Entertainment Card with Electronic Authentication Device
By embedding electronic memory and processing circuits in entertainment cards, using wireless communication and authentication devices and servers to verify the authenticity of cards, the problem of forgery cards is solved, and the authenticity verification and consumer trust of cards are improved.
Patent Information
- Application Number
- CN202080018817.5
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Priority Date
- 2019-03-04
- Filing Date
- 2020-03-02
- Publication Date
- 2025-07-25
- Estimated Expiration
- 2040-03-02
AI Technical Summary
The problem of forging entertainment cards is difficult to effectively distinguish between real and forged cards in the existing technology, which damages consumer trust and affects the intrinsic value of cards.
Embed electronic memory, antennas and processing circuits in entertainment cards, verify card authenticity through wireless communication and authentication devices and servers, use authentication tokens and counters to ensure the authenticity of cards, and use encryption functions and counter management to prevent forgery.
It increases the difficulty of forging cards, enhances the verification of authenticity of cards, reduces the possibility of forged items, and protects consumers' trust and the intrinsic value of cards.
Smart Images

Figure CN113597330B_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to an entertainment card system, entertainment cards, entertainment card authentication devices, entertainment card authentication servers, entertainment card authentication methods, and computer-readable media. Background Art
[0002] A tradable card game (TCG), also known as a collectible card game (CCG), is a game played with tradable and collectible trading cards. Such games are becoming increasingly popular. For example, the game "Magic: the Gathering" (MTG) has a large number of active players. Other examples of collectible card games include: Pokémon TCG, World of Warcraft TCG, Hearthstone, and so on. Hybrid forms between computer games and card games are also known. For example, in the game "Kantai Collection", players collect cards as in a TCG, but to play the game, the cards are scanned into a game console (such as an arcade console). Another example of such a computer game using tradable cards is "Sengoku Taisen".
[0003] In a TCG, players collect cards representing game elements (such as characters, abilities, etc.), which can be used during the game. Typically, players may obtain a large number of entertainment cards by purchasing many small stacks of new cards (called foils or packs); often not knowing which entertainment cards will be included in the foil. From a large number of entertainment cards, players assemble a set of cards (called a deck), with which they can play the game. Players with better cards in their deck have some advantages when playing the game. For example, a pack may contain about 6 random cards, while a deck may contain 60 selected cards.
[0004] The manufacture and sale of cards for tradable card games have developed into a large business. It is estimated that there were 22 million players in 2014, a 35% increase over the past four years. In addition to selling new cards, there is an active secondary market where players can directly obtain the cards their decks need.
[0005] Unfortunately, counterfeiting of entertainment cards is a major problem in this business. Entertainment cards are becoming increasingly expensive, and the incentives for counterfeiting are constantly increasing. Counterfeits are difficult to distinguish from genuine cards. Counterfeits erode consumer trust. If the collectibility of the game is not trusted, the cards revert to their intrinsic value.
[0006] Therefore, it is desirable to design a technical solution to the problem of counterfeiting in the field of entertainment cards. Summary of the Invention
[0007] This problem is solved by an entertainment card system, entertainment cards, entertainment card authentication devices, entertainment card authentication servers, entertainment card authentication methods, and computer-readable media as described herein.
[0008] The entertainment cards can be arranged for playing card games. The entertainment cards can include an electronic memory, an antenna, and processing circuitry. The memory can store authentication data and / or a counter. The antenna can be arranged for wireless communication. The processing circuitry can be arranged for one or more of the following:
[0009] - wirelessly receiving a digital command from an electronic entertainment card authentication device via the antenna,
[0010] - creating an authentication token in response to receiving an authentication command, the creating including reading the authentication data and the counter from the memory and applying an encryption function to the authentication data and the counter, and
[0011] - wirelessly transmitting the authentication token to the device via the antenna, and
[0012] - incrementing the counter stored in the memory.
[0013] An authentication device and an authentication server can be used to verify the authenticity of the card. For example, the authentication device can interact locally and wirelessly with the entertainment card. Then, the authentication server can be used, for example, using information available at the server (such as corresponding authentication data and / or corresponding counters) to verify the resulting token. Note that the token can be generated on the entertainment card such that the authentication data does not need to be available outside the card, or at least not all of it is available outside the card. This makes it more difficult to counterfeit the card because the counterfeiter does not know what information is included in the counterfeited card.
[0014] After the entertainment card creates an authentication token, the counter stored on the entertainment card can be incremented. There are at least two different options for doing this. In the first option, the counter on the card is ahead. For example, after each action, this counter can be incremented. For example, the entertainment card can be configured such that it increments the counter while creating the authentication token. This option has the advantage that, for example, transactions are not easily interrupted. Especially on the card side, it is less likely to successfully generate an authentication token without updating the counter. Although it is possible, it is more likely that the counter on the card will be incremented without the counter at the server being incremented, for example, due to a failure at the authentication device. In this option, it is possible that the counter on the card is greater than the counter at the server.
[0015] In the second option, the counter on the server is ahead. For example, after the entertainment card receives a command (such as a signal) indicating that the counter should be incremented, the counter is incremented. After successful authentication, either option can be combined with updating the authentication data on the entertainment card. However, the second option has the advantage that the command to increment the counter can be combined with the command to update the authentication. For example, after successful authentication, the new authentication data is sent from the server to the card, possibly through the authentication device, and this new authentication data will be written back to the card. The new authentication data can include the new value of the counter, but can also include a command to update the counter existing on the card. The authentication data can include random data. The disadvantage of the second option is that the transaction may be more easily interrupted. Thus, the counter on the card is not updated, while the same counter stored at the server is updated. In this option, it may happen that the counter on the server is greater than the counter at the card.
[0016] The entertainment card, the authentication device, and the authentication server are electronic devices. In particular, the entertainment card and the authentication device can be mobile electronic devices.
[0017] In one embodiment, the authentication server is configured to generate a computer network address through which an information page can be accessed via a computer network. The information page includes information indicating the authentication result of the entertainment card. For example, the computer network address can be available to the entertainment card authentication device.
[0018] For example, the authentication server can generate a web page that includes information about the card. This information can include the authenticity of the card and / or its current owner. The information can also include the date and time when the authenticity of the card was last verified at the authentication server. The information can also include further information about the card, such as pictures, text information, etc. The computer network address can be a URL. The computer network can be the Internet. The computer network address or URL can be referred to as a proof link. The proof link can be valid for a limited time. For example, in one embodiment, after the validity of the proof link has expired, the authentication server can be configured to display that the link has expired instead of displaying the authenticity information. This feature further reduces the possibility of fraud.
[0019] Another aspect of the present invention relates to an entity object including an electronic memory, such as the entertainment card described herein. Like the entertainment card, the entity object can be verified by an authentication device using an online authentication server. This can be applied, for example, to objects such as branded shoes, perfumes, etc. An embodiment of the method can be implemented on a computer as a computer-implemented method, or can be implemented in dedicated hardware, or can be implemented in a combination of both. The executable code for an embodiment of the method can be stored on a computer program product. Examples of computer program products include memory devices, optical storage devices, integrated circuits, servers, online software, etc. Preferably, the computer program product includes non-transitory program code stored on a computer-readable medium for performing an embodiment of the method when the program product is executed on a computer.
[0020] In one embodiment, the computer program includes computer program code that is adapted to perform all or some of the steps of an embodiment of the method when the computer program runs on a computer. Preferably, the computer program is implemented on a computer-readable medium.
[0021] Another aspect of the present invention provides a method for making a computer program available for download. This aspect is used when the computer program is uploaded to, for example, Apple's App Store, Google's Play Store, or Microsoft's Windows Store, and when the computer program is downloadable from such a store. BRIEF DESCRIPTION OF THE DRAWINGS
[0022] Other details, aspects, and embodiments of the present invention will be described by way of example only with reference to the accompanying drawings. The elements in the drawings are illustrated for simplicity and clarity and need not be drawn to scale. In the figures, elements corresponding to those already described may have the same reference numerals. In the drawings,
[0023] Figure 1 An embodiment of an embodiment of an entertainment card system is schematically shown,
[0024] Figure 2 An embodiment of an embodiment of an entertainment card system is schematically shown,
[0025] Figure 3a An embodiment of an embodiment of a blockchain is schematically shown,
[0026] Figure 3b An embodiment of an embodiment of a blockchain network is schematically shown,
[0027] Figure 4 An embodiment of an implementation of an entertainment card authentication method is schematically shown,
[0028] Figure 5a A computer-readable medium having a writable portion including a computer program according to an implementation is schematically shown,
[0029] Figure 5b A representation of a processor system according to an implementation is schematically shown,
[0030] Figure 6 An embodiment of an implementation of an entertainment card system is schematically shown,
[0031] Figure 7 An embodiment of an implementation of an entertainment card system is schematically shown,
[0032] Figure 8a An embodiment of a data model of an implementation of a market application is schematically shown,
[0033] Figure 8b An embodiment of a flowchart of an implementation of a market application is schematically shown,
[0034] Figure 9a An embodiment of an implementation of an entertainment card is schematically shown,
[0035] Figure 9b An embodiment of an implementation of a card binder is schematically shown,
[0036] Figure 10 An embodiment of an implementation of a sports shoe having a tag embedded therein is schematically shown.
