A control method of a ground throwing ball game system
By incorporating a vibration sensing module and a control module into the ball terminal, combined with an ultra-wideband positioning base station and a deep learning model, automated collision judgment and accurate scoring results were achieved in bocce games. This solved the problems of subjectivity in traditional manual judging and noise interference in electronic schemes, thus improving the objectivity and efficiency of the game.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- TIANJIN UNIV OF SCI & TECH
- Filing Date
- 2026-03-06
- Publication Date
- 2026-05-19
AI Technical Summary
Traditional bocce ball systems rely on human referees, which are prone to subjective judgments, inefficiency, and disputes. Existing electronic solutions are susceptible to environmental noise interference and are difficult to integrate deeply with complex game rules.
The system utilizes a built-in vibration sensing module and control module in the spherical terminal to detect collisions in real time and generate trigger signals carrying identification identifiers. Combined with ultra-wideband positioning base stations and deep learning models, it achieves accurate binding of collision events and automated determination of scoring results.
It achieves objectivity, accuracy, and efficiency in bocce games, eliminates the subjectivity and controversy of human judgment, adapts to complex game rules, and ensures the accuracy and efficiency of game judgment.
Smart Images

Figure CN121785216B_ABST
Abstract
Description
Technical Field
[0001] This application generally relates to the field of smart sports technology, and specifically to a control method for a bocce game system. Background Technology
[0002] Currently, traditional bocce game systems mainly rely on human referees for collision judgment and scoring, which suffers from problems such as strong subjectivity in judgment, low efficiency, and susceptibility to disputes. Some existing electronic solutions, such as ball detection devices using magnetic induction or inertial sensors, can automatically identify collisions, but they mostly use analog signal acquisition methods, which are susceptible to environmental noise interference, resulting in high false trigger rates, large detection blind spots, and difficulty in deep integration with complex game rules. Summary of the Invention
[0003] In view of the above-mentioned defects or deficiencies in the prior art, it is desirable to provide a control method for a bocce game system with high collision detection accuracy.
[0004] This application provides a control method for a bocce game system, the system comprising at least: multiple ball terminals, each ball terminal having an identification identifier;
[0005] The method includes the following steps:
[0006] During the game, real-time assessment is conducted to determine whether a valid collision has occurred at the end of the sphere.
[0007] If a valid collision is determined to have occurred at the spherical terminal, a trigger signal is generated; the trigger signal carries the corresponding identification of the spherical terminal.
[0008] Based on the trigger signal, determine the competition team to which the sphere terminal belongs, and generate an event identifier based on the event sequence;
[0009] The scoring result is determined based on the event flag, the current game state, and the preset game rules; the scoring result is at least one of scoring, deducting points, tiger ball state transition, or round process control; the tiger ball state is a privileged state identifier assigned to the ball terminal according to preset rules;
[0010] The event identifiers include valid confrontations and invalid collisions; generating event identifiers based on event sequence specifically includes the following steps:
[0011] Within the time window of a single match round, the first identity identifier corresponding to the first trigger signal and the second identity identifier corresponding to the second trigger signal are obtained in chronological order.
[0012] If the first identity and the second identity belong to different teams, the event flag indicates a valid confrontation; if the first identity and the second identity belong to the same team, the event flag indicates an invalid collision.
[0013] The score is determined based on the event flag, the current match status, and the preset match rules, specifically including the following steps:
[0014] If the event marker indicates a valid confrontation and is determined to be an attack event that causes the ball terminal to enter the preset scoring area for the first time, then the attacking team will be scored and the ball terminal will be marked as a tiger ball.
[0015] If the event marker is a valid confrontation and is determined to be an attack event carried out by Tiger Ball that causes the opponent's ball terminal to go out of bounds, then the team to which Tiger Ball belongs will be scored. If the opponent's ball terminal that was hit out of bounds is Tiger Ball, then its Tiger Ball mark will be canceled at the same time.
[0016] If the event flag indicates a valid confrontation but is determined to be invalid or violate the rules, scoring will not be triggered, and the match status will be updated.
[0017] If the event marker is an invalid collision, the current confrontation is deemed invalid, no scoring is triggered, and the game status is updated to advance or end the current round.
[0018] According to the technical solution provided in this application, each spherical terminal is equipped with a vibration sensing module and a first control module connected in communication; each spherical terminal has an identification identifier, and the vibration sensing module is used to detect whether the corresponding spherical terminal has collided; the first control module is used to generate a trigger signal when a collision is detected in the corresponding spherical terminal.
[0019] The system further includes a main control unit, which is communicatively connected to the first control module. The main control unit is used to determine the score result based on the preset competition rules and the trigger signal.
[0020] According to the technical solution provided in this application, the vibration sensing module includes at least:
[0021] The vibration switch and voltage comparator are electrically connected. The vibration switch is used to close or open in response to whether the corresponding ball end is collided, so as to change the voltage at the input terminal of the voltage comparator. The voltage comparator is used to output a high-level signal or a low-level signal according to the voltage relationship between its two input terminals, and send the high-level signal or low-level signal to the first control module.
