Electronic fusion type manual war chess system
By designing data analysis database, user interface, map system, rule system, chess system and review system in the electronic fusion manual chess system, the problem that existing systems cannot achieve tactical round analysis and seamless connection between electronic and physical chess is solved, and more efficient decision-making and deeper strategy are achieved, as well as seamless interoperability of electronic and physical chess.
Patent Information
- Application Number
- CN202411977988.7
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-12-31
- Publication Date
- 2025-03-25
AI Technical Summary
The existing electronic fusion manual warrior chess system cannot achieve the long-term effect of judging different tactical modes through tactical round analysis and data analysis database, and it cannot achieve seamless connection and interoperability between electronics and physical warriors.
An electronic fusion manual chess system was designed, including a data analysis library, user interface, map system, rule system, chess system and review system. Through these systems, tactical round analysis and seamless connection and interoperability of electronic and physical chess.
Through the cooperation of the data analysis library, map system, rule system, chess system and review system, the user's gaming experience is optimized, decision-making efficiency and strategic depth are improved, and seamless connection and interoperability between electronics and physical war games are achieved.
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Figure CN119680182A_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to the technical field of wargame systems, and in particular to an electronic-integrated manual wargame system. Background Art
[0002] Manual wargames are combat simulation tools that use chess pieces representing combat forces on a chessboard representing the battlefield, using rules derived from practical combat experience to simulate the course of a war. They are used not only for military training and war research but also as a tool for entertainment and leisure. Electronically integrated manual wargame systems are combat simulation systems that combine traditional manual wargames with electronic technology. These systems retain the intuitiveness and interactivity of manual wargames while enhancing the efficiency, accuracy, and convenience of simulations through electronic means.
[0003] Chinese patent publication number CN101882388A discloses a universal two-in-one manual and computer wargame system, comprising wargame operators, a wargame map, an adjudication database module, an auxiliary adjudication module for the manual version of the wargame, and an automatic adjudication module for the computer version of the wargame. This system enables simultaneous editing, generation, and definition of adjudication rules for both manual and computer versions of the wargame, enabling computerized adjudication and ensuring consistency, openness, ease of modification, and rapid deduction of the rules of both wargames.
[0004] However, during operation, the system in the above literature cannot judge the long-term effects of different tactical modes through tactical round analysis and data analysis library, nor can it achieve seamless connection and interoperability between electronic and physical war games. Summary of the Invention
[0005] The main purpose of the present invention is to provide an electronic-integrated manual wargame system that can effectively solve the problem of being unable to achieve the long-term effect of judging different tactical modes through tactical round analysis combined with a data analysis library, and at the same time, it is also impossible to achieve seamless connection and interoperability between electronic and physical wargames.
[0006] To achieve the above object, the technical solution adopted by the present invention is: An electronic-integrated manual wargame system, comprising a data analysis library, wherein the electronic-integrated manual wargame system is configured to: User interface, connected to the data analysis library, used to interact with users through a graphical interface and provide intuitive operation interface and feedback; A map system, connected to the data analysis library, is used to display maps and boards in war games; The rule system is connected to the data analysis library and is used to make decisions based on the core logic of the game rules; The chess piece system is connected to the data analysis library to manage the status and attributes of chess pieces; The review system, connected to the data analysis library, is used to analyze, record and replay the evolution of each move in the chess game. It can review the game after the game is over, analyze the decision-making process and improve the strategy.
[0007] Preferably, the user interface is configured for operation input and feedback display.
[0008] Preferably, the rule system is configured so that the rule input, rule data, triggering decision, arbitrator and deduction process are reasonable.
[0009] Preferably, the arbiter is connected to a data analysis library.
[0010] Preferably, the chess piece system is configured as electronic chess pieces, chess piece status tracking, and battle calculation.
[0011] Preferably, the electronic chess pieces are set to equipment mode and force mode.
[0012] Preferably, the mapping system is configured as an electronic chessboard.
[0013] Preferably, the replay system is configured for AI replay and tactical round analysis.
[0014] Compared with the prior art, the present invention has the following beneficial effects: By integrating a data analysis library, a map system, a rules system, a chess piece system, and a replay system, this invention optimizes the user's gaming experience at multiple levels, enhancing decision-making efficiency and strategic depth. Furthermore, the system supports seamless connectivity and interoperability between electronic and physical wargames, enabling users to practice, train, and engage in combat in a highly immersive environment.