[0037] Figure 1 , Figure 2 , Figure 3a , Figure 3b , Figure 4 , Figure 5a and Figure 5b List of reference numerals in :
[0038] 100 Entertainment card system
[0039] 110 Entertainment card
[0040] 120 Electronic memory
[0041] 122 Authentication data
[0042] 124 Counter
[0043] 130 Antenna
[0044] 140 Processing circuit
[0045] 200 Entertainment card authentication device
[0046] 210 Communication Unit
[0047] 220 Antenna
[0048] 230 Processing Circuit
[0049] 240 Memory
[0050] 250 Display
[0051] 300 Entertainment Card Authentication Server
[0052] 310 Electronic Memory
[0053] 312 Authentication Data
[0054] 314 Counter
[0055] 320 Communication Unit
[0056] 330 Processing Circuit
[0057] 340 Entertainment Card Database
[0058] 400 Entertainment Card System
[0059] 410 Entertainment Card
[0060] 411 Printed Information
[0061] 412 Chip
[0062] 413 Antenna
[0063] 414 Text
[0064] 414 Text
[0065] 415 Additional Text
[0066] 416 Picture
[0067] 450 Mobile Phone
[0068] 500 Blockchain
[0069] 511,512 Transactions
[0070] 521,522 Transactions
[0071] 510,520 Blocks
[0072] 519,529 Proof of Consensus
[0073] 530 Blockchain Network
[0074] 531 - 533 Blockchain Devices
[0075] 1000 Computer-readable medium
[0076] 1010 Writable part
[0077] 1020 Computer program
[0078] 1110 Integrated circuit
[0079] 1120 Processing unit
[0080] 1122 Memory
[0081] 1124 Application-specific integrated circuit
[0082] 1126 Communication element
[0083] 1130 Interconnection
[0084] 1140 Processor system Detailed implementation mode
[0085] Although the present invention may have many different forms of embodiments, one or more specific embodiments are shown in the drawings and will be described in detail herein. It should be understood that the present disclosure should be considered as an example of the principles of the present invention and is not intended to limit the present invention to the specific embodiments shown and described.
[0086] Hereinafter, for the sake of understanding, the elements of the embodiments are described in operation. However, it is obvious that the corresponding elements are arranged to perform the functions described as being performed by them.
[0087] In addition, the present invention is not limited to these embodiments, and the present invention lies in each novel feature or combination of features described herein or recited in mutually different dependent claims.
[0088] As pointed out above, it is desirable to take technical measures to make forgery more difficult. A possible solution to the forgery problem is to embed RFID tags, such as Near Field Communication (NFC) tags, in entertainment cards. For example, the RFID tag can identify the card. An RFID reader, such as a mobile phone, an NFC reader, etc., can read the identification information on the tag. If the identification information on the tag corresponds to the visually printed identification information on the card, it can be concluded that the card is genuine. This solution makes it more difficult to forge the card because it requires embedding and writing the RFID tag and making an accurate visual copy of the card to forge the card. For example, NFC tags can be used for RFID tags. For example, an MTG entertainment card can store its unique identifier on an RFID chip embedded in the entertainment card. For example, if the unique identifier, such as 5d8a7f95-ac4c-4113-8bdd-55336b86b98c, is read, the identifier can be looked up to correspond to a card of the card type with the so-called multiverseid 193868 and the name "Lord of the Pit". It is also possible to store only the card type identifier or the multiverseid, but this would prevent adding card-specific information to the server, such as the owner or experience value of the card. The link between the unique physical card and its digital representation using the unique identifier is called a digital twin. If the card in question is found or identified as "Lord of the Pit", it can be concluded that it is likely to be genuine. Although this solution is an improvement over cards without an embedded RFID chip, it has been found that this solution is not good enough because RFID tags are easily copied.
[0089] Figure 1 An embodiment of an implementation of an entertainment card system 100 for solving this problem is schematically shown. The system 100 includes an entertainment card authentication device 200 and an authentication server 300. The system may also include one or more entertainment cards. Figure 1 An entertainment card 110 is shown, and there may be more entertainment cards.
[0090] For example, in the operation of system 100, the entertainment card authentication device 200 can interact wirelessly with the entertainment card 110. For example, the entertainment card authentication device 200 can receive an encrypted token derived from authentication information stored on the entertainment card 110. The entertainment card authentication device 200 and the entertainment card 110 are in close proximity to each other such that the two devices can communicate via a direct wireless connection. The entertainment card authentication device 200 can then authenticate the entertainment card 110 via the authentication server 300. For example, the server 300 can verify the encrypted token. The result of the authentication can be shown as a success signal or a failure signal on the authentication device 200. As part of the authentication operation, the entertainment card 110 can be modified; for example, a counter can be incremented and / or authentication data can be modified, e.g., overwritten.
[0091] The entertainment card 100 includes an electronic memory 120, an antenna 130, and a processing circuit 140. For example, the memory 120, the antenna 130, and the circuit 140 can be implemented as an RFID tag, such as an NFC tag. The antenna 130 is arranged for wireless communication, such as RF communication, such as NFC communication. In one embodiment, the wireless communication can be another type, such as Bluetooth, ZigBee, Wi-Fi, UHF, etc., but NFC is preferred at this time. The entertainment card can receive commands via the antenna 130, which can be executed by the circuit 140. The circuit 140 can be a simple circuit configured only for a specific function of one embodiment, or it can be a general-purpose circuit programmed as such. NFC can be used for wireless communication between the chip in the card 110 and the device 200.
[0092] The entertainment card 110 can be a paper card, a laminated card, a plastic card, etc. in which a circuit system is embedded.
[0093] Memory 120 is wirelessly readable, e.g., by entertainment card authentication device 200. For example, entertainment card authentication device 200 can send a read command to antenna 130, for example. In one embodiment, memory 120 is also writable, e.g., by sending a write command to antenna 130. However, writing to memory 120 is optional. For example, memory 120 can be read-only. For example, the content of memory 120 can be set during the manufacture of entertainment card 110. For example, memory 120 can be a one-time write memory. A non-writable memory has the advantage that a forger cannot change the memory content. However, as described below, some embodiments utilize a writable memory to obtain an advantage. Memory 120 at least includes authentication data 122, and preferably also includes a counter 124. Authentication data 122 can be used for an authentication operation to prove the authenticity of the card. For example, authentication data 122 can be a random number, e.g., randomly selected at the time of manufacture or during a later operation (e.g., during an authentication operation). For example, a random number is a number that cannot be predicted. For example, authentication data 122 can include an encryption key, e.g., a symmetric key, e.g., a private key in a public key / private key pair. Whenever authentication data 122 is involved in an operation, e.g., whenever an authentication operation is performed and / or whenever the authentication data is updated, the counter can be incremented. The initial value of the counter can be a default number, e.g., zero, which can be the same for all entertainment cards (e.g., all entertainment cards of this type); the initial value can be a random value. Memory 120 can store a unique identifier, or additional information such as the card type (e.g., its multiverseid).
[0094] The processing circuit can be configured to receive a digital command from entertainment card authentication device 200 via the antenna. For example, the command can be an authentication command that instructs the card to authenticate itself to device 200. In response to receiving the command, the circuit creates an authentication token. Creating the token includes reading the authentication data from memory 120 and reading the counter from memory 120, and applying an encryption function to the authentication data and the counter. There are several ways to do this, and some embodiments of these ways are described below. After constructing the token, the authentication token is wirelessly transmitted to authentication device 200, e.g., via antenna 130. After creation or after transmission, e.g., after completion of transmission or successful transmission, the counter 124 in memory 120 is incremented. For example, the counter can be incremented directly after reading the authentication data or after creating the token. For example, the counter can be incremented after receiving an acknowledgment from device 200 that the token has been successfully received.
[0095] Memory 120 may store additional information related to the entertainment card 110. For example, memory 120 may store an entertainment card identifier. The entertainment card identifier may be included in the authentication token or may be transmitted together with the token. For example, the entertainment card identifier may be a unique number, such as a UUID. The entertainment card identifier may or may not be an input for calculating the authentication token.
[0096] The processing circuit and the memory may be integrated in an IC (such as an NFC IC). The IC may be embedded in the entertainment card. The IC may be configured to perform cryptographic operations. The IC may be capable of running general computer instructions, such as applications, but this is not required. For example, the IC may be hardwired to perform only a limited set of operations. In one embodiment, the memory may be read wirelessly. However, in one embodiment, the memory cannot be read directly wirelessly and can only be accessed through the processing circuit. This has a security advantage in that if the content of the memory cannot be obtained, the content of the memory cannot be copied either. For example, the circuit may be configured to read the memory, such as authentication data, but transmit the authentication data only after an encryption function has been applied to the authentication data (e.g., in the form of an authentication token).