[0022] According to the technical solution provided in this application, the first control module and the main control unit are connected through a first wireless communication module;
[0023] The first wireless communication module includes a Zigbee chip and a radio frequency front-end power amplifier connected thereto. The Zigbee chip is used to establish a wireless personal area network with the main control unit and receive a trigger signal generated by the first control module based on the wireless personal area network. The radio frequency front-end power amplifier is used to amplify the power and adjust the gain of the trigger signal received by the Zigbee chip to obtain a radio frequency signal, and send the radio frequency signal to the main control unit.
[0024] According to the technical solution provided in this application, the system further includes: multiple ultra-wideband positioning base stations, which are used to construct a positioning network covering the competition venue to obtain the spatial location information of each ball terminal in real time;
[0025] The main control unit is used to receive the spatial location information, and to spatiotemporally correlate the spatial location information with the collision event detected by the vibration sensing module; and to determine the score based on the correlation result and the preset competition rules.
[0026] According to the technical solution provided in this application, the method further includes the following steps:
[0027] After all the spherical terminals are powered on, the spherical terminals search for and access the wireless personal area network established by the main control unit;
[0028] After accessing the wireless personal area network, each spherical terminal reports its identity to the main control unit to complete the identity binding.
[0029] According to the technical solution provided in this application, the effective collision of the sphere terminal is determined by the following steps:
[0030] Acquire motion data of the spherical terminal; the motion data includes at least acceleration, angular velocity, vibration intensity, position, and velocity;
[0031] The motion data is preprocessed to obtain preprocessed data;
[0032] The preprocessed data is input into the deep learning model to obtain the collision probability value;
[0033] If the collision probability value is greater than the collision threshold, it is determined to be a valid collision.
[0034] According to the technical solution provided in this application, the method includes the following steps:
[0035] In response to the sensing enable command issued by the main control unit, the ball terminal is controlled to enter the collision event detectable state;
[0036] When a spherical terminal in a collision event detectable state meets the preset vibration conditions, a valid collision is determined to have occurred, and a corresponding trigger signal is generated.
[0037] After the spherical terminal completes the reporting of the trigger signal, it switches to the trigger lock state until it receives a sensor enable command from the main control unit again, at which point it re-enters the collision event detectable state.
[0038] As can be seen from the above technical solution, this application has at least the following beneficial effects:
[0039] This application provides a control method for a bocce game system, comprising: during the game, determining in real time whether a bocce terminal has experienced a valid collision; if a valid collision is detected, generating a trigger signal; the trigger signal carries the corresponding identity identifier of the bocce terminal; determining the game team to which the bocce terminal belongs based on the trigger signal, and generating an event identifier based on the event sequence; determining the scoring result based on the event identifier, the current game state, and preset game rules; the scoring result is at least one of scoring, deducting points, bocce state transition, or round progress control; the bocce state is a privileged state identifier assigned to the bocce terminal according to preset rules; the event identifier includes valid confrontation and invalid collision; generating the event identifier based on the event sequence specifically includes the following steps: within the time window of a single game round, sequentially acquiring the first identity identifier corresponding to the first trigger signal and the second identity identifier corresponding to the second trigger signal; if the first identity identifier and the second identity identifier belong to different teams... If the teams are in a match, the event marker indicates a valid confrontation; if the first and second identity markers belong to the same team, the event marker indicates an invalid collision. The scoring is determined based on the event marker, the current match status, and the preset match rules, specifically including the following steps: If the event marker indicates a valid confrontation and is determined to be an attack event that first causes the ball terminal to enter the preset scoring area, the attacking team scores, and the ball terminal is marked as a Tiger Ball; if the event marker indicates a valid confrontation and is determined to be an attack event initiated by a Tiger Ball that causes the opponent's ball terminal to go out of bounds, the team to which the Tiger Ball belongs scores, and if the opponent's ball terminal that went out of bounds is a Tiger Ball, its Tiger Ball mark is simultaneously removed; if the event marker indicates a valid confrontation and is determined to be an invalid or rule-breaking confrontation, no scoring is triggered, and the match status is updated; if the event marker indicates an invalid collision, the confrontation is deemed invalid, no scoring is triggered, and the match status is updated to advance or end the current round.
[0040] This application achieves precise binding between collision events and ball identities by real-time determination of whether a valid collision occurs at the ball terminal and generating a trigger signal carrying an identity identifier. This effectively solves the problem of event tracing in multi-ball confrontation scenarios. Furthermore, it generates event markers for valid confrontations or invalid collisions based on the event sequence, and automatically determines various results such as scores, deductions, tiger ball state transitions, or round progress control based on the current game state and preset game rules. This not only overcomes the drawbacks of traditional manual judgment, such as strong subjectivity, low efficiency, and susceptibility to disputes, but also achieves automated adaptation and execution of complex game rules, ensuring the objectivity, accuracy, and efficiency of game judgment. Attached Figure Description
[0041] Other features, objects, and advantages of this application will become more apparent from the following detailed description of non-limiting embodiments with reference to the accompanying drawings.
