game playing device - Google Patents

Game playing device Download PDF

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Publication number
GB2320442A
GB2320442A GB9723554A GB9723554A GB2320442A GB 2320442 A GB2320442 A GB 2320442A GB 9723554 A GB9723554 A GB 9723554A GB 9723554 A GB9723554 A GB 9723554A GB 2320442 A GB2320442 A GB 2320442A
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United Kingdom
Prior art keywords
state
indicators
array
game
indicator
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GB9723554A
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GB9723554D0 (en
Inventor
Avish Jacob Weiner
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Individual
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Individual
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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F3/00Board games; Raffle games
    • A63F3/00643Electric board games; Electric features of board games
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F3/00Board games; Raffle games
    • A63F3/00697Playing pieces
    • A63F2003/007Design of classical playing pieces, e.g. classical chess, draughts or go
    • A63F2003/00709Nim game

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  • Engineering & Computer Science (AREA)
  • General Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Pinball Game Machines (AREA)

Abstract

A game playing device can be configured to play the game of "nim" or a variant thereof. The device includes columns of individual lights 22 which can be turned on or off in accordance with the game rules. The device can be programmed to play as a player or to monitor the legality of moves.

Description

GAME PLAYING DEVICE FIELD AND BACKGROUND OF THE INVENTION The present invention relates to games and, more particularly, to a device for playing games related to the game called "Nim".
Nim is an ancient game, said to have originated in China. It has traditionally been played using tokens such as pieces of paper or coins. In the popular version of the game, the tokens are arranged in three columns, as shown in Figure 1. The rules of the game are simple. The two players alternately remove from one column only, from top to bottom, one or more tokens 10. The player who has to remove the last token 10 loses the game.
In 1901 . Charles Leonard Button of Harvard University published an algorithm for forcing a win in Nim. The numbers of tokens 10 in each game column are represented in binary notation and the number of 1 's in each binary notation column (one's column, two's column, four's column etc.) are added. The winning strategy is to remove tokens 10 in a way that makes the numbers of l's in all binary notation columns even. For example, in the configuration of Figure 1, there are 5 tokens 10 in the first game column, 4 tokens 10 in the second game column and 3 tokens 10 in the third game column. The corresponding binary notation is:
4's column 2's column l's column first game column: 5 tokens 1 0 1 second game column: 4 tokens 1 0 0 third game column: 3 tokens 0 1 1 The 4's column has two l's (even number) and the l's column has two l's (even number), but the 2's column has one 1 (odd number). The winning strategy is to remove two tokens 10 from the third game column, leaving only one token 10 (binary representation 001) in that game column. Now there are no l's (even number) in the 2's column and still two l's (even number) in the 4's column and in the l's column.
A wide variety of game boards are available for playing a wide variety of games. These include both mechanical and electronic boards. Games that can be played on suitably programmed electronic devices include video games and traditional board games such as chess. Electronic puzzles also are well known, including a puzzle sold commercially under the name "Lights Out" and described in U.S. Patent No. 5,417,425, which is incorporated by reference for all purposes as if fully set forth herein.
SUMMARY OF THE INVENTION According to the present invention there is provided a game playing device, comprising: (a) an array of indicators, each of the indicators for alternately indicating a first state and a second state; (b) a mechanism for selecting at least one of the array of indicators that is in the first state; and (c) a mechanism for changing, upon the selection of the at least one indicator, the at least one indicator to the second state, in accordance with rules for playing a game selected from the group consisting of games whose objective is to leave only one of the array of indicators in the first state and games whose objective is to leave all of the indicators in the second state.
According to the present invention there is provided a method for playing a game selected from the group consisting of games whose object is to leave only one token on a gamc board and games whose object is to leave no tokens on a game board, the game being played according to rules, the game having a winning algorithm, the method comprising the step of providing a game playing device including: (a) an array of indicators, the array representing the game board, each of the indicators for alternately indicating a first state representative of one of the tokens being present and a second state representative of the one of the tokens being absent; (b) a mechanism for selecting at least one of the array of indicators that is in the first state; and (c) a mechanism for changing, upon the selection of the at least one indicator, the at least one indicator to the second state, in accordance with the rules of the game.