[0097] The authentication device 200 may be configured to verify the authenticity of the entertainment card, particularly the authenticity of the entertainment card 110. The entertainment card authentication device includes an antenna 220, which is arranged for wireless communication with the entertainment card. For example, the antenna 220 and the antenna 130 may be arranged for the same type of wireless communication, such as the same type of RF communication, such as the same type of near-field communication (NFC).
[0098] In addition to the antenna 220, the authentication device 200 may further include a communication unit 210, which is arranged to communicate with the entertainment card authentication server 300 via a computer network. For example, the communication unit may be configured to communicate via the Internet. The communication unit 210 may also be wireless, such as configured for Wi-Fi, 3G, 5G, etc. The type of wireless communication of the communication unit 210 may be different from the communication type used by the antennas 220 and 130.
[0099] The authentication device 200 includes a processing circuit 230 and a memory 240. For example, the memory 240 may store computer instructions executable by the processing circuit 230. For example, the processing circuit 230 may be configured to wirelessly transmit a digital authentication command to the entertainment card 110 via an antenna. For example, the entertainment card 110 may be arranged to cooperate with the authentication device 200 and transmit at least an authentication token in response. For example, the processing circuit 230 may be configured to receive the authentication token from the entertainment card 110 in response to the digital authentication command. The authentication device 200 may be configured to send the authentication token to the authentication server via a communication unit and receive information about the authenticity of the entertainment card from the authentication server. For example, the authentication device 200 may receive from the server 300 whether the entertainment card 110 is authentic, e.g., genuine or not genuine. The device 200 may also receive updated authentication data from the server 300, and the updated authentication data will be transmitted to the device 110.
[0100] The authentication device 200 may include a display 250 configured to display information about the authentication operation. For example, the device 200 may be configured to display information about the type of the entertainment card, e.g., information received from the entertainment card 110 or from the authentication server 300. The display 250 may also be used to display the result of the authentication operation. Before sending the token, the authentication device 200 may add or modify information. For example, the authentication device 200 may sign the token with an encryption key (e.g., a private key) to indicate to the server 300 that the authentication device 200 itself is the authentication device.
[0101] The authentication server 300 may be configured to verify the authenticity of the entertainment card, particularly the authenticity of the entertainment card 110. The entertainment card authentication server 300 may include a communication unit 320 arranged to communicate with the entertainment card authentication device 200 via a computer network. For example, the communication unit 320 may be configured to use the same computer network as the authentication device 200, e.g., the Internet.
[0102] The authentication server includes a memory 310. The memory 310 may be configured to store computer instructions for execution by the processing circuit 330. However, the memory 310 may also be configured to store authentication data 312 and a counter 314. For example, the authentication data 312 and the counter 314 may be retrieved from the entertainment card database 340. The entertainment card database 340 may be part of the server 300 or may be external to the server 300. For example, the database 340 may be stored on an external server in digital communication with the server 300, e.g., stored in the cloud.
[0103] For example, the entertainment card database 340 can store the authentication data 312 and the counter 314 indexed by the entertainment card identifier (e.g., the entertainment card identifier of the entertainment card 110).
[0104] In one embodiment, it is assumed that the counter 314 is equal to the counter 124. After the card 110 is successfully authenticated, the counter 314 is incremented so that the counter 124 and the counter 124 remain the same. The counters 314 and 124 may only differ from each other when there is a problem or the entertainment card 110 is not genuine.
[0105] The incrementing of the counter 124 at the card 110 can be performed according to the instructions of the server 300. In this case, one problem that may occur is that the incrementing of the counter 124 fails for some reason, e.g., because the card is removed from the near field before the operation is completed. In that case, the counter 314 may be greater than the counter 124. To avoid the counter 124 possibly becoming lower than the counter 314 in such a situation, the card 110 can be configured to increment the counter 124 before calculating the authentication token.
[0106] Therefore, it is possible that the counter on the card and the counter on the server are different. To solve this problem, if the counter 314 minus the counter 124 is less than a threshold, the card can be accepted as genuine. For example, there can be an equation: counter 124 + #problems = counter 314, so that if the number of problems (#problems = counter 314 - counter 124) is less than a threshold, e.g., less than 10, less than 100, etc., it can be accepted. The threshold can be determined empirically as a compromise between security and user-friendliness.
[0107] On the other hand, for example, in one embodiment, whenever the authentication data 122 is involved in an operation, such as whenever an authentication operation is performed and / or whenever the authentication data is updated, the counter can be incremented; regardless of the result token verified on the authentication device or the authentication server. The advantage of this procedure is that it reduces the communication between the entertainment card and the authentication device; for example, there is no need to give an additional command to the entertainment card to increment its counter, for example, after waiting for the confirmation from the server. Reducing communication also reduces the chance of corruption. Although the counter on the card and the counter on the server may be different, it is still possible; for example, if for some reason the authentication device fails to forward the token, the counter may be incremented at the entertainment card without being incremented at the server. In this case, the counter on the card may be higher than the counter on the server. To solve this problem, if the counter 124 is higher than the counter 314, for example, if the counter 124 minus the counter 314 is less than another threshold, the card can be accepted as genuine. Both options can be supported simultaneously. The two thresholds do not have to be equal. If the token is accepted, even if the counters are different, the counter on the server can be adjusted so that the counter on the server is equal to the counter on the card.
[0108] In one embodiment, the authentication data 124 and the authentication data 314 are equal, such as equal numbers, equal encryption keys, etc. In one embodiment, the authentication data 124 and the authentication data 314 are corresponding members of an encryption key pair. For example, the authentication data 124 can be a signature key and the authentication data 314 can be the corresponding verification key. The signature key and the verification key can form an encryption asymmetric key pair, such as an RSA key pair, an ECDSA key pair, etc.
[0109] The authentication server 300, such as the processor circuit 330, can be configured to receive an authentication token from the entertainment card authentication device 200. The authentication token can be created by the entertainment card 110 from the authentication data 122 and the optional counter 124, etc. The authentication token is verified using the authentication data 312 and the counter 314. If the verification is successful, a success signal can be sent to the authentication device 200. The success signal can indicate the authenticity of the entertainment card 110 to the entertainment card authentication device 200. After successfully authenticating the entertainment card, the counter of the card, such as the counter 314, and optionally the counter in the database, is incremented. By not incrementing the counter in the case of a failed authentication, an attacker is prevented from distorting the counter. In one embodiment, the counter can be recovered from the authentication token, although this is not necessary.
[0110] To further enhance security, the authentication device 200 and the authentication server 300 can authenticate each other. For example, in one embodiment, there can be many authentication devices 200 in the system. For example, the authentication device 200 can be implemented as a smartphone on which an appropriate application has been installed. Thus, there is a risk that an attacker may use a fake authentication device. This risk can be reduced by authenticating the authentication device 200 to the server. For example, in one embodiment, the entertainment card authentication device 200 can be configured to authenticate the entertainment card authentication server 300, and / or the entertainment card authentication server 300 can be configured to authenticate the entertainment card authentication device 200. For example, the device 200 and the server 300 can be configured to perform an SSL handshake.
[0111] The following are some embodiments of authentication tokens, along with their creation and authentication.
[0112] In one embodiment, the authentication data 122 and 312 are encryption keys. For example, the authentication data 122 stored in the entertainment card can be the private key (Priv) in a public key / private key pair, and the authentication data 312 stored in the entertainment card authentication server can be the public key (Pub) in the public key / private key pair. For example, the authentication data 122 stored in the entertainment card can be a symmetric key (K), and the authentication data 312 stored in the entertainment card authentication server can be the same key (K).
[0113] The authentication token can be calculated by the entertainment card 110 (e.g., the circuit 140) using its key in a keyed encryption operation. For example, the keyed encryption operation can be a signature operation, an encryption operation, or a keyed hash operation. For example, the token can be calculated by signing a counter. For example, the token can be calculated by signing a challenge value (e.g., along with an authentication command) received by the entertainment card 110 from the device 200. The challenge value can be a fresh value (nonce), such as a random number. Signing can be done with a private key and a symmetric key; in the latter case, the operation is sometimes referred to as calculating a message authentication code.
[0114] For example, if the authentication data 312 and the authentication data 122 are equal, the authentication server 300 can verify that the token was created by applying a keyed cryptographic function to a counter and / or a challenge by recreating the token from the authentication data 312. For example, the server 300 can apply the same keyed cryptographic function, such as a signature, encryption, or keyed hash operation, to the counter 312 and / or the challenge and verify that the token computed by the server 300 is the same as the token received by the device 200 from the entertainment card 110. Alternatively, if the authentication data 312 and the authentication data 122 are part of an encryption key pair, the server can use the authentication data 312 as a key to perform the corresponding keyed function. For example, perform signature verification to verify whether the token is a valid signature of the counter 312, or perform a decryption operation using the authentication data 312 as a key and verify that the result is the counter 312.