[0042] Figure 1 This is a structural diagram of a bocce game system.
[0043] Figure 2 A flowchart of the control method for a bocce game system.
[0044] Figure 3 This is a diagram of the competition venue.
[0045] Figure 4 This is the first example diagram of the competition process.
[0046] Figure 5 This is the second example diagram of the competition process.
[0047] The following are the labels in the diagram: 1. Sphere terminal; 2. Vibration sensing module; 3. First control module; 4. Main control unit; 5. Vibration switch; 6. Voltage comparator; 7. First wireless communication module. Detailed Implementation
[0048] The present application will now be described in further detail with reference to the accompanying drawings and embodiments. It should be understood that the specific embodiments described herein are merely illustrative of the invention and not intended to limit it. Furthermore, it should be noted that, for ease of description, only the parts relevant to the invention are shown in the accompanying drawings.
[0049] It should be noted that, unless otherwise specified, the embodiments and features described in this application can be combined with each other. This application will now be described in detail with reference to the accompanying drawings and embodiments.
[0050] like Figure 1 As shown, this application provides a bocce game system, including:
[0051] Multiple spherical terminals 1, each spherical terminal 1 has a built-in vibration sensing module 2 and a first control module 3 with communication connection; each spherical terminal 1 has an identification mark, the vibration sensing module 2 is used to detect whether the corresponding spherical terminal 1 has collided; the first control module 3 is used to generate a trigger signal when a collision is detected in the corresponding spherical terminal 1; the trigger signal carries the identification mark of the corresponding spherical terminal 1.
[0052] The main control unit 4 is communicatively connected to the first control module 3. The main control unit 4 is used to determine the score result based on the preset competition rules and trigger signals.
[0053] In this system, ball terminal 1 represents a bocce ball during the game, possessing an independent collision detection and signal processing unit. The number of ball terminals 1 is determined based on the game's requirements. Specifically, each ball terminal 1 has a built-in vibration sensing module 2 and a first control module 3 connected via communication. The vibration sensing module is the core component for the physical sensing and signal conversion of collision events in the bocce game system, such as... Figure 1 As shown, the vibration sensing module 2 includes at least: a vibration switch 5 and a voltage comparator 6 electrically connected. The vibration switch 5 is used to close or open in response to whether the corresponding ball terminal 1 is collided, so as to change the voltage at the input terminal of the voltage comparator 6. The voltage comparator 6 is used to output a high-level signal or a low-level signal according to the voltage relationship between its two input terminals, and send the high-level signal or low-level signal to the first control module 3.
[0054] It should be noted that the vibration switch 5 and the voltage comparator 6 are electrically connected through a circuit. The vibration switch 5 is, for example, the vibration trigger switch of SW-18010P, which is a mechanical trigger switch. It contains a movable conductive spring, which remains open when there is no collision, and closes when it is vibrated.
[0055] When the ball terminal 1 is not subjected to external impact and is stationary or slightly shaking, the internal spring of vibration switch 5 is not in contact, vibration switch 5 remains open, and the circuit is not continuous. When the ball terminal 1 is impacted (such as thrown to the ground or colliding with other balls), generating a sufficiently strong vibration, the internal spring of vibration switch 5 contacts momentarily under inertia, vibration switch 5 switches to the closed state, and the circuit is connected. Through the mechanical switching of open and closed states, the voltage magnitude at the input terminal of the subsequent voltage comparator 6 is directly changed, completing the first step of the transformation from physical vibration to circuit state change. The voltage comparator 6 is, for example, an LM393DR, which has two input terminals (non-inverting input V+, inverting input V...). It includes an electronic chip at one output terminal, used to compare the voltage magnitudes at the two input terminals and output the corresponding electrical signal. When the vibration switch 5 is in the open state, the voltage at the non-inverting input terminal V+ is greater than that at the inverting input terminal V. The voltage at the non-inverting input terminal V+ is less than the voltage at the inverting input terminal V+. When the vibration switch 5 is closed, the voltage at the non-inverting input terminal V+ is less than the voltage at the inverting input terminal V+. The voltage at the input of voltage comparator 6 is such that a low-level signal is output. Here, the voltage at the input of voltage comparator 6 is obtained by dividing the supply voltage (3.3V) through a resistor. When vibration switch 5 is open, the non-inverting input V+ is connected to the 3.3V supply through a resistor, resulting in a higher voltage. When vibration switch 5 is closed, the non-inverting input V+ is grounded (GND) through the switch, and the voltage drops to near 0V, thus achieving a voltage difference between the non-inverting input V+ and the non-inverting input V... The voltage is reversed, causing the output signal to switch from high level to low level, and then the low level signal is sent to the first control module 3 through the circuit.
