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U.S. Patent No. 7,803,048: Radar manipulation in a video game
Issued September 28, 2010, to Microsoft Corp.
Priority Date March 15, 2006





Summary:
U.S. Patent No. 7,803,048 (the '048 Patent) describes methods and systems for a deception in an online multiplayer game. One such method is for a player to manipulate the game's radar to trick other players. The player's in-game character could shoot a fake bullet to create a noise at another location, triggering the virtual acoustic radar. Also, a player can temporarily jam an opponent's radar, or make all the opponents visible on the radar. The '048 Patent describes several methods for deception using the in-game radar.

Abstract:
Methods and systems for deceiving other characters in a video game are disclosed. A video game may include a simulated environment in which player and computer controlled characters can monitor each other's positions using radar, e.g., an acoustic radar that detects noise (such as the firing of various weapons) associated with other characters. A character may fire a decoy bullet, which creates noise at the location of impact rather than the location of firing. A character may temporarily jam another character's radar so that the other character's radar does not display character locations. A first character may mimic an enemy character so that the first character appears as a friend to enemy characters on each enemy characters' radar. A special weapon may make all visible characters visually appear as enemies to a first character, thereby confusing the first character. Another special weapon may create a duplicate image of a character, thereby confusing others.
Illustrative Claim:
1. One or more computer readable storage device storing executable instructions for performing a video game method of representing characters on a radar image displayed on a video output device, said method comprising steps of: determining a first simulated noise level associated with a first object in a simulated environment operating under control of the video game; and displaying on the radar image, said radar image corresponding to a first character, a first radar blip corresponding to the first object, said first radar blip having a first characteristic based on the first simulated noise level associated with the first object determining a second simulated noise level associated with the first object in the simulated environment operating under control of the video game, wherein said second simulated noise level is determined to be louder than said first simulated noise level; and displaying on the radar image corresponding to the first character, a second radar blip corresponding to the first object, said second radar blip having a first characteristic based on the second simulated noise level associated with the first object, wherein the first characteristic of the first radar blip comprises a first amount of time based on the first simulated noise level, wherein the first characteristic of the second radar blip comprises a second amount of time based on the second simulated noise level, said second amount of time being longer than said first amount of time, wherein displaying the first radar blip comprises displaying the first radar blip for the first amount of time, and wherein displaying the second radar blip comprises displaying the second radar blip for the second amount of time.

Researched By: Andrew F. Thomas


U.S. Patent No. 8,882,590: Touch-controlled game character motion providing dynamically-positioned virtual control pad
Issue November 11, 2014, to Nintendo Co., Ltd.
Priority Date April 28, 2006






Summary:
U.S. Patent No. 8,882,590 (the '590 Patent) describes a method to control a game through touch controls. The '590 Patent relates to the Nintendo DS and its touch screen. On the DS, a player could move a game character by touching the bottom screen. If the player wanted the character to move to the right, he would first need to touch the screen then move his finger or the stylus to the right. At the first point of contact, the system divides the screen into multiple zones around that point of contact. Each zone indicates a direction, so when the player moves his finger to the right, the system moves the character to the right.  


Abstract:
Methods and apparatus for controlling movement of a digital object displayed on a screen provide a virtual dynamic direction control pad based on zone detection and touch stroke direction to control customized animated character motion. A player wishing to move the digital object can use a stylus or other touch to indicate a first point on the screen. When the player first touches the stylus to the screen, the system analyzes the touch and divides the screen into multiple zones around the first point indicated by the player. To move the object, the player moves the stylus to a second point on the screen. Movement of the stylus to a second point within one of these zones causes the digital object to perform a predetermined action. Each zone has a predetermined associated action. Direct control of character motion by the game player is enhanced.


Illustrative Claim: 
1. A method of controlling movement of a moveable digital object displayed on a touch screen that is coupled to at least one processor, the method comprising: displaying the moveable digital object on the touch screen; using a touch to the touch screen to select the moveable digital object and indicate a first touch point on the touch screen corresponding to the displayed digital object; automatically dynamically dividing, using the at least one processor, the screen into plural virtual zones that (1) are associated with the first touch point, and (2) emanate from a neighborhood determined in accordance with the selected moveable digital object; detecting a further touch to at least a second touch point on the touch screen different from the first point; determining, using the at least one processor, in which of said automatically divided plural virtual zones said second touch point is disposed within to thereby select one of said plural virtual zones; and controlling, using the at least one processor, the movable digital object to perform an action that moves the movable digital object based at least in part on said which of said determined virtual zones is selected by said second touch point.


Researched By: Andrew F. Thomas

U.S. Patent No. 8,313,379: Video game system with wireless modular handheld controller
Issued November 20, 2012, to Nintendo Co., Ltd.
Priority Date: August 22, 2005



Summary:
U.S. Patent No. 8,313,379 describes the Nintendo Wii system. The Wii incorporation of motion controls into a video game system. Motion controls were not a new concept in video games, but the Wii certainly push motion controls into the mainstream. The Wii utilized a small remote and IR sensor bar to track a users movement. The IR sensor bar would be place usually on top of or below the television. A user would point the Wii remote in the direction of the television/sensor bar, and the Wii would generate a cursor on the TV in the corresponding area. When the user moved the remote, the cursor would follow. The Wii remote used accelerometers and infrared detection to determine its position in 3D space when pointed at the sensor bar. Calculating position in a 3D space is essential for games that require movement along a Z axis, such as a boxing game. Despite the complexity it took to track a user's movement, the motion controls were simple to understand. 