[0115] In one embodiment, the device 200 first contacts the server 300 to request a challenge. Then, the server 300 generates a challenge, such as a random number, and sends it to the device 200. Then, the device 200 sends the authentication command along with the challenge. Then, the entertainment card 110 applies the cryptographic function to the challenge, or to the challenge and the counter 124. Then, the server 300 can verify that the token corresponds to the counter 314 as well as the challenge.
[0116] If the counters 124 and 314 are required to be equal, it is easiest to verify the counter 124. In practice, the difference can be accommodated by verifying the token of the counter 314 minus some small decrement, such as minus 1, minus 2, etc., until a threshold. Additionally or alternatively, an increment can be used as needed. This allows for the fact that authentication may succeed at the device 200 and the server 300 but the increment of the counter at the card may fail, or vice versa, where the increment of the counter at the card is successful but authentication fails at the device 200 or the server 300. This way may result in multiple executions of the verification. In one embodiment, the cryptographic function is a keyed bijective function; for example, encryption or signature with message recovery. This has the advantage that the counter 124 can be recovered from the token by applying the keyed inverse function. In this case, the counters 124 and 314 can be compared explicitly. Even if the counters 124 and 314 are not exactly equal, this provides greater flexibility in allowing the authentication to proceed. Additionally, there is no need to perform multiple verifications for different values of the counter to cover the possibility of a difference between the two counters.
[0117] In one embodiment, a token is calculated (e.g., as described above) and verified by the server 300. Additionally, the server 300 generates and sends new authentication data 122 and updates the authentication data 312. The device 200 receives the new authentication data and sends it to the entertainment card 110 for writing to the memory 120. For example, a new symmetric key or a new private key can be written to the memory 120. The new authentication data is also updated in the server 300 (e.g., the authentication data 314 and / or the database 340). This has the advantage that an illegal copy of the entertainment card 110 will have old authentication data. For example, whenever a card is authenticated, its authentication data is updated, with the effect that all previous copies of the entertainment card become invalid. If someone attempts to authenticate an illegal copy, its authentication data will not correspond to the authentication data stored in the server 300, so the authentication will fail.
[0118] In one embodiment, a random string can be used for the authentication data without applying an encryption function, such that the token is equal to the authentication data. If the authentication data is always updated, then this would be a particularly low-cost solution for authenticating entertainment cards. To verify the token, the server 300 compares it with the stored authentication data.
[0119] An advantage of updating the authentication data is that copies of the card automatically become invalid. If a user makes an unauthorized copy of a card, then the first card verified by the server 300 is the valid card, at least to the extent that the server can determine. This is an incentive for people not to have their cards copied, because if the copy is verified first, the original automatically becomes invalid.
[0120] For example, the entertainment card authentication server can be arranged to generate new authentication data and, if the verification is successful, send the new authentication data to the entertainment card authentication device. The new authentication data can be a new key or a new random string. The entertainment card authentication device can be arranged to receive the new authentication data via the communication unit and send the new authentication data to the entertainment card via the antenna. The entertainment card can be arranged to receive the new authentication data via the antenna and write the new authentication data to the memory.
[0121] In one embodiment, the memory 120 can store a key. The processing circuit 140 can be configured to encrypt a counter using the key. The token can include the encrypted counter. The processing circuit 140 can receive a challenge from the authentication device 200. The challenge can also be encrypted. Instead of encryption, a signature can be calculated and included in the token. The signature can be an asymmetric signature or a symmetric signature, such as a MAC, such as a keyed hash, etc. The key can be a private key.
[0122] In one embodiment, the memory 120 stores a private key and a corresponding public key. The public key can be retrieved by the device 200 from the chip. A counter can also be retrieved. The token can include or can be a signature on the challenge and / or the counter. The authentication device 200 can use the public key to verify the signature. For example, the signature can be verified by the counter and / or the challenge. The public key can be protected in a conventional manner, e.g., using a signature certificate such as an X.509 certificate. Interestingly, this allows the token to be verified locally, e.g., using a key read from the entertainment card, and allows the token to be verified non-locally at the server 300 using the public key stored at the server 300. In one embodiment, the authentication data on the entertainment card 110 is updated only when the token is verified by the server 300, rather than when the token is verified locally. Note that updating the authentication data is optional.
[0123] In one embodiment, before authenticating the entertainment card 110, the authentication device 200 requests a challenge from the server 300. The server 300 generates a challenge and sends it to the authentication device 200. Then the authentication device 200 requests a token from the entertainment card 110. The entertainment card 110 can process the challenge, e.g., with a counter, with a key, e.g., encrypting or signing the challenge. The token can also include an identifier of the entertainment card 110. Then the authentication device 200 can forward the token to the server 300 for verification.
[0124] The system can be used to store one or more game parameters. For example, the game parameters can be stored at the card 110 and / or at the server 300. When the game parameters are needed, e.g., during gameplay, the game parameters can be retrieved from the card 110 and / or at the server 300, e.g., via the authentication device, e.g., a mobile phone.
[0125] For example, the memory 120 can include game parameters that can enhance the gameplay in various ways. For example, the game parameters can be modified when verifying the authenticity of the entertainment card. For example, if an authentication token is sent by a correctly verified entertainment card, modified game parameters can be provided. For example, the modified game parameters can be provided to the entertainment card and stored thereon. For example, the modified game parameters can be displayed on the display of the authentication device. The game parameters can alternatively or additionally be stored at the server 300.
[0126] For example, game parameters can represent so-called experience values. For example, cards can acquire experience values, which can be stored in a database, for example, at the server 300 and / or the card 110. Experience values can be obtained by using the cards in a tournament. Over time, the cards can become better by acquiring experience values. This will motivate players to participate in tournaments by upgrading their cards. In addition, the monetary value of entertainment cards comes from playing the game, rather than using them as proxies in the stock market.
[0127] Figure 2 An embodiment of an entertainment card system 400 is schematically shown. Figure 2 An entertainment card 410 is shown. The entertainment card 410 has visible printed information 411 thereon. The printed information 411 can include a picture 416 and text 414. For example, the picture can show game characters and the text can show game parameters, such as abilities, etc.
[0128] The entertainment card 410 can include a chip 412 and an antenna 413. The chip and the antenna can be configured as described herein. For example, the antenna 413 can be arranged for wireless communication with an authentication device, for example. The chip 412 can be configured to:
[0129] - wirelessly receive a digital command from an electronic entertainment card authentication device via the antenna,
[0130] - create an authentication token in response to receiving the authentication command, the creation including reading authentication data and a counter from a memory and applying a cryptographic function to the authentication data and the counter,
[0131] - wirelessly transmit the authentication token to the device via the antenna, and
[0132] - increment the counter stored in the memory.
[0133] Figure 2 A mobile phone 450 is further shown. The mobile phone 450 can be configured as an authentication device. The mobile phone 450 can include a communication unit arranged to communicate with an entertainment card authentication server via a computer network, and an antenna arranged for wireless communication with an entertainment card (such as the entertainment card 410).
[0134] A mobile phone 450, such as an application installed thereon, can be configured to communicate with a chip 412 and receive information. This information can include an ID identifying the card 410. The mobile phone 450 can obtain information about the entertainment card and / or entertainment cards of this type. For example, the phone 450 can obtain information from the chip 412 or from a server (such as, for example, server 300). For example, an entertainment card authentication server can be arranged to send information about the entertainment card for display on an entertainment card authentication device. For example, information can be requested from the server 300 using the ID. The mobile phone 450 can be configured to display the information. For example, in such a case, the phone 450 displays a picture (such as picture 416), text (such as text 414, additional text 415). For example, the additional text 415 can include additional game parameters. The phone 450 can be configured to:
[0135] - wirelessly send a digital authentication command to the entertainment card via an antenna,
[0136] - receive an authentication token from the entertainment card in response to the digital authentication command,
[0137] - send the authentication token to an authentication server via a communication unit, and
[0138] - receive information about the authenticity of the entertainment card from the authentication server.
[0139] When an entertainment card (such as card 410 or 110) is used for the first time, it can be claimed by the user. For example, an authentication device (such as 200 or 450) can include a user identifier that identifies a user of other services of the entertainment card authentication server. The entertainment card authentication device can be configured to send the user identifier with the authentication token. The entertainment card authentication server is arranged to associate the user identifier with an entertainment card identifier in the memory of the entertainment card authentication server, and the entertainment card authentication server is arranged to provide access to the entertainment card in other services. For example, after manufacturing card 110 or 410, its ID can be registered with the server. The card can initially be registered as unclaimed. When the token of the card is received and verified for the first time, the user ID received together with the token can be stored by the server as the owner or claimant of the entertainment card. For example, a consumer can scan the entertainment card after opening the package to claim ownership, for example, using his smartphone. The original seller (such as a manufacturer or retailer) may be the first owner of the card. In this case, the seller needs to transfer ownership to the buyer of the card. This can be linked to a cash register or an online e-commerce store. The store may be the current owner; after payment, the ownership will be transferred, or the owner lock status will be released, so that someone (such as the purchaser) can claim ownership.