[0056] The first control module 3, for example, is a CC2530 chip, which receives the level signal output by the vibration sensing module 2. By changing the high and low levels, it determines whether the ball terminal 1 has experienced a valid collision. If the level signal changes, it is determined that a valid collision has occurred. At this time, a trigger signal is generated. The trigger signal carries the identification of the corresponding ball terminal 1. The identification is a unique ID number, such as 1-8, used to distinguish different balls and their respective teams. The generated trigger signal is sent to the main control unit 4 to ensure that the collision information is transmitted in real time.
[0057] The main control unit 4, for example, is a central processing unit, used to receive trigger signals uploaded by each ball terminal in real time, extract the identity identifier and the time sequence of collisions from the trigger signals, and perform preliminary data verification to avoid interference from invalid signals. Furthermore, the main control unit 4 has built-in preset bocce game rules, such as scoring rules, tiger ball rules, and invalid collision rules. It matches the parsed trigger signals with the preset bocce game rules. For example, if the identity identifier corresponding to the trigger signal is the first time entering the horseshoe pit (scoring area), it is determined as a valid scoring event; if the identity identifiers corresponding to two consecutively received trigger signals belong to different teams, it is determined as a valid cross-team confrontation event; if the consecutively triggered identity identifiers belong to the same team, it is determined as an invalid collision event within the same team. Based on the aforementioned determination results, it automatically calculates the score / deduction situation and updates the ball status, such as upgrading a regular ball to a tiger ball, or disqualifying a tiger ball after it is hit out of bounds. The final scoring results (single game score, total score, tiger ball list, etc.) are synchronized to the display terminal (such as an LCD screen) for the referee and spectators to view, and are also uploaded to a cloud server for storage, facilitating the traceability of game data.
[0058] Furthermore, the first control module 3 and the main control unit 4 are connected via the first wireless communication module 7;
[0059] The first wireless communication module 7 includes a Zigbee chip and a radio frequency front-end power amplifier connected thereto. The Zigbee chip is used to establish a wireless personal area network with the main control unit 4 and receive the trigger signal generated by the first control module 3 based on the wireless personal area network. The radio frequency front-end power amplifier is used to amplify the power and adjust the gain of the trigger signal received by the Zigbee chip to obtain a radio frequency signal and send the radio frequency signal to the main control unit 4.
[0060] Among them, the Zigbee chip, for example, is the CC2530 chip, which is a wireless communication chip that supports the Zigbee protocol and features low power consumption, low cost, and the ability to build multi-node networks. The Zigbee chip, acting as a slave device (on the sphere terminal side), actively searches for and connects to the Zigbee Wireless Personal Area Network (WPAN) established by the Zigbee chip (coordinator) on the master control unit side. All Zigbee chips on the sphere terminal 1 are connected to the same network, and the master control unit 4 and multiple sphere terminals 1 together form a star communication topology. The Zigbee chip encapsulates the trigger signal output by the first control module 3 into a communication data packet conforming to the Zigbee protocol, ensuring that the signal can be transmitted compliantly in the wireless personal area network and avoiding transmission failures caused by incompatible data formats.
[0061] The RF front-end power amplifier, such as the CC2591 chip, is directly connected to the RF port of the Zigbee chip. Its operating status is controlled through three control pins (such as P1_4, P0_7, and P1_1). P1_4 is used to control the power amplifier to enable / disable, which is enabled during competitions and disabled during non-competition periods to save power. P0_7 is used to control the high-gain mode (HGM), which is enabled for communication in large venues to further improve the signal transmission distance. P1_1 is used to control the power amplification (PAEN), which enhances the signal transmission power when enabled to ensure the stability of long-distance transmission.
[0062] After receiving the data packets output by the Zigbee chip, the RF front-end power amplifier increases the signal transmission power through the internal power amplification circuit, breaking through the original chip power limit. After power amplification and gain adjustment, the signal is converted into an RF signal (high-frequency electromagnetic wave) suitable for wireless transmission, which is then radiated out through the antenna and transmitted to the receiving antenna on the main control unit side.
[0063] Furthermore, the system also includes: multiple ultra-wideband positioning base stations, which are used to construct a positioning network covering the competition venue to obtain the spatial location information of each spherical terminal 1 in real time;
[0064] The main control unit 4 is used to receive spatial position information and spatiotemporally correlate the spatial position information with the collision event detected by the vibration sensing module 2; and determine the score based on the correlation result and the preset competition rules.