[0015] The present invention combines chess piece status tracking with combat calculation, so that the status of each chess piece can accurately reflect the current situation. All combat data will be transmitted to the data analysis library to provide data support for post-analysis and tactical adjustment. The large amount of historical data provided by the data analysis library, combined with tactical round analysis, can determine the long-term effects of different tactical modes and help users optimize strategies. Different chess piece modes can also be freely selected to adjust the display of chess piece attributes according to different tactical needs, thereby enhancing the strategy and flexibility of the war game deduction process. BRIEF DESCRIPTION OF THE DRAWINGS
[0016] Figure 1 It is a schematic diagram of the overall process of the present invention; Figure 2 This is a schematic diagram of the rule system flow of the present invention; Figure 3 This is a schematic diagram of the user interface flow of the present invention; Figure 4This is a flow chart of the replay system of the present invention; Figure 5 It is a schematic diagram of the chess piece system flow of the present invention. DETAILED DESCRIPTION
[0017] In order to make the technical means, creative features, objectives and effects achieved by the present invention easier to understand, the present invention is further described below in conjunction with specific implementation methods.
[0018] Example 1, as Figure 1 As shown, an electronic fusion manual war game system includes a data analysis library, and the electronic fusion manual war game system is configured to: User interface, connected to the data analysis library, used to interact with users through a graphical interface and provide intuitive operation interface and feedback; A map system, connected to the data analysis library, is used to display maps and boards in war games; The rule system is connected to the data analysis library and is used to make decisions based on the core logic of the game rules; The chess piece system is connected to the data analysis library to manage the status and attributes of chess pieces; The review system, connected to the data analysis library, is used to analyze, record and replay the evolution of each move in the chess game. It can review the game after the game is over, analyze the decision-making process and improve the strategy.
[0019] The data analysis library mentioned above is responsible for storing and managing all game-related data during system operation, interacting with the rule system data to ensure accurate execution of rules during the game. All rule configurations and changes are synchronized to the database so that the same data can be used in different games. Map system modules interact to ensure that battlefield information on the map (such as resources, obstacles, passable areas, etc.) is correctly stored and transmitted.
[0020] Interacting with the chess piece system, the status, attributes and other data of the chess pieces are stored in the database. The system can update the database content according to the real-time chess game, and query and modify the status of the chess pieces at any time.
[0021] During the specific operation of this embodiment, the map system described above can be connected to a physical war chess board through existing technologies, and the entire map system can be physically displayed through the war chess board. Similarly, the chess piece system can also be connected to a physical war chess through existing technologies, allowing users to conduct deductions through the physical war chess and chess board, and also to conduct electronic war chess exercises through the user interface. At the same time, when users are practicing through physical war games and chessboards, each step will be collected and recorded by the data analysis library, which is exactly the same as the electronic war game practice. At the same time, it can also cooperate with the review system to record the entire practice process.
[0022] By integrating a data analysis library, map system, rules system, chess piece system, and replay system, the system optimizes the user's gaming experience at multiple levels, enhancing decision-making efficiency and strategic depth. Furthermore, the system supports seamless connection and interoperability between electronic and physical wargames, enabling users to conduct drills, training, and confrontations in a highly immersive environment.
[0023] See Figure 3 , the user interface is configured for operation input and feedback display.
[0024] Specifically, users can use manipulation input to enter various user commands into the system, including moving pieces, attacking, using skills, pausing the game, and so on. Manipulation input not only receives user input but also verifies its validity. For example, it verifies whether the user's input movement complies with the rules (whether it crosses the boundary, collides with an enemy piece, etc.). If the input is invalid, the manipulation input unit should display a prompt or prevent the operation.
[0025] The received instructions are then transmitted to the data analysis library, which facilitates the data analysis library to continue to input instructions to other systems after analysis. At the same time, after the data analysis library collects the instruction feedback, the feedback can be transmitted to the feedback display for the user to view; Similarly, during the war game exercise, the status of each chess piece and the electronic map is also displayed in real time to the user through feedback display, making it easier for users to practice the game; At the same time, the data analysis library analyzes user behavior, and the feedback display can adjust its content based on the analysis results. For example, if the user has not performed any action for a long time, the system can automatically provide prompts or suggestions. If a chess piece has weak attack power, the feedback display unit can notify the user through visual effects (such as a lighting warning sign). The feedback display and the data analysis library jointly monitor various data during the game, including user decisions, battle results, chess piece status, and so on. The data analysis library provides analysis results based on this real-time data, and adjusts the game visual effects or provides strategic suggestions to the user accordingly.
[0026] See Figure 2 The rule system is configured to have reasonable rule input, rule data, trigger decision, decision maker, and deduction process.