[0140] When a user obtains a card from a previous owner, he can send a token with the new user ID to register the new owner or claimant of the card. This allows users to manage their card collections online, for example via a website maintained by the server 300. It also allows the system to track theft, mark cards as lost or set a transfer lock on the card. For example, the transfer lock can be implemented by storing a blacklist of card ids that have not been transferred at the server 300, for example. If a card is stolen, it can be reported like this via the online collection (e.g., website). If a claim on the card is received, a signal can be generated so that appropriate follow-up actions can be taken, such as asking the new owner to legally prove his identity. Depending on the configuration, there may be different requirements for transferring the digital ownership of the card. One embodiment is that physical access to the card results in the transfer of ownership, so that an authentication token can be used to validate the operation. Another embodiment is that transferring ownership only requires digital ownership. The last embodiment is that transferring ownership requires both physical and digital ownership.
[0141] Interestingly, this allows the user to link his physical card collection to an online card collection, also known as a "digital twin". For example, scanning an NFC card and transferring ownership adds it to a person's online collection. This can allow people to play games online and offline with the entertainment cards they own. For example, the server 300 can be arranged for online gameplay between two or more players using their online card collections. Offline, the same or different users can use their physical cards to play the same or different games. Interestingly, online gameplay may allow for changing game parameters. When an entertainment card is verified, the changed game parameters can be downloaded to the card. An authentication device, such as a mobile phone, can be used to write and / or read the game parameters. This allows for offline gameplay using the changed game parameters that were changed via online gameplay. For example, a card can be upgraded online, which can benefit the offline user when using the physical (e.g., paper) card.
[0142] For example, an entertainment card authentication server can maintain a collection of cards for multiple users (such as players), for example, in a database that stores the cards authenticated for the users. The server can provide various forms of additional services. For example, the server can provide a digital game competition interface that is configured to receive game competition instructions that reference the user's cards. For example, the instructions can be game competition actions received from the user or from some other user. The instructions can reference the user's cards for a game-related purpose. Before allowing the instructions to be completed (such as performing a game-related objective), the entertainment card authentication server can verify that the referenced cards have been authenticated for the user, for example, by referring to the database. The server can operate this interface for its own purposes, for example, if the server is also configured as a game server; however, the server can also or alternatively perform this service for a third-party game server. This feature can enable online games to reflect games that can be played in real life, for example, using the same cards.
[0143] A potential problem with wirelessly updating entertainment cards (especially when the entertainment cards do not have their own power source) is the corruption of the entertainment card date. This problem can be solved by a card memory that includes at least two areas for storing authentication data. The processor of the card is arranged to write the authentication data to an area of the memory that is different from the area that stores the authentication data used to generate the authentication token. This ensures that the authentication data used to effectively create the token and thus is not corrupted remains valid and stays on the card. The next time a token is needed, the updated data is used, thereby overwriting the old authentication data. For example, the area can include a counter such that initially the highest counter is used to generate the token, and only when the data is corrupted or the token is proven invalid is the old data used to create the token.
[0144] Another potential problem is that someone might try to claim a card (e.g., when the card is in a store) without purchasing it, for example, claim the card as the first owner. People might do this to add the card to an online collection without having to purchase the card, for example, to assist in an online game competition, or perhaps out of mischief. There are several ways to solve this problem.
[0145] For example, the entertainment card can be wrapped in foil, for example, as part of a pack. The foil can be a metal foil or can be lined with a metallic material to attenuate wireless signals entering or originating from the antenna of the entertainment card.
[0146] For example, in addition to one or more entertainment cards, an entertainment card pack can include another card that includes an antenna arranged for wireless communication and processing circuitry arranged to distort the wireless signals of the one or more entertainment cards.
[0147] For example, an entertainment card may set its owner as the retailer selling the card. At the time of purchase, the retailer needs to unset the owner of the card so that the buyer of the card can claim the card as it is not protected by any ownership, or the retailer needs to transfer the card ownership digitally to its buyer. The buyer conveys their player id to the retailer, for example, by entering a code, scanning a QR code, or transferring wirelessly using 3G, WiFi, or NFC. A request is then sent to the server 300 using the code, and the server updates the owner of the card.
[0148] Alternatively, a unique code printed inside the pack or on the card included in the pack can be used to set the card owner.
[0149] Figure 3a An example of an embodiment of a blockchain 500 is schematically shown. Two blocks of the blockchain are shown: block 510 and block 520. The blocks include one or more transactions. Transactions 511, 512, 521, and 522 in blocks 510 and 520 are shown respectively. These blocks also include proof-of-consensus 519 and 529 respectively. The proof-of-consensus is calculated by the blockchain devices and can be, for example, proof-of-work or proof-of-stake etc. The transactions can indicate the claiming and / or transfer of entertainment cards. The transactions can indicate the authentication of entertainment cards.
[0150] Figure 3b An example of an embodiment of a blockchain network 530 is schematically shown. The blockchain network 530 includes blockchain devices, and blockchain devices 531, 532, and 533 are shown. For example, the blockchain network 530 can be a peer-to-peer network in which blocks, transactions, etc. in the blockchain are communicated. For example, an authentication device (e.g., device 200, 450, etc.) or a server can generate a blockchain transaction including an entertainment card identifier and transmit the blockchain transaction to the blockchain network so that the transaction is processed by the blockchain management device to be included in a block on the blockchain. The transaction can include an authentication token. The blockchain devices are sometimes referred to as miners.
[0151] In one embodiment, the public key of the card can be stored in the blockchain while the private key is uploaded to the chip. This can be done, for example, during card manufacturing or at the time of first claiming the card etc. The blockchain can replace the database 340.
[0152] Saving the card or card transactions on the blockchain can prevent server-side hacking. For example, the transaction lineage can be checked for transactions. In addition, it becomes more difficult to transfer the card twice as it can be verified on the blockchain who the owner of the card is. The cost of hosting the blockchain devices can ultimately be borne by the players. For example, the blockchain miners can be awarded points that can be redeemed for exclusive mining foils.
[0153] In one embodiment of a card system or method, one or more of the following may be performed:
[0154] 1. Create a print command.
[0155] a. Create a new key pair, such as a public key, private key pair. Create a card ID. The card ID can be a hash of the public key. Sign the new card ID with the private key authorized for the card. A symmetric key can be used instead of a key pair. For example, a private key, i.e., the card ID, can be stored on the card. The public key can also be stored on the card to allow local verification. The public key and the card ID can be stored in a database.
[0156] b. The card is printed with an embedded NFC chip.
[0157] c. The public key can be stored in a blockchain, a database, etc.
[0158] i. For example, each unique key can be stored in a database rich in card data
[0159] 2. The print command and the key are sent to the printing press
[0160] 3. Upload the private key to a chip embedded in the physical card, such as an NFC chip. The finished card can contain an NFC chip, where the unique private key is stored on the card and the corresponding public key is stored in the database
[0161] 4. Package, distribute, and / or sell the cards to consumers
[0162] 5. Claim unclaimed cards, such as sending a command to the card to obtain a digital signature, e.g., Sig = sign(private key, message). The message can include a counter and / or a challenge.
[0163] 6. Verify the digital signature using the corresponding blockchain. The public key can be obtained locally from the card, the server, and the blockchain. Verify (private key, message, signature) to verify authenticity. If successful, the card can be claimed. The verification can be done on the server or on an authentication device.
[0164] 7. Send a success response to the application. The transaction can be stored in the blockchain. New private and public keys can be generated and uploaded (this is optional). For example, the existing private key on the chip may be overwritten by a new private key. Transferring cards can follow the same procedure.
[0165] Typically, an entertainment card, an authentication device, and a server each include a microprocessor that executes appropriate software stored at the device; for example, the software may have been downloaded and / or stored in a corresponding memory, such as volatile memory (such as RAM) or non-volatile memory (such as flash memory). Alternatively, the device (especially the entertainment card) can be implemented wholly or partly as a so-called application-specific integrated circuit (ASIC), for example, an integrated circuit (IC) customized for their specific use. For example, the circuit can be implemented in CMOS, for example, using a hardware description language, such as Verilog, VHDL, etc.
[0166] In one embodiment, the entertainment card, the authentication device, and / or the server can include one or more processing circuits to implement their functions. The circuit can be a processor circuit and a storage circuit, and the processor circuit executes instructions represented in electronic form in the storage circuit.
[0167] The processor circuit can be implemented in a distributed manner, for example, as multiple sub-processor circuits. One storage can be distributed over multiple distributed sub-storages. Part or all of the memory can be electronic memory, magnetic memory, etc. For example, the storage can have a volatile part and a non-volatile part. Part of the storage can be read-only. The circuit can also be an FPGA, an ASIC, etc.