[0065] For example, the number of ultra-wideband positioning base stations is 4. Figure 3 As shown in the diagram, A0-A3 represent four ultra-wideband (UWB) positioning base stations, which are fixed around the perimeter of the playing field at preset intervals. These four UWB base stations work collaboratively to construct a three-dimensional positioning network covering the entire playing field (including the service area, horseshoe-shaped scoring area, and boundary areas), forming a comprehensive position monitoring range. The spatial position information of the ball terminal 1 includes at least: planar position (X, Y coordinates), motion trajectory, and state association. The planar position is used to determine the ball's lateral / vertical position within the field (e.g., whether it is in the service area, whether it has entered the horseshoe-shaped scoring area, or whether it has exceeded the field boundary). The motion trajectory records the complete path of the ball from its throw to its rest / collision, used to trace the motion process. The state association, combined with the position change speed, helps determine whether the ball is in motion, stationary, or in a post-collision state. Here, based on the time difference of flight (TOF) or angle of arrival (AOA) positioning algorithm of the UWB signal, each ball terminal 1 has a built-in UWB positioning tag. Through signal interaction between the UWB positioning base station and the ball terminal 1, the real-time spatial coordinates (X, Y, Z axis positions) of the ball terminal are calculated. The ultra-wideband positioning base station uploads the collected location information to the main control unit 4 in real time. The transmission frequency is synchronized with the collision detection signal to ensure the timeliness of spatiotemporal data.
[0066] The main control unit 4 receives the trigger signal from the first control module 3 and parses out information such as identity identifier, collision timestamp, and team affiliation; it also obtains data such as the spatial position and motion trajectory of the colliding spherical terminal 1 and other related spherical terminals 1 at the time corresponding to the collision timestamp from the ultra-wideband positioning base station; it removes outliers in the position information (such as coordinate jumps caused by signal interference) to ensure that the timestamps of the two types of data are aligned (with errors controlled within milliseconds), laying the foundation for correlation analysis.
[0067] Spatiotemporal correlation determines the correspondence between collision events and spatial locations. Collision location correlation checks whether the spatial location of ball terminal 1 is within a preset key area (such as the horseshoe-shaped scoring zone or outside the field boundary) at the time of the collision. Collision trajectory correlation checks whether the trajectory of ball terminal 1 before and after the collision meets the rule requirements (such as whether the first throw directly enters the horseshoe-shaped zone without intermediate collisions). Multi-ball position correlation checks whether the positional relationship of multiple ball terminals 1 (attacking ball and the ball that was hit) that collided meets the spatial requirements for a valid collision. The main control unit 4 matches the spatiotemporal correlation results with the preset game rules to generate accurate scoring results.
[0068] This application achieves precise capture of collision events and identity-bound signal transmission through the synergistic effect of the vibration sensing module 2 built into the ball terminal 1 and the first control module 3. The vibration sensing module 2 identifies the collision state of the ball terminal 1 and converts it into a detectable signal, while the first control module 3 synchronously generates a trigger signal carrying an identity identifier, ensuring that each collision event is accurately associated with the corresponding ball terminal 1. Simultaneously, the main control unit 4 communicates with each ball terminal 1, analyzes and judges the trigger signals based on preset competition rules, and ultimately outputs the score. This architecture completely eliminates the subjective judgment mode of traditional bocce games that relies on human referees, avoiding the drawbacks of low efficiency, error-proneness, and numerous disputes associated with manual scoring. Furthermore, the binding design of identity identifiers and collision signals solves the problem of event tracing in multi-ball collision scenarios, ensuring the objectivity, accuracy, and efficiency of the game's judgment. In addition, the modular design gives the system good scalability and adaptability, allowing for flexible adjustment of the judgment logic according to different competition rules, providing reliable technical support for the intelligent and standardized development of bocce games.
[0069] like Figure 2 As shown, this application provides a control method for a bocce game system, the method comprising the following steps:
[0070] S100: During the competition, determine in real time whether a valid collision has occurred at the end of the ball.
[0071] The built-in vibration sensing module 2 of the spherical terminal 1 monitors the physical state in real time. When the spherical terminal 1 is impacted, the vibration switch 5 closes and the voltage comparator 6 outputs a high-level to low-level flip signal, triggering an external interrupt of the first control module 3. At this time, it is initially determined that a valid collision has occurred. Otherwise, if no valid collision has occurred, the physical state is continuously monitored.
[0072] Furthermore, the following steps are used to determine if a valid collision has occurred at end 1 of the sphere:
[0073] Acquire motion data of spherical terminal 1; the motion data includes at least acceleration, angular velocity, vibration intensity, position, and velocity;
[0074] The motion data is preprocessed to obtain preprocessed data;
[0075] The preprocessed data is input into the deep learning model to obtain the collision probability value;
[0076] If the collision probability value is greater than the collision threshold, it is considered a valid collision.