A game playing device according to the present invention includes an array of indicators, each of which is capable of alternately indicating a first state or a second state. The device also includes a mechanism for sequentially selecting one or more of the indicators that are in the first state. Finally, the basic device includes a mechanism for changing the selected indicator or indicators from the first state to the second state, in accordance with rules for playing a game whose objective is to leave only one indicator in the first state. This basic device allows two players to play the game, with the device monitoring the play to make sure that the players obey the rules. A more sophisticated embodiment of the device includes a mechanism for automatically changing, upon the selection of the one or more indicators, one or more other indicators that are in the first state from the first state to the second state, also in accordance with the rules of the game. This embodiment allows a single player to play against the device.
According to further features in preferred embodiments of the device described below, the indicators are substantially as described in the above-referenced U.S. Patent No. 5,417,425. Specifically, the indicators are visual indicators, such as differently colored lights or lights which can be either on or off. More preferably, the indicators are touch screens, preferably using LCD's, most preferably with back lighting; or an array of switches, each switch preferably including an LED. It will be appreciated that the hardware described in the above-referenced U.S. Patent No.
5,417,425 is generally suited to the present invention, too. Therefore, this hardware is not described in detail herein.
The device of the present invention can be implemented as a stand-alone unit, as a video game, as a computer game or in other formats.
BRIEF DESCRIPTION OF THE DRAWINGS The invention is herein described, by way of example only, with reference to the accompanying drawings, wherein: FIG. 1 (prior art) illustrates the game of Nim; FIG. 2 is a top view of a device according to the present invention; FIG. 3A illustrates a starting configuration for a move in the seventh variant of Nim; FIG. 3B illustrates an intermediate configuration in a move of the seventh variant of Nim; FIG. 3C illustrates an intermediate configuration in a move of the seventh variant of Nim; FIG. 3D illustrates the final configuration in a move of the seventh variant of Nim; FIG. 4A is a top view of another device according to the present invention; FIG. 4B is a perspective view of the device of FIG. 3A.
DESCRIPTION OF THE PREFERRED EMBODIMENTS The present invention is of an electronic game board for playing Nim and related games whose objective is to leave the losing player with one token on the board. The essence of a game board according to the present invention is an array of indicators that can be in a first state, representing the presence of a token, or in a second state, representing the absence of a token. The device initializes the array to a condition in which some or all of the indicators are in the first state. The players then take turns changing indicators from the first state to the second state. In preferred embodiments, the device is configured so that the device itself can be one of the players. In either case, the device monitors the play to ensure that it is in accordance with the rules of the game.
The principles and operation of a game board according to the present invention may be better understood with reference to the drawings and the accompanying description.
Referring now to the drawings, Figure 2 illustrates one possible form of a stand-alone device for implementing a game board according to the present invention.
The game is played on a rectangular array, outlined by a dashed line 20, of square indicators, some of which are designated by reference numeral 22. This particular arrangement of indicators 22 is a partial 5 x 5 matrix, but other rectangular arrays are possible, including a full 5 x 5 matrix and partial or full 4 x 4 and 6 x 6 matrices. For the purpose of illustration only, it is assumed that array 20 is implemented as a touch screen backed by an LCD display, or as a set of pressure switches including LEDs, with lighted indicators 22 being in the first state and unlighted indicators 22 being in tile sccond State, so tllat a human player switches indicators 22 from one state to another by pressing them. Indicators 22 in the first state, representing the presence of a token, are shaded in Figure 2. Indicators 22 in the second state, representing the absence of a token, are unshaded in Figure 2. The device is controlled by a set of control buttons: on/off button 30, select button 32, random button 34, two players button 36, sound button 38, insert button 39 and go button 40.
Pressing on/off button 30 starts the game. The device has a number of initial configurations of indicators 22 in the first state pre-stored. One of these configurations is selected at random by the device. Most preferably, the number of pre-stored configurations is equal to the number of indicators 22, and the ordinal number of the initial configuration is presented by blinking the indicator with the corresponding number. The player may instruct the device to generate a different configuration, also by random selection, by pressing random button 34. The player also may enter his or her own initial configuration by pressing insert button 39, and then pressing indicators 22 corresponding to that initial configuration.
Although several Nim-like games may be played using the device of the present invention, as described below, the device starts by default at power-up in Classical Nim mode, in which the classical game of Nim is played as described above.