[0168] Figure 4 An example of an embodiment of an entertainment card authentication method 600 is schematically shown. The method 600 includes:
[0169] - wirelessly sending (610) a digital command to an entertainment card authentication device via an antenna to cause the entertainment card to create an authentication token, the entertainment card including an electronic memory (120) storing authentication data (122) and a counter (124), creating the authentication token including applying an encryption function to the authentication data and the counter,
[0170] - wirelessly receiving (620) the authentication token from the device via the antenna,
[0171] - verifying (630) the authentication token with the counter and the authentication data stored in the memory of the entertainment card authentication server.
[0172] Many different ways of performing the method are possible, which will be obvious to those skilled in the art. For example, the steps can be executed in the order shown, but the order of the steps can be changed or some steps can be executed in parallel. In addition, other method steps can be inserted between the steps. The inserted steps can represent improvements to the method such as those described herein, or can be unrelated to the method.
[0173] Implementations of the method can be performed using software that includes instructions for causing a processor system to perform method 600. The software can include only those steps taken by a particular sub - entity of the system. The software can be stored in a suitable storage medium (such as a hard disk, floppy disk, memory, optical disk, etc.). The software can be sent as a signal along a cable or wirelessly or using a data network (e.g., the Internet). The software can be available for download and / or for remote use on a server. Implementations of the method can be performed using a bitstream arranged to configure programmable logic (e.g., a field - programmable gate array (FPGA)) to perform the method.
[0174] It should be understood that the present invention also extends to computer programs suitable for putting the present invention into practice, in particular computer programs located on or in a carrier. The program can be in source code form, object code form, intermediate code form between source code and object code (such as a partially compiled form), or any other form suitable for use in implementing the implementations of the method. Implementations relating to a computer program product include computer - executable instructions corresponding to each processing step in at least one of the methods set forth. These instructions can be subdivided into sub - routines and / or stored in one or more files that can be statically or dynamically linked. Another implementation relating to a computer program product includes computer - executable instructions corresponding to each device in at least one of the systems and / or products set forth.
[0175] Figure 5a A computer - readable medium 1000 is shown that has a writable portion 1010 including a computer program 1020, the computer program 1020 including instructions for implementing an entertainment card, an authentication device, and / or a server on a processor system according to one implementation. The computer program 1020 can be implemented on the computer - readable medium 1000 as a physical mark or by magnetization of the computer - readable medium 1000. However, any other suitable implementation is also conceivable. In addition, it should be understood that although the computer - readable medium 1000 is shown here as an optical disk, the computer - readable medium 1000 can be any suitable computer - readable medium (such as a hard disk, solid - state memory, flash memory, etc.) and can be non - recordable or recordable. The computer program 1020 includes instructions for causing the processor system to act as an entertainment card, an authentication device, and / or a server.
[0176] Figure 5b A schematic representation of a processor system 1140 according to one implementation of an entertainment card, an authentication device, and / or a server is shown. The processor system includes one or more integrated circuits 1110. The architecture of the one or more integrated circuits 1110 is schematically shown inFigure 5b Among them, circuit 1110 includes a processing unit 1120, such as a CPU, for running computer program components to execute the method according to one embodiment and / or to implement the modules or units of the method. Circuit 1110 includes a memory 1122 for storing program code, data, etc. A part of the memory 1122 can be read-only. Circuit 1110 can include communication elements 1126, such as antennas, connectors, or both. Circuit 1110 can include an application-specific integrated circuit 1124 for performing part or all of what is defined in the method. The processor 1120, memory 1122, application-specific IC 1124, and communication elements 1126 can be interconnected via an interconnect 1130 (such as a bus). The processor system 1110 can be arranged to implement contact communication and / or non-contact communication using connectors and / or antennas respectively.
[0177] For example, in one embodiment, the processor system 1140 (such as an entertainment card, authentication device, or authentication server) can include a processor circuit and a memory circuit, and the processor is arranged to execute software stored in the memory circuit. For example, the processor circuit can be an Intel Core i7 processor, an ARM Cortex-R8, etc. In one embodiment, the processor circuit can be an ARM Cortex M0. The memory circuit can be a ROM circuit or a non-volatile memory (such as flash memory). The memory circuit can be a volatile memory, such as SRAM memory. In the latter case, the device can include a non-volatile software interface arranged to provide software, such as a hard disk drive, a network interface, etc.
[0178] Figure 6 An example of an embodiment of an entertainment card system 600 is schematically shown. Figure 6 The claiming of an item is further visualized, for example, the ownership of the claimed item.
[0179] System 600 includes multiple entertainment cards; one entertainment card 610 is shown. The entertainment card 610 can have various information printed on it; the card name "Card Name 1" and a picture are shown. The entertainment card 610 includes an electronic tag 612. The tag 612 can store an entertainment card identifier, such as a number, etc. In an alternative embodiment, a computer-readable identifier, such as a QR code, etc., can be used. However, QR codes can be simply reused, so the latter is not preferred.
[0180] System 600 includes a mobile scanning device 620, such as an entertainment card authentication device. System 600 includes an authentication platform 630, such as an entertainment card authentication server. The mobile scanning device 620 is configured to read the tag 612 and communicate with the authentication platform 630. For example, the authentication platform 630 may be configured to store information about entertainment cards (such as entertainment card 610). For example, the authentication platform 630 may store item records and identifier records. The authentication platform 630 may also store ownership information, such as the identifier of the user who currently owns (such as recently claimed) a particular entertainment card.
[0181] Figure 6 As shown, the mobile scanning device 620 and the authentication platform 630 are configured for two protocols. A protocol for verifying the authenticity of the entertainment card 610, and a protocol for claiming ownership of the entertainment card 610.
[0182] Figure 7 More specifically, an embodiment of an entertainment card system 600 is schematically shown, and specifically an embodiment of an embodiment of a protocol for verifying the authenticity of the entertainment card 610 is shown. In response to a request from the mobile scanning device 620 to verify the authenticity of the entertainment card 610, the authentication platform 630 may generate a web page that can be downloaded from the authentication platform 630 by requesting a specific computer network address (such as a web address (such as, URL)). For example, in response to a request, a proof URL may be generated. When accessing the URL (such as using a web browser), the status of the card can be obtained.
[0183] Figure 7 Three possible responses are shown. For example, according to the web page 641, the page contains information that the card is authentic, such as information that it is recorded in the database of the server 630. Additional information may be the time when the card becomes effective.
[0184] Optionally, the proof link (such as the URL to the web page 641) may be valid for a limited time. Although the page 641 shows the time of the last authenticity check, this may be overlooked by some consumers, thus opening a window for fraudulent transactions. The proof link according to this option is only valid for a limited time. For example, the web page 642 shows that the proof link has expired. For example, according to the web page 643, the link may be invalid. For example, when the card cannot be authenticated, this page may be displayed.
[0185] Therefore, in this embodiment, a proof link can be generated based on the scanning of the entertainment card, such as generating a link (such as a URL) that may be temporary, and the authenticity and physical access can be proven through the proof link.
[0186] For example, in one embodiment, a user can scan his card with his mobile phone and thereby receive a proof link. The proof link (e.g., URL) can then be forwarded to other people, for example, via a chat application, a marketplace, or email, etc. For example, the link can be included when the card is referenced online (such as on a web page); for example, the link can be included when the card is sold on eBay, etc.
[0187] Then, another user can verify the information, such as the authenticity of the card itself. For example, this can be used during a negotiation for a sale or during a gaming tournament, etc.
[0188] In one embodiment, the system is configured for a method of remotely proving physical possession of a physical item (such as an entertainment card). For example, scan the card and obtain a unique code from an authentication server. The code can be verified on the server. The unique code can include a computer network address (e.g., URL), although this is not required. The unique code or URL can be sent to another party, such as a trading partner, another device, or an online marketplace. This token can be checked to prove whether someone actually carried the product and optionally when someone actually carried the product.
[0189] The marketplace is based on the registration of ownership of authenticated physical items (such as entertainment cards). The marketplace can be implemented as a server or a cloud instance, etc., as an entity to which or from which messages can be sent via a computer network. For example, the marketplace can include a computer. For example, the marketplace can include a web server. The marketplace can be integrated (e.g., included) in the authentication server.
[0190] In one embodiment, an online system is provided in which people register the items they own and can use authentication methods to verify the items they own. In the marketplace, the owners can be considered potential sellers because they have items that may be sold if the price or circumstances are right. For example, each time an owner scans or verifies an item, fields may be updated with the time of the last interaction with the item by someone and the time of the current owner's interaction with the item.
[0191] A buyer who wishes to purchase a certain type of product can query the server that stores all the registered items. The buyer can set a price range and a distance in the marketplace. Then, the marketplace will find potential sellers. The results of the query can be scored based on one or more of the following:
[0192] - Proximity / distance between the buyer and the potential seller,
[0193] - Time since the last interaction of the potential seller with the item,
[0194] - Time since the potential seller first interacted with the item,
[0195] - The time since the potential seller first became the registered owner of the item,
[0196] - The number of times the potential seller has responded to offers for the item,
[0197] - The number of times the potential seller has accepted offers for the item,
[0198] - The percentage of offers accepted by the potential seller,
[0199] - The time when the potential seller was last active in the market, e.g., by using an app or website,
[0200] - If known to the system, the price paid by the potential seller for the item,
[0201] - If known to the system, the historical retail price of the item,
[0202] - If known to the system, the current retail price of the item,
[0203] - If known to the system, the current market price of the item,
[0204] - If set, the selling price set by the potential seller for the item.