[0077] It should be noted that the spherical terminal has a built-in sensor module, which includes at least an accelerometer and an angular velocity sensor. The sensor module collects the physical signals of the sphere's own motion in real time, while the ultra-wideband positioning base station provides the sphere's spatial position and velocity information within the playing field. Both data are transmitted synchronously to the first control module to ensure data timeliness. Acceleration is a three-axis acceleration (including a timestamp). During a collision, the acceleration peaks and changes instantaneously. Acceleration is a key indicator of collision intensity; slight shaking results in low acceleration, while a violent impact results in high acceleration. Angular velocity is a three-axis angular velocity (including a timestamp). Angular velocity reflects the change in the rotational speed of the spherical terminal 1. During a collision, the rotational state changes abruptly, helping to distinguish between a collision and rolling. Vibration intensity is the amplitude of the vibration signal, directly output by the vibration sensing module 2. Vibration intensity is directly related to the degree of vibration experienced by the sphere and is a fundamental characteristic of collisions. Vibration intensity is low and stable when there is no collision. Position is the spatial coordinates (X, Y, Z axes), collected by the ultra-wideband positioning base station. Position is used to determine the location of the collision (e.g., whether it is within the valid playing area), avoiding misjudgments of invalid vibrations outside the boundary. The velocity is the moving speed of the ball's terminal 1 (including instantaneous velocity and average velocity), calculated based on position changes. Vibrations of a stationary or slowly rolling ball are mostly ineffective, while vibrations after high-speed movement are more likely to be effective collisions.
[0078] Preprocessing refers to purifying raw data, eliminating noise, outliers and other interference factors, unifying data format and dimensions, generating structured feature sequences that meet the input requirements of deep learning models, and improving the accuracy of model inference.
[0079] Deep learning models include, for example, Convolutional Neural Networks (CNNs), Long Short-Term Memory Networks (LSTMs), or Transformers. The preprocessed structured feature sequence serves as input data for the deep learning model. The model extracts deep features strongly correlated with valid collisions from this sequence using a multi-layered network. These features are then processed by an output layer activation function (such as the sigmoid function), outputting a collision probability value between 0 and 1. The collision threshold is, for example, 0.85, which can be set according to specific needs. If the collision probability value is greater than or equal to the threshold, it is considered a valid collision, and subsequent steps are executed. If the collision probability is less than the threshold, it is considered an invalid collision, and the subsequent process is not triggered; data monitoring continues.
[0080] S200. If a valid collision is determined to have occurred at the spherical terminal, a trigger signal is generated; the trigger signal carries the identification of the corresponding spherical terminal.
[0081] The trigger signal is a digital data packet containing key information, primarily including the identification of the sphere terminal 1, the collision timestamp, and collision-related data. The identification is used to distinguish different spheres and is the core basis for subsequent team ownership determination; the collision timestamp records the precise time of the collision, facilitating subsequent event sequencing; and collision-related data, such as the location at the time of the collision and peak acceleration, is used to assist in the judgment.
[0082] After receiving the determination result of a valid collision, the first control module 3 immediately encapsulates the above key information to generate a trigger signal. The trigger signal is amplified and encapsulated by the first wireless communication module 7 and sent to the main control unit 4 in the form of a radio frequency signal. After the signal is sent, the spherical terminal 1 automatically enters the locked state to avoid repeated transmission caused by continuous vibration. It can only enter the detectable state again after the main control unit 4 issues an unlocking command.
[0083] Specifically, this method includes the following steps:
[0084] In response to the sensing enable command issued by the main control unit 4, the ball terminal 1 is controlled to enter the collision event detectable state.
[0085] When the ball terminal 1 in the collision event detectable state meets the preset vibration conditions, it is determined that a valid collision has occurred and a corresponding trigger signal is generated.
[0086] After the spherical terminal 1 completes the reporting of this trigger signal, it switches to the trigger lock state until it receives a sensor enable command from the main control unit 4 again and re-enters the collision event detectable state.
[0087] It should be noted that the main control unit 4 actively issues sensor enable commands (digital control signals) according to the progress of the competition. The main stages in the competition process where sensor enable commands can be issued include: after the competition initialization is completed (identity binding successful, round / round counter initialized); when the previous round ends and the main control unit determines that the next round can begin; and when the main control unit 4 confirms that there is no risk of repeated triggering after the ball terminal completes a trigger signal report and locks.
[0088] The main control unit 4 transmits the sensor enable command to all spherical terminals 1 in the form of a wireless radio frequency signal through the first wireless communication module 7. The first control module 3 of each spherical terminal 1 listens to the control commands in the wireless personal area network in real time, and filters out the sensor enable command for itself through the identity identifier to ensure that the command reception is not mismatched. After the spherical terminal 1 is powered on, it is in an unready state by default. Although the vibration sensing module 2 is powered on, it does not respond to the vibration signal to avoid false triggering during the power-on process. After receiving and verifying the sensor enable command, the first control module 3 sends an unlock signal to the vibration sensing module 2, so that the vibration sensing module 2 enters the collision event detectable state. The vibration sensing module 2 is in real-time monitoring mode. Once the spherical terminal 1 is hit and meets the preset vibration conditions, it immediately triggers the subsequent signal generation process, and the first control module 3 opens the trigger signal upload channel to allow data to be transmitted to the main control unit 4.