The Wii was a hugely successful console for Nintendo, selling around 100 million units. A big reason for the Wii's success was the accessibility. The motion controls made playing video games simple for the non-gamer. A person could easily understand that to play a golf game only required swinging the Wii remote like a golf club. The Wii had a significant impact on the video game industry. Shortly after the Wii launched, Microsoft and Sony introduced their versions of motion controls. Nintendo still uses a form of motion control in its current system, the Nintendo Switch, though the system does not require motion controls to operate. 


Abstract:
A home entertainment system for video games and other applications includes a main unit and handheld controllers. The handheld controllers illumination emitted by emitters positioned at either side of a display, and information derived from the sensed illumination is used to calculate the orientation of the controllers. The controllers can be plugged into expansion units that customize the overall control interface for particular applications including but not limited to legacy video games. Further, the controllers can be used in one-handed or two-handed modes of operation.

Illustrative Claim: 
1. A handheld controller operable in a one hand mode of operation and a two hand mode of operation, said controller for use in wirelessly communicating with an electronic game machine having an associated display screen, a first light emitting marker and second light emitting marker each mounted spaced from, but in the vicinity of, the display screen, said handheld controller comprising: an elongated housing having an upper surface, a lower surface, a forward end, a rearward end and a longitudinal axis defining at least one longitudinal center line, and sized to be operable by one hand of a user; a first set of game controls proximate said forward end of said housing; a second set of game controls proximate said rearward end of said housing; said first set of game controls and said second set of game controls being operable in use in a two hand game playing mode of operation, wherein during said two hand game playing mode said first set of game controls are disposed so as to be actuated by one thumb of a user and said second set of game controls are disposed so as to be actuated by the other thumb of the user, and wherein said first and second sets of game controls are actuated in use by the cooperative action of the user's thumbs; the lower surface of said housing having a concave portion provided with a trigger switch; a processor enclosed within said housing; an imaging device located in said forward end of said housing at least substantially aligned with said longitudinal center line and including a filter, a lens, an image sensor and an image processing circuit, wherein the image sensor, in use, detects light from the first light emitting marker and the second light emitting marker and generates image data, and wherein the image processing circuit, in use, receives and processes said image data and generates position data related to positional coordinates of the first light emitting marker and the second light emitting marker, and wherein the image processing circuit outputs the position data to said processor; at least said trigger switch and said imaging device being used in a one hand game playing mode of operation, wherein game play is controlled by the user holding the controller in one hand; linear accelerometer circuitry for detecting acceleration of the controller along each of three axes and for generating acceleration data along each of said three axes, said linear accelerometer circuitry being, in use, in communication with said processor; and a wireless communication device disposed within said housing and operatively connected to said processor and operable, in use, to transmit signals to said electronic game machine representing operational states of at least said first set of operational controls, said second set of operational controls, said trigger switch, said position data, and said acceleration data.

Researched By: Andrew F. Thomas


U.S. Patent No. 8,814,677: Using real-time constructive solid geometry to provide painting and thinning game mechanics
Issued August 26, 2014, to Disney Enterprises, Inc.
Priority Date September 2, 2010




Summary:
U.S. Patent No. 8,814,677 (the '677 Patent) relates to the Disney video game Epic Mickey, specifically the game mechanic allowing players to manipulate the game world using in-game paint and paint thinner. Epic Mickey followed Mickey Mouse as fights ink-blobs who invaded the Cartoon Wasteland, a place where the forgotten or obscure Disney cartoons live. The game was primarily a 3D platformer. In the game, Mickey wields a paintbrush which can spray paint or paint thinner. Spraying paint in a certain area would cause a hidden object to appear while spraying paint thinner would make the object disappear. The '677 Patent describes the method behind this game mechanic. The game causes the objects to appear or disappear based on the spray pattern using two binary space partitioning (BSP) trees. The first BSP determines the physical shape of the object before any paint or thinner is applied. A second BSP identifies the spray pattern. The game merges the two BSPs to create a new version of the object with the applied spray pattern.

Abstract:
Techniques are described for providing a painting and thinning mechanic within a computer-generated environment (e.g., in a video game). The painting and thinning mechanic allows geometry within the computer-generated environment to be “painted” or “thinned.” Painting and thinning refers to a mechanic that involves making parts of the virtual environment visibly and collidably transparent (thinning) or visibly and collidably opaque (painting). The painting/thinning mechanic may be achieved using binary space partitioning (BSP) trees.


Illustrative Claim:
1. A computer-implemented method for executing a video game, comprising: receiving an input indicating to apply a liquid paint or a liquid thinner material to a first set of geometry in the video game, wherein the liquid paint or the liquid thinner material is rendered as a capsule held by a game character and wherein the input directs the game character to throw the capsule at the first set of geometry; determining a burst location on the first set of geometry where the capsule impacts the first set of geometry; determining a second set of geometry corresponding to a spreading effect of the liquid paint or the liquid thinner material from the burst location to an area of the first set of geometry, wherein the spreading effect of the liquid paint or the liquid thinner material is determined by a physics engine; merging, by operation of one or more processors, a first binary space partitioning (BSP) tree with a second BSP tree to create a merged BSP tree, wherein the first BSP tree represents the first set of geometry, wherein the second BSP tree represents the second set of geometry, of the liquid paint or the liquid thinner material, wherein one or more elements of geometry represented in the first BSP tree are associated with a respective paint/thinning state, and wherein the merged BSP tree represents a merged set of geometry created from the first and second sets of geometry;updating, based on the spreading effect determined by the physics engine of the liquid paint or the liquid thinner material on the area of the first set of geometry, a paint/thinning state associated with a respective one or more elements of the merged set of geometry in the merged BSP tree; and rendering the respective one or more elements of the merged set of geometry opaque or transparent based on the paint/thinning states of the respective one or more elements in the merged set of geometry.


Researched By: Andrew F. Thomas



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