[0205] The market can add potential sellers to a list. For this list, new potential sellers can be added regularly as long as the query is in an active state. The buyer can manually indicate interest in a specific seller from the sellers presented in the potential seller list. Then, the seller can receive a notification that someone is interested in buying the item they own, such as a push notification, email, etc. If the seller indicates that he / she is also interested in selling, the buyer and seller can:
[0206] - Manually conduct negotiations to discuss the status of the item and the terms of the transaction, or
[0207] - Accept the transaction and receive information about delivery / shipping and payment.
[0208] The market can be configured to automatically find the highest-rated potential sellers in parallel and notify them of the interest. There can be a maximum number of simultaneous outstanding (e.g., configured to be in parallel) offers. The list of outstanding offers can be checked regularly for expired offers. If the maximum parallelism has not been reached, the market adds the next highest-rated offer to the current list.
[0209] After accepting the transaction, the system can update the owner field of the item. From that moment on, the buyer is considered the registered owner of the item.
[0210] The market can be configured with a recommendation system for digital twins, collectibles, etc. For example, the market can be configured with a computer algorithm that analyzes the user-registered digital twins or a subset of digital twins and owners of physical items from a database to detect the membership of hidden or non-hidden classes of objects in order to recommend other objects (such as entertainment cards) that must be obtained to complete an obvious set of objects (such as a list of card decks or an expansion set of a game) or a hidden class (such as synergistic cards that are often associated with each other). An example of a hidden class is "Brainstorm" and "Fetchlands". Although they are not directly related to each other, the owner of "Fetchlands" would benefit from obtaining "Brainstorm", which is a well-known synergistic effect in the card game Magic: The Gathering. The recommendation system quantifies other non-obvious synergistic effects. The detected item associations are mapped to related items in the database, and if the user already owns a part of the set, the detected item associations are recommended to him / her. The larger the ownership share of the set, the higher the card ranks in the recommended order.
[0211] Figure 8a An embodiment of a data model of an implementation of the market application is schematically shown. Figure 8b An embodiment of a process diagram of an implementation of the market application is schematically shown. Interestingly, since an item has an owner, the market application has information indicating who owns a particular card. The market allows potential buyers of a card to ask the owner if they want to sell it.
[0212] For example, scoring can be completed based on Figure 8a the information indicated in, but scoring can also be completed based on location (e.g., GPS location, e.g., distance) and user ratings as a buyer and / or seller. The list of available items and their scores can be saved. Potential sellers can be notified, for example, maximally in parallel, e.g., up to 5 at a time. These offers may be accepted, rejected, negotiations may take place, or these offers may expire, etc. The list of valid orders is updated each time the maximum parallelism is not reached.
[0213] Figure 8bAn embodiment of the process of searching, matching, and executing transactions on an implementation of a market application is shown. In one implementation, the market application maintains a queue of valid queries. For example, a buyer can start by creating a query in the market. The query can be added to the list of valid queries in the market, such as a queue of valid queries. The queue of valid queries can be executed periodically and / or in response to adding a query to the queue and / or using a job queue runner. The system can execute valid queries using parameters that can be set by a user (e.g., based on, for example, cards, distance, price, etc.). For example, each result may be given a score and may be added as an offer linked to the query.
[0214] The offer with the highest score added to the query can be activated and presented to the owner of the item associated with the offer. This person or entity is referred to as the potential seller. For example, this can be performed by a different process, which can be performed periodically, in response to adding an offer to a query, in response to rejecting another offer, and / or using a job queue runner, etc. In one implementation, the maximum number of simultaneously valid offers can be restricted, for example, to reduce the number of fulfilled / accepted orders that are still presented to potential sellers. If a potential seller receives too many offers that cannot be accepted because others have already accepted them, the potential seller is likely to consider the value of the notifications to be low and may not even respond to the offers at all due to disappointment.
[0215] When an offer is activated, a notification is sent to the potential seller. The notification can be in the form of a push notification, an email, a text message, etc. The potential seller can open the offer in the market using an application or a web application. The potential seller can have multiple options to respond to this offer. For example, his options can include one or more of the following:
[0216] - The potential seller can accept the offer. The ownership of the item can be transferred directly or upon confirmation of payment, depending on the terms used in the transaction. If the buyer has prepaid for the item, or when the buyer's payment details are known, or when the buyer has sufficient credit in his account, the payment confirmation can be completed immediately.
[0217] - The potential seller can reject the offer and set conditions regarding when he would be interested in selling. This can be a minimum price, distance, or not selling at all. This information will then be used for future queries.
[0218] - The potential seller can initiate negotiations. This is not a permanent result but will allow both parties to establish terms and conditions and then accept or reject the offer.
[0219] If a potential seller does not respond within the set time, the offer is marked as "expired". The ratio or quantity of expired offers can be used for better matching in the future. If another potential seller accepts the offered query, all other offers for that query are marked as "adopted". This status does not penalize potential sellers in the matching and scoring algorithms.
[0220] If the buyer decides to cancel his query, all public offers are marked as "cancelled". This status does not penalize potential sellers, but penalizes the buyer in the matching and scoring algorithms. An embodiment can be to limit the number of simultaneously public offers for a query.
[0221] Figure 9a An example of an embodiment of an entertainment card is schematically shown. For example, a tag can be embedded in the card.
[0222] The techniques described herein for entertainment cards can also be applied to other physical objects. Figure 9b An example of an embodiment of a card binder is schematically shown. For example, a tag similar to the tags used in entertainment cards can be embedded in the cover (e.g., the front cover or inner cover, etc.). This allows for the verification or transfer of the card binder. Using the same technique, one can scan the folder. Figure 10 An example of an embodiment of a shoe, in this case a sports shoe, is schematically shown, in which a tag is embedded. All embodiments discussed for entertainment cards can be modified for sports shoes or binders.
[0223] It should be noted that the embodiments mentioned above illustrate rather than limit the invention, and those skilled in the art will be able to design many alternative embodiments.
[0224] In the claims, any reference signs placed between parentheses shall not be construed as limiting the claim. The use of the verb "comprise" and its conjugations does not exclude the presence of other elements or steps than those listed in a claim. The article "a" or "an" preceding an element does not exclude the presence of a plurality of such elements. When a phrase such as "at least one of..." precedes a list of elements, it means any subset of the elements selected from the list. For example, the phrase "at least one of A, B, and C" should be understood to include only A, only B, only C, both A and B, both A and C, both B and C, or all of A, B, and C. The invention can be implemented by hardware (including several discrete elements) and by a suitably programmed computer. In a device claim enumerating several devices, several of these devices can be implemented by the same item of hardware. The mere fact that certain measures are recited in mutually different dependent claims does not indicate that a combination of these measures cannot be used to advantage.
[0225] In the claims, the references in parentheses refer to reference signs in the drawings of the embodiments or to formulas of the embodiments, thus increasing the intelligibility of the claims. These references are not to be construed as limiting the claims.
Claims
1. An entertainment card system (100) arranged to authenticate entertainment cards for playing card games, the entertainment card system comprising an entertainment card (110), an entertainment card authentication device (200), and an entertainment card authentication server (300), wherein A: The entertainment card (110) includes: - A first electronic memory (120) storing authentication data (122) and a counter (124), wherein the authentication data stored in the entertainment card includes a private key in a public key / private key pair, - A first antenna (130) arranged for wireless communication, - A first processing circuit (140) arranged to: - Wirelessly receive a digital authentication command from an electronic entertainment card authentication device via the first antenna, - Create an authentication token in response to receiving the digital authentication command, the creating including reading the authentication data and the counter from the first electronic memory and applying an encryption function to the authentication data and the counter, - Wirelessly transmit the authentication token to the entertainment card authentication device via the first antenna, and - Increment the counter stored in the first electronic memory, B: The entertainment card authentication device (200) is arranged to verify the authenticity of the entertainment card, the entertainment card authentication device including: - A first communication unit (210) arranged to communicate with the entertainment card authentication server via a computer network, - A second antenna (220) arranged for wireless communication with the entertainment card, - A second processing circuit (230) arranged to: - Wirelessly send a digital authentication command to the entertainment card via the second antenna, - Receive an authentication token from the entertainment card in response to the digital authentication command, - Send the authentication token to the entertainment card authentication server via the first communication unit, and - Receive information regarding the authenticity of the entertainment card from the entertainment card authentication server, C: The entertainment card authentication server (300) is arranged to verify the authenticity of the entertainment card, the entertainment card authentication server including: - A second electronic memory (310) for storing authentication data and a counter, wherein the authentication data stored in the entertainment card authentication server includes a public key in a public key / private key pair, - A second communication unit (320) arranged to communicate with the entertainment card authentication device via the computer network, - A third processing circuit (330) arranged to: - Receive the authentication token from the entertainment card authentication device, - Verify the authentication token using the counter and authentication data stored in the second electronic memory of the entertainment card authentication server, and - If the verification is successful, send information indicating authenticity to the entertainment card authentication device and increment the counter in the second electronic memory of the entertainment card authentication server.