[0089] The aforementioned preset vibration conditions include: the vibration switch 5 will only close when the vibration intensity reaches the effective collision level (such as the vibration intensity of a ball hitting the goal); the duration of the low-level signal output by the voltage comparator 6 must meet a preset duration threshold (e.g., ≥50ms) to avoid false triggering caused by momentary jitter, such as the brief vibration of the ball terminal 1 slightly rubbing against the ground; and it must match the current game state, such as only responding to vibrations related to goals during the serve phase and only responding to vibrations related to collisions between balls during the confrontation phase, which is verified by the first control module 3 in conjunction with the game state information issued by the main control unit 4. When the ball terminal 1 is hit and the vibration intensity reaches the effective collision level, the vibration switch 5 closes and the voltage comparator 6 outputs a low-level signal; after receiving the low-level signal, the first control module 3 performs a secondary verification in conjunction with the preset vibration conditions (e.g., confirming that the signal duration meets the standard and that the current game state allows triggering), and finally determines it as a valid collision; then, the first control module 3 immediately encapsulates key information to generate a trigger signal, which carries the identification of the ball terminal 1, the collision timestamp, and the current game stage identifier to ensure that the signal can be accurately traced.
[0090] The first control module 3 uploads the generated trigger signal to the main control unit 4 through the first wireless communication module 7. During the transmission process, the signal power is enhanced by the radio frequency front-end power amplifier to ensure that the main control unit 4 receives the signal in real time without loss.
[0091] After receiving the trigger signal, the main control unit 4 will send a reception confirmation signal to the corresponding sphere terminal 1 to inform that the data has been successfully received; if no confirmation signal is received, the sphere terminal 1 will re-upload within a preset time (e.g., 1 second) to ensure that the data is not lost.
[0092] After receiving the reception confirmation signal from the main control unit 4, the first control module 3 of the sphere terminal 1 automatically triggers a state switch. The locked state means that even if the sphere terminal 1 is subjected to vibration again (such as a bounce after a collision or rolling on the ground), the vibration switch 5 will not trigger the voltage comparator 6 to output a signal, and the first control module 3 will no longer respond to any vibration detection results. Furthermore, the first control module 3 is prohibited from generating new trigger signals and from transmitting any data to the main control unit 4, thus blocking repeated reporting at both the hardware and software levels. The locked state remains valid until the sphere terminal 1 receives a sensor enable command from the main control unit 4 again, at which point the lock can be released, preventing false triggering caused by the sphere terminal 1 unlocking itself and ensuring the uniqueness and reliability of the state control.
[0093] After a bocce ball collides with another object, it may bounce multiple times (e.g., bounce up and then land). Without locking control, the vibration sensing module will continuously detect vibrations and generate multiple trigger signals, causing the main control unit to misjudge it as multiple collisions. By locking after triggering, only the first valid collision is included in the statistics, completely eliminating redundant data caused by bounces and secondary disturbances.
[0094] S300: Based on the trigger signal, determine the competition team to which the ball terminal belongs, and generate an event identifier based on the event sequence.
[0095] The main control unit 4 receives trigger signals from all spherical terminals 1 via the first wireless communication module 7, and extracts the identity identifier and collision timestamp from the trigger signals. The main control unit has built-in team affiliation rules. For example, spherical terminals 1 with identity identifiers of 100000001~100000004 belong to Team B; spherical terminals 1 with identity identifiers of 100000005~100000008 belong to Team A; assuming the identity identifier in the trigger signal is 100000001, then the team to which spherical terminal 1 belongs is Team B.
[0096] Furthermore, this method also includes the following steps:
[0097] After all the sphere terminals 1 are powered on, the sphere terminals 1 search for and connect to the wireless personal area network established by the main control unit 4;
[0098] After connecting to the wireless personal area network, each sphere terminal 1 reports its identity to the main control unit 4 to complete the identity binding.
[0099] It should be noted that after all sphere terminals 1 have completed power-on, their internal circuitry possesses communication capabilities. The Zigbee chip in the first wireless communication module 7 is used to initiate network search and access requests, while the Zigbee coordinator built into the main control unit 4 is used to pre-establish and maintain the wireless personal area network (PAN). The main control unit 4 is started before the start of the competition, using the Zigbee coordinator to construct a wireless PAN covering the competition venue, i.e., a Zigbee network. This network is a short-range, low-power wireless communication network, and it broadcasts a network identifier (such as PANID) to await terminal access.