[0027] Specifically, rule entry allows users, administrators, or designers to input the game's constraints and adjudication rules into the system. It also allows users or administrators to flexibly modify or expand the rules based on different needs (such as specific scenarios, games, training modes, etc.), thereby enhancing the system's adaptability. The rule data is responsible for storing all game rules and organizing them in a structured form so that these rules can be effectively called upon during the game. The rule data usually includes the basic operating rules of the game, special event rules, combat rules, and victory and defeat determination rules. At the same time, rules of the same type (such as basic rules, additional rules, situational rules, etc.) are categorized and managed in the rule data to facilitate flexible application in specific situations. Triggering Adjudication is responsible for determining when a rule needs to be triggered based on events in the game. Triggering Adjudication monitors the game status in real time, identifies specific situations or conditions, and automatically initiates an adjudication once the triggering conditions of a rule are met. Through the deduction process, the rule data is reasonably coordinated to check whether the arbiter follows the rule data during the adjudication process, ensuring that the operation of each round complies with the predetermined rules and that all judgments, decisions and actions are in line with the logic and rules of the game. The arbiter makes decisions based on the input that triggers the decision and executes the corresponding decision. The arbiter analyzes the current game state and, based on the rule data, determines the specific content of the decision, such as whether there are any violations, whether to adjust resources, or whether to modify the battle status. Furthermore, the arbiter can perform different operations based on different types of decisions (such as resource deductions, win / loss determinations, tactical adjustments, etc.) to ensure that the decision results meet the requirements of the game rules. At the same time, reasonable corrections during the deduction process ensure the accuracy and effectiveness of the decision.
[0028] That is, when users conduct wargame exercises through the system, rule entry defines the rules of the game, and the wargame constraint rules and adjudication rules are entered and stored in the rule data, which is responsible for managing and indexing all rules; When certain actions occur in the game, the triggering arbitration determines whether the corresponding rule is triggered by matching the event with the rule data; once the rule is triggered, the arbiter performs detailed arbitration and calculation based on the rule data to obtain specific results (such as battle results, resource changes, etc.).
[0029] The deduction process is reasonable to ensure that the results of the arbitrator are correctly executed in the game, and verify the rationality of the entire deduction process to ensure that there are no violations of the rules; After the rule data, trigger decision, arbiter, and deduction process have been reasonably coordinated and decided, the arbiter will send the result to the data analysis library. The data analysis library will then store and record the data while transmitting the data to the feedback display, so that users can get real-time feedback in the war game.
[0030] See Figure 2 , the arbitrator is connected to the data analysis library.
[0031] Furthermore, all decision data after the arbitrator's judgment is transmitted to the data analysis library, so that the data analysis library can track and analyze the changes in the situation after each decision is executed. At the same time, the data analysis library transmits the information sent by the arbitrator to the feedback display to show the results to the user in real time.
[0032] See Figure 5 , the chess piece system is configured as electronic chess pieces, chess piece status tracking, and battle calculation.
[0033] Assigning initial attributes to each chess piece through electronic chess pieces; Through chess piece status tracking, the real-time status of each chess piece is tracked, including its position, remaining health, action points, special status (such as poisoning, blindness, etc.). Status changes are updated in real time based on events such as combat, movement, and skills. Real-time status data is also stored in the data analysis library to establish a historical trajectory for each chess piece (or the entire situation), providing detailed input for data analysis. Battle calculations calculate the outcome of battles based on factors such as the attack power, defense power, and skills of both sides' chess pieces. Depending on the game rules, battle calculations may use probabilistic algorithms (such as random number generation) to determine the randomness of battle outcomes, simulating more realistic battle scenarios. They can also simulate dynamic changes during battles (such as skills triggered during battle, changes in chess piece status, and post-battle settlements). Similarly, all battle data generated by battle calculations (such as damage values per round, battle results, changes in chess piece status, etc.) is transmitted to the data analysis library, which can perform detailed analysis of this data to identify patterns in win rates, chess piece strengths, combat techniques, and other aspects of different battle modes.
[0034] When the user or the system moves the electronic chess piece through operation input, the electronic chess piece unit will send update information (such as position, state change, etc.) to the chess piece state tracking unit; After receiving these updates, the chess piece status tracking system will update the data in the database in real time and analyze the current chess piece status through the data analysis library (such as evaluating the position advantage of the chess piece and determining whether it has entered the enemy's attack range, etc.); When two pieces meet and a battle occurs, piece state tracking passes the relevant piece states (such as attack power, defense power, special status) to the battle calculation.