2. An entertainment card arranged for playing card games, the entertainment card comprising: - An electronic memory storing authentication data and a counter, wherein the authentication data stored in the entertainment card includes a private key in a public key / private key pair, - An antenna arranged for wireless communication, - A processing circuit arranged to: - Receive wirelessly a digital authentication command from an electronic entertainment card authentication device via the antenna, - Create an authentication token in response to receiving the digital authentication command, the creating including reading the authentication data and the counter from the memory and applying an encryption function to the authentication data and the counter, and - Transmit the authentication token wirelessly to the entertainment card device via the antenna, - Increment the counter stored in the memory.
3. The entertainment card according to claim 2, wherein, - The processor circuit of the entertainment card is arranged to: - Receive new authentication data via the antenna and write the new authentication data into the memory.
4. The entertainment card according to claim 3, wherein, - The memory includes at least two regions for storing authentication data, and the processor of the card is arranged to write the authentication data into a region of the memory different from the region storing the authentication data used to generate the authentication token.
5. The entertainment card according to claim 2, wherein the memory of the entertainment card includes an entertainment card identifier, and the authentication token includes the entertainment card identifier.
6. The entertainment card according to claim 2, wherein the antenna is configured for NFC communication.
7. The entertainment card according to claim 2, the entertainment card being wrapped in a foil, wherein the foil is a metal foil or lined with a metallic material to attenuate wireless signals entering or emanating from the antenna.
8. An entertainment card authentication device for verifying the authenticity of an entertainment card, the entertainment card authentication device comprising: - A communication unit arranged to communicate with an entertainment card authentication server via a computer network, - An antenna arranged for wireless communication with the entertainment card, wherein the entertainment card stores authentication data including a private key in a public key / private key pair, and the entertainment card authentication server stores authentication data including a public key in a public key / private key pair, - A processing circuit arranged to: - Transmit wirelessly a digital authentication command to the entertainment card via the antenna, - Receive an authentication token from the entertainment card in response to the digital authentication command, - Transmit the authentication token to the entertainment card authentication server via the communication unit, and - Receive information about the authenticity of the entertainment card from the entertainment card authentication server.
9. The entertainment card authentication device according to claim 8, wherein the entertainment card authentication device is arranged to authenticate the entertainment card authentication server.
10. The entertainment card authentication device according to claim 8, wherein the entertainment card authentication server is arranged to send information about the entertainment card for display on the entertainment card authentication device.
11. The entertainment card authentication device according to claim 8, wherein the memory includes game parameters for the entertainment card, and modifies the game parameters when a correctly verified authentication token is received, and the game parameters are sent together with information indicating authenticity.
12. The entertainment card authentication device according to claim 8, wherein, - the processor circuit of the entertainment card authentication device is arranged to: - receive new authentication data through the communication unit and send the new authentication data to the entertainment card through the antenna.
13. The entertainment card authentication device according to claim 8, wherein the memory of the entertainment card includes an entertainment card identifier, and the authentication token includes the entertainment card identifier.
14. An entertainment card authentication server for verifying the authenticity of an entertainment card, the entertainment card authentication server including: - an electronic memory for storing authentication data and a counter, wherein the authentication data stored in the entertainment card authentication server includes a public key in a public key / private key pair, - a communication unit arranged to communicate with an entertainment card authentication device through a computer network, - a processing circuit arranged to: - receive an authentication token from the entertainment card authentication device, - verify the authentication token using the counter and authentication data stored in the memory of the entertainment card authentication server, and - if the verification is successful, send information indicating authenticity to the entertainment card authentication device and increment the counter in the memory of the entertainment card authentication server.
15. The entertainment card authentication server according to claim 14, wherein the processing circuit is arranged to: - generate an information page including the result of verifying the authentication token, - generate an identifier through which the information page can be accessed through a computer network, - make the identifier available to the entertainment card authentication device.
16. The entertainment card authentication server according to claim 14, wherein the memory includes a user identifier that identifies a user of other services of the entertainment card authentication server, - the entertainment card authentication device sends the user identifier with the authentication token, - the entertainment card authentication server is arranged to associate the user identifier with an entertainment card identifier in the memory of the entertainment card authentication server, and the entertainment card authentication server is arranged to provide access to the entertainment card in other services.
17. The entertainment card authentication server according to claim 14, arranged to: - generate a blockchain transaction including the entertainment card identifier in the memory of the entertainment card authentication server, - transmit the blockchain transaction to a blockchain network such that the transaction is processed by a blockchain management device to be included in a block on the blockchain.
18. The entertainment card authentication server according to claim 14, including: - a database storing the cards that have been authenticated for a user, - A digital game competition interface configured to receive game competition instructions referencing a user's card, and the entertainment card authentication server is configured to: - Before allowing processing of the game competition instructions, verify that the referenced card has been authenticated for the user.
19. The entertainment card authentication server according to claim 14, wherein the entertainment card authentication device is arranged to authenticate the entertainment card authentication server.
20. The entertainment card authentication server according to claim 14, wherein, - The processor circuit of the entertainment card authentication server is arranged to: - Generate new authentication data, - If the verification is successful, send the new verification data to the entertainment card authentication device.
21. The entertainment card authentication server according to claim 14, wherein the memory of the entertainment card includes an entertainment card identifier, and the authentication token includes the entertainment card identifier.
22. The entertainment card authentication server according to claim 14, wherein the entertainment card authentication server is arranged to send information about the entertainment card for display on the entertainment card authentication device.
23. The entertainment card authentication server according to claim 14, wherein the memory includes game parameters for the entertainment card, and modifies the game parameters upon receiving a correctly verified authentication token, and the game parameters are sent together with information indicating authenticity.
24. An entertainment card pack including one or more entertainment cards according to claim 2, the entertainment card pack including another card, the another card including an antenna arranged for wireless communication and a processing circuit arranged to distort the wireless signals of the one or more entertainment cards.
25. An entertainment card authentication method (600) for authenticating an electronic entertainment card, the method including: - Wirelessly send (610) a digital authentication command to the entertainment card via an antenna to cause the entertainment card to create an authentication token, the entertainment card including an electronic memory (120) storing authentication data (122) and a counter (124), creating the authentication token including applying an encryption function to the authentication data and the counter, wherein the authentication data stored in the entertainment card includes a private key in a public key / private key pair, - Wirelessly receive (620) the authentication token from the entertainment card authentication device via the antenna, - Verify (630) the authentication token with a counter and authentication data stored in the memory of the entertainment card authentication server, wherein the authentication data stored in the entertainment card authentication server includes a public key in a public key / private key pair.
26. A computer-readable medium (1000) including transient or non-transient data (1020) representing instructions that cause a processor system to execute the method according to claim 25.
27. An authentication system (100) arranged to authenticate an entity object, the authentication system comprising an entity object (110), an entity object authentication device (200), and an entity object authentication server (300), wherein A: The entity object (110) comprises: - A first electronic memory (120) storing authentication data (122) and a counter (124), wherein the authentication data stored in the entity object includes a private key in a public key / private key pair, - A first antenna (130) arranged for wireless communication, - A first processing circuit (140) arranged to: - Receive a digital authentication command wirelessly from an electronic entity object authentication device via the first antenna, - Create an authentication token in response to receiving the digital authentication command, the creating including reading the authentication data and the counter from the first electronic memory and applying an encryption function to the authentication data and the counter, - Transmit the authentication token wirelessly to the entity object authentication device via the first antenna, and - Increment the counter stored in the first electronic memory, B: The entity object authentication device (200) is arranged to verify the authenticity of the entity object, the entity object authentication device comprising: - A first communication unit (210) arranged to communicate with the entity object authentication server via a computer network, - A second antenna (220) arranged for wireless communication with the entity object, - A second processing circuit (230) arranged to: - Transmit a digital authentication command wirelessly to the entity object via the second antenna, - Receive an authentication token from the entity object in response to the digital authentication command, - Transmit the authentication token to the entity object authentication server via the first communication unit, and - Receive information about the authenticity of the entity object from the entity object authentication server, C: The entity object authentication server (300) is arranged to verify the authenticity of the entity object, the entity object authentication server comprising: - A second electronic memory (310) for storing authentication data and a counter, wherein the authentication data stored in the entity object authentication server includes a public key in a public key / private key pair, - A second communication unit (320) arranged to communicate with the entity object authentication device via the computer network, - A third processing circuit (330) arranged to: - Receive the authentication token from the entity object authentication device, - Verify the authentication token using the counter and authentication data stored in the second electronic memory of the entity object authentication server, - If the verification is successful, send information indicating authenticity to the entity object authentication device and increment the counter in the second electronic memory of the entity object authentication server.
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