By default, the device starts in single player mode, in which a single human player plays against the device. Pressing two players button 36 switches the device to two player mode, in which two human players play against each other under the supervision of the device. A player presses the lit indicators 22 that he wants to turn off, in one column only of array 20. The pressed indicators 22 start to blink. When the player has pressed as many indicators 22 as he wishes, he presses go button 40 to indicate the end of his turn. Then the device (in single player mode) or the other player (in two player mode) turns off indicators 22 in one column of array 20. The device signals the pressing of an indicator 22 corresponding to an illegal move by an audible sound. Optionally, the sound may be turned off by pressing sound button 38.
Play continues until only one indicator 22 is lit.
The Nim-like games that may be played using the device of the present invention include the following: 1. Classical Nim as described above.
2. Classical Nim, but only up to three tokens may be removed from a column in one turn.
3. Three tokens may be removed from any part of the game board in one turn.
4. Up to a limited number (for example 3 or 4) of adjacent tokens may be removed from the game board in one turn.
5. Up to a limited number (for example 3 or 4) of tokens that lie adjacently on the same row, column or diagonal may be removed from the game board in one turn.
6. Any number of tokens that lie adjacently on the same row, column or diagonal may be removed from the game board in one turn.
7. As in the sixth variant, but, after removing a certain number of tokens from one row, column or diagonal, a player may add up to one fewer tokens in line along a different row, column or diagonal. A human player presses go button 40 after pressing indicators 22 that are to be turned off, as in the other variants, and then either presses go button 40 again, to indicate that no indicators are to be turned on, or turns on desired indicators 22 and presses go button 40 a second time to add tokens. As in the other variants, pressed indicators blink until go button 40 is pressed. To help the player remember which indicators 22 were turned off and which indicators 22 were turned on, indicators 22 that were turned on blink in opposite phase from indicators 22 that were turned off. In single player mode, the device, of course, in its turn, turns indicators 22 off and on without causing them to blink.
Figures 3A, 3B, 3C and 3D illustrate one move of the seventh variant. Figure 3A shows the starting configuration. The player turns off three indicators 22 along a diagonal extending down to the right from the second indicator 22 of the leftmost column, producing the configuration shown in Figure 3B, with the three pressed indicators 22 blinking. Then the player presses go button 40 and turns on the top two indicators 22 in the middle column, producing the configuration shown in Figure 3C, with those two indicators 22 blinking out of phase with the first three indicators 22.
The player then presses go button 40, placing the device in the configuration shown in Figure 3D.
A player selects the Nim variant to play by pressing select button 32. Each press of select button 32 causes a different indicator 22, corresponding to a different variant, to blink. One way to set up this correspondence is to have indicators 22 of the middle row correspond to variants 1 through 5, with the leftmost indicator 22 corresponding to variant 1 and the other four indicators 22 following in sequence from left to right for variants 2 through 5, and to have the leftmost indicator 22 of the next row down correspond to variant 6 and the next indicator 22 to the right correspond to variant 7. When indicator 22 corresponding to the correct variant is blinking, the player presses go button 40 to start play.
Alternatively, the device may be configured with seven numbered select buttons (not shown), each button corresponding to one of the variants.
Just as there is an algorithm for forcing a win in classical Nim, so there are well-known algorithms for forcing wins in the other six variants. Usually, in single player mode, the device of the present invention plays according to the algorithm. In some embodiments of the present invention, the device allows the human player a small number (typically two) of blunders: if the human player makes a move contrary to the winning algorithm, the device also makes a move contrary to the winning algorithm. In two player mode, the device emits an audible signal, such as a raspberry, if one of the players blunders. The latter feature may be disabled by pressing sound button 38.
Figures 4A and 4B are a top view and a perspective view, respectively, of another form of a stand-alone device form implementing a game board according to the present invention. This embodiment has a hexagonal array 24 of hexagonal indicators, some of which are designated by reference numeral 26. Indeed, any suitable space-filling array of indicators may be used on the playing surface of the device of the present invention. It will be appreciated that the definitions of "row" "column" and "diagonal" in the above-described variants of Nim must be altered to suit different space-filling arrays. For example, in hexagonal array 24, each indicator 26 is at an intersection of three rows that intersect at 600 angles.
Although the device of the present invention has been described in terms of two-player play, it will be appreciated that the device can be easily configured for play by three or more players. It also will be appreciated that the geometry of the game board may wrap around. This may be implemented algorithmically, for example by programming the device to treat the leftmost column of indicators 22 in Figure 2 as being adjacent to the rightmost column of indicators 22. This also may be implemented physically, for example by deploying the indicators on a spherical or polyhedral surface.
While the invention has been described with respect to a limited number of embodiments, it will be appreciated that many variations, modifications and other applications of the invention may be made.