[0035] Combat calculations are performed based on these status data and the combat results (such as damage, death, status change, etc.) are calculated.
[0036] The battle results are returned to the chess piece status tracking, which updates the status of the electronic chess piece (such as health reduction, death, special effects triggered, etc.) and displays the overall results to the user through feedback display, so that the user can intuitively experience it.
[0037] See Figure 5 , the electronic chess pieces are set to equipment mode and force mode.
[0038] By inputting commands to the data analysis library, you can customize the mode of the electronic chess pieces. You can choose equipment mode, such as ships, tanks and other equipment. At the same time, you can set different attributes according to the different positions of the electronic chess pieces, such as ammunition on the left, fuel remaining on the right, survival status on the back, and current speed on the front, making the various data of the electronic chess pieces more intuitive. You can also choose force mode, and different positions can display attributes such as mobility value, combat status, fatigue status, etc. The top display shows the specific equipment and force name of the chess piece, and can also assist in displaying some information such as the current formation, mission, and detection status. Similarly, when the physical wargame is connected to the system and exercises are conducted on the physical chessboard, the two modes mentioned above can also be displayed on the physical wargame, showing different attributes in different directions, making it easier for users to observe and adjust in real time.
[0039] See Figure 1 , the map system is configured as an electronic chessboard.
[0040] The electronic chessboard described above can be connected to a physical wargame board via sensors or computer vision technology, enabling real-time tracking and recording of the positions, movements, and other states of the pieces on the physical board. For example, the positions of the pieces can be automatically read by embedded sensors and transmitted to the electronic system. The state of the physical board (such as piece movement and position changes) is then updated in real time on the electronic screen. Conversely, changes on the electronic board (such as adjustments made via a touchscreen or electronic device) can also be reflected back to the physical board, ensuring synchronization between the two systems.
[0041] At the same time, it is also possible to conduct war games using only an electronic chessboard.
[0042] The electronic chessboard can also automatically create a hexagonal grid by defining an area around the world, setting the width of the hexagonal grid according to the prompts, and numbering the hexagonal grids. The hexagonal grid can be automatically laid out based on factors such as altitude and terrain, and manual fine-tuning is supported after the hexagonal grid is laid out.
[0043] See Figure 4 The replay system is configured for AI replay and tactical round analysis.
[0044] Specifically, through tactical round analysis, the system determines the effectiveness of tactics at each round or at each critical moment, assesses the effectiveness of user decisions in a given round, analyzes the impact of each decision, and provides tactical suggestions or evaluations based on factors such as the rules, the chess game, and the enemy situation. It also provides detailed tactical feedback based on the changes in the chess game status after each round. For example, it provides tactical assessments based on the layout of chess pieces, the resources of both sides, and the strengths and weaknesses of the battle situation, helping users understand the key elements of the current situation.
[0045] AI replay replays the user's in-game decisions and actions step by step. You can also choose to replay the entire battle, a specific round, or even a key moment as needed. The replay process requires precise reproduction of every piece's position, battle progress, and state changes. Users can pause, fast-forward, slow down, and even switch perspectives (for example, viewing from the opponent's perspective) during the replay.
[0046] Tactical Round Analysis not only provides feedback after each round, but also analyzes the long-term effects of different tactical patterns through AI replay. During this process, the data provided by the data analysis library helps analyze and discover the optimal tactical combination.
[0047] When the above system is in operation, users will mostly involve the following processes when using war games for deduction: Maneuvering simulation process: electronic chess pieces are manually pushed on the electronic chessboard according to the maneuvering rules. If fuel loss rules or physical exertion rules are designed, the remaining amount or status after consumption will be transferred through the database according to the calculation of the rule system, and synchronized to the electronic chess pieces by the chess piece system. The simulation personnel can see the remaining fuel amount or status of the maneuver in real time; if fuel loss rules or physical exertion rules are not designed, the amount after consumption is mainly calculated manually. After the manual calculation is completed, the instructions can be directly transmitted to the electronic chess pieces through manual input. The electronic chess pieces return the data to the chess piece system, and then synchronized to the data analysis library for storage for replay. If it is a closed simulation, the position and status after the maneuver will be synchronized to the electronic chess board where the referee is.