[0100] After each spherical terminal 1 is powered on, its Zigbee chip automatically enters network scanning mode to search for available Zigbee networks in the vicinity. After recognizing the network identifier broadcast by the main control unit 4, it initiates an access request. After receiving the access request, the Zigbee coordinator of the main control unit 4 verifies the legitimacy of the spherical terminal 1. It supports terminal access within a preset range by default to avoid interference from external devices. After successful verification, it assigns a temporary dynamic short address to each spherical terminal 1 for temporary identification of data transmission within the network. After successfully obtaining the dynamic short address, the spherical terminal 1 establishes a stable connection with the wireless personal area network of the main control unit 4, enters the network online state, and can send and receive data.
[0101] After successfully connecting to the wireless personal area network (PAN), sphere terminal 1 waits for a 1-second stabilization period to ensure stable network connection and normal circuit operation, avoiding identity reporting failure or data loss due to signal fluctuations in the initial connection phase. After the stabilization period, sphere terminal 1 sends an identity reporting data packet to the main control unit 4 through the established PAN. The identity reporting data packet contains the identity identifier and its currently assigned dynamic short address. The main control unit 4 receives all identity reporting data packets from sphere terminals 1, extracts the correspondence between the identity identifier and dynamic short address of each sphere terminal 1, and stores it in its internal database. The main control unit 4 establishes a mapping table between identity identifiers and dynamic short addresses to achieve strong binding between the two. When sphere terminals 1 transmit data subsequently, the main control unit 4 only needs to identify their dynamic short address to quickly locate the corresponding identity identifier through the mapping table, thereby determining the identity and team of sphere terminal 1. After completing the binding, the main control unit 4 can send a binding success confirmation signal to each sphere terminal 1. Upon receiving the signal, sphere terminal 1 enters standby mode, waiting for subsequent unlocking instructions.
[0102] This system needs to support multiple spherical terminals 1 working simultaneously. After all spherical terminals 1 are connected to the same wireless personal area network, the mapping table established by the main control unit 4 can accurately issue commands to one or more spherical terminals 1, such as unlocking collision detection and locking to prevent accidental triggering. It can also accurately receive the uploaded data from each spherical terminal 1, avoiding data transmission chaos or mis-issuing commands. If a spherical terminal 1 loses connection and reconnects midway, it needs to re-report its identity information, and the main control unit 4 updates the mapping table to prevent the binding relationship from becoming invalid.
[0103] Furthermore, event markers include valid collisions and invalid collisions. Valid collisions refer to collision events that comply with the rules of the game, specifically collisions between ball terminals 1 of different teams, and are a prerequisite for triggering processes such as scoring, deducting points, and transitioning between ball states. Invalid collisions refer to collision events that do not comply with the rules of the game, specifically collisions between ball terminals 1 of the same team. Such events do not trigger scoring but only advance the game round.
[0104] Specifically, generating event identifiers based on event sequence includes the following steps:
[0105] Within the time window of a single match round, the first identity identifier corresponding to the first trigger signal and the second identity identifier corresponding to the second trigger signal are obtained in chronological order.
[0106] If the first and second identities belong to different teams, the event flag indicates a valid collision; if the first and second identities belong to the same team, the event flag indicates an invalid collision.
[0107] It should be noted that the main control unit 4 receives trigger signals uploaded by all ball terminals 1 within a single match round's time window. The trigger signals are ordered according to their reception timestamps, ignoring minor delays during signal transmission. The identifier corresponding to the first trigger signal in the order is defined as the first identifier (corresponding to the attacking ball), and the identifier corresponding to the second trigger signal is defined as the second identifier (corresponding to the hit ball). If multiple trigger signals are received within the same time window (e.g., three or more), only the identifiers corresponding to the first two trigger signals are used for judgment; subsequent signals are classified as additional events for that match round and do not affect the generation of event identifiers.
[0108] The main control unit 4 queries the corresponding teams for the first and second identity identifiers based on the binding relationship between the identity identifiers and teams. If the first and second identity identifiers belong to different teams, an event identifier is generated indicating a valid confrontation; if the first and second identity identifiers belong to the same team, an event identifier is generated indicating an invalid collision.
[0109] S400. Determine the scoring result based on the event flag, the current game status, and the preset game rules; the scoring result is at least one of the following: scoring, deducting points, tiger ball status transition, or round process control; the tiger ball status is a privileged status identifier assigned to the ball terminal according to preset rules.
[0110] The scoring process, which determines the score based on event markers, the current match status, and preset match rules, includes the following steps:
[0111] If the event marker indicates a valid confrontation and is determined to be an attack event that causes the ball terminal 1 to enter the preset scoring area for the first time, then the attacking team will be scored and the ball terminal 1 will be marked as a tiger ball.
[0112] If the event marker is a valid confrontation and is determined to be an attack event carried out by Tiger Ball that causes the opponent's ball terminal 1 to go out of bounds, then the team to which Tiger Ball belongs will be scored. If the opponent's ball terminal 1 that was hit out of bounds is Tiger Ball, then its Tiger Ball mark will be canceled at the same time.
[0113] If the event flag indicates a valid confrontation but it is determined to be invalid or violates the rules