Claims (24)

WHAT IS CLAIMED IS:
1. A game playing device, comprising: (a) an array of indicators, each of said indicators for alternately indicating a first state and a second state; (b) a mechanism for selecting at least one of said array of indicators that is in said first state; and (c) a mechanism for changing, upon the selection of said at least one indicator, said at least one indicator to said second state, in accordance with rules for playing a game selected from the group consisting of games whose objective is to leave only one of said array of indicators in said first state and games whose objective is to leave all of said indicators in said second state.
2. The device of claim 1, wherein said indicators are visual indicators.
3. The device of claim 2, wherein one of said states is indicated by a light on condition and the other of said states is indicated by a light off condition.
4. The device of claim 2, wherein said first state is indicated by a first color and said second state is indicated by a second color.
5. The device of claim 1, wherein each of said indicators includes a touch screen.
6. The device of claim 5, wherein each of said indicators includes an LCD.
7. The device of claim 6, wherein said LCD is backlighted.
8. The device of claim 1, wherein said mechanism for selecting one of said array of indicators includes a switch.
9. The device of claim 8, wherein each of said indicators includes an LED.
10. The device of claim 1, wherein said array of indicators is two dimensional.
11. The device of claim 10, wherein said array of indicators is rectangular.
12. The device of claim 10, wherein said array of indicators is hexagonal.
13. The device of claim 1, wherein said mechanism for changing said state of said indicators from said first state to said second state includes a micro-controller.
14. The device of claim I, further comprising: (d) a mechanism for changing. upon the selection of said at least one indicator, at least one other indicator that is in said first state to said second state, in accordance with said rules.
15. The device of claim 1, further comprising: (d) a mechanism for changing, subsequent to the selection of at least two of said at least one indicator, at least one other indicator that is in said second state to said first state.
16. The device of claim 15, wherein said mechanism for changing said at least one indicator that is in said second state to said first state changes no more than one fewer indicators from said second state to said first state than are changed from said first state to said second state.
17. A method for playing a game selected from the group consisting of games whose object is to leave only one token on a game board and games whose object is to leave no tokens on a game board, the game being played according to rules, the game having a winning algorithm, the method comprising the step of providing a game playing device including: (a) an array of indicators, said array representing the game board, each of said indicators for alternately indicating a first state representative of one of the tokens being present and a second state representative of said one of the tokens being absent; (b) a mechanism for selecting at least one of said array of indicators that is in said first state; and (c) a mechanism for changing, upon the selection of said at least one indicator, said at least one indicator to said second state, in accordance with the rules of the game.
18. The method of claim 17, wherein said game playing device further includes: (d) a mechanism whereby said game playing device effects a change of at least one other of said array of indicators, said change being selected from the group consisting of a change from said first state to said second state and a change from said second state to said first state, said change being effected in response to said selecting of said at least one of said array of indicators and in accordance with the rules of the game; the method further comprising the steps of: (a) changing said at least one other of said array of indicators in accordance with the winning algorithm; and (b) changing said at least one other of said array of indicators contrary to the winning algorithm.
19. The method of claim 18, wherein said changing contrary to the winning algorithm is effected at least twice during the game.
20. The method of claim 17, further comprising the step of indicating that said selecting of at least one of said array of indicators is contrary to the winning algorithm.
21. The method of claim 20, wherein said indication is an audible signal.
22. The method of claim 17, wherein said game playing device further includes: (d) a mechanism for selecting at least one of said array of indicators that is in said second state; and (e) a mechanism for changing, upon the selection of said at least one indicator that is in said second state, said at least one indicator to said first state, in accordance with the rules of the game.
23. The method of claim 22, further comprising the step of indicating that said selecting, of at least one of said array of indicators that is in said second state, is contrary to the winning algorithm.
24. The method of claim 23, wherein said indication is an audible signal.
GB9723554A 1996-12-19 1997-11-10 Game playing device Withdrawn GB2320442A (en)

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
US76985496A 1996-12-19 1996-12-19

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GB9723554D0 GB9723554D0 (en) 1998-01-07
GB2320442A true GB2320442A (en) 1998-06-24

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GB (1) GB2320442A (en)

Families Citing this family (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
FR2835194B1 (en) * 2002-01-28 2016-01-22 Patrick Sauvignet AMBULATORY ELECTRONIC GAME FOR INDIVIDUAL EDUCATION OF ANALYSIS CAPABILITIES

Citations (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US4124211A (en) * 1977-08-26 1978-11-07 Worrall Roy R Circuit for use in electronic game of nim
GB2126907A (en) * 1982-06-24 1984-04-04 David Richard Pryce Game apparatus of peg-board type
US5286037A (en) * 1991-09-03 1994-02-15 Ghaly Nabil N Electronic hand held logic game
US5417425A (en) * 1994-04-08 1995-05-23 Michael Ganor Puzzle device

Patent Citations (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US4124211A (en) * 1977-08-26 1978-11-07 Worrall Roy R Circuit for use in electronic game of nim
GB2126907A (en) * 1982-06-24 1984-04-04 David Richard Pryce Game apparatus of peg-board type
US5286037A (en) * 1991-09-03 1994-02-15 Ghaly Nabil N Electronic hand held logic game
US5417425A (en) * 1994-04-08 1995-05-23 Michael Ganor Puzzle device

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Publication number Publication date
FR2757414A1 (en) 1998-06-26
GB9723554D0 (en) 1998-01-07

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