[0048] Reconnaissance and deduction process: During open-ended deductions, you can choose to have electronic chess pieces display their detection range on the board. Electronic chess pieces representing specific equipment or personnel are linked to the electronic board, which dynamically displays the pieces' detection areas. Players can clearly see the detection range, and the deduction team can initiate a reconnaissance decision on a specific piece. Alternatively, you can choose not to display the detection range of electronic chess pieces on the board, requiring manual measurement of the distance between the pieces and a decision made by the deduction team using a rule system. The results of both methods are directly synchronized to the database by the rule system, ultimately indicating whether the electronic chess piece has been detected. Closed-ended deductions can be set to automatically determine the detection range of chess pieces. Detected forces will display the detected party's position, attributes, and other detected information on their own boards, which will be synchronized to the referee's electronic board.
[0049] Strike Decision Process: For detected enemy targets, the player can initiate a strike decision. The attacked party can automatically defend itself. Protective pieces like ships, aircraft, and airfields automatically calculate ammunition consumption, with consumption displayed on the piece status. Strike decisions can be manually entered into the piece or determined by a rule-based system. After the decision is made, the damage status is displayed on the piece status. The ammunition consumed by the attacker is displayed on the piece status after use.
[0050] Electronic countermeasures are typically reflected in the reconnaissance and strike decision-making processes. For electronic suppression, this can also manifest as a reduction in reconnaissance range or loss of communications. Similarly, combat-related factors such as emergency repairs, logistics, political work, and communications networking can all be explicitly reflected in the pieces or implicitly in the rules, depending on the game's design objectives.
[0051] Throughout the entire deduction process, data is stored in real time in a data analysis database. The replay system can directly access the deduction data and replay the entire deduction process on the electronic chessboard. The decision results are presented in text or animation, and the decision process can be detailed. The chess pieces are all virtual icons and can be paused, fast-forwarded, and slowed down at any time. For key deduction points that need to be replayed, the current state data can be directly synchronized to the electronic chess pieces. After the electronic chess pieces are placed in the actual position, a partial replay can be performed. The process can be repeated, and after the partial replay, the complete deduction process can be saved.
[0052] During the operation of this embodiment, by combining chess piece status tracking with combat calculations, the status of each chess piece can accurately reflect the current situation. All combat data will be transmitted to the data analysis library to provide data support for post-game analysis and tactical adjustments. The large amount of historical data provided by the data analysis library, combined with tactical round analysis, can determine the long-term effects of different tactical modes and help users optimize their strategies. Different chess piece modes can also be freely selected to adjust the display of chess piece attributes according to different tactical needs, thereby enhancing the strategy and flexibility of the war game deduction process.
[0053] The basic principles, main features, and advantages of the present invention are shown and described above. Those skilled in the art should understand that the present invention is not limited to the above embodiments. The above embodiments and descriptions are merely illustrative of the principles of the present invention. Various changes and modifications may be made to the present invention without departing from the spirit and scope of the present invention. Such changes and modifications are intended to fall within the scope of the present invention. The scope of protection claimed in the present invention is defined by the appended claims and their equivalents.
Claims
1. An electronic fusion manual war game system, including a data analysis library, characterized in that: The electronic fusion manual war game system is configured as follows: A user interface is connected to the data analysis library and is used to interact with the user through a graphical interface to provide an intuitive operation interface and feedback; A map system, connected to the data analysis library, is used to display maps and chessboards in war games; The rule system is connected to the data analysis library and is used to make decisions based on the core logic of the game rules; The chess piece system is connected to the data analysis library to manage the status and attributes of the chess pieces; The review system is connected to the data analysis library to analyze, record and replay the evolution of each step of the chess game. It can review the game after the game is over to analyze the decision-making process and improve the strategy.
2. The electronic fusion manual war game system according to claim 1, characterized in that: The user interface is configured for operation input and feedback display.
3. The electronic fusion manual war game system according to claim 1, characterized in that: The rule system is configured such that rule input, rule data, trigger decision, decision maker, and deduction process are reasonable.
4. The electronic fusion manual war game system according to claim 3, characterized in that: The arbiter is connected to the data analysis library.
5. The electronic fusion manual war game system according to claim 1, characterized in that: The chess piece system is configured with electronic chess pieces, chess piece status tracking, and battle calculation.
6. The electronic fusion manual war game system according to claim 5, characterized in that: The electronic chess pieces are set to equipment mode and force mode.
7. The electronic fusion manual war game system according to claim 1 is characterized by: The mapping system is configured as an electronic chessboard.
8. The electronic fusion manual war game system according to claim 1, characterized in that: The replay system is configured for AI playback and tactical round analysis.
Citation Information
Patent Citations
General war game system and editing and judging method
CN101882388A
Cited By
Intelligent interactive deduction system for manual war chess
CN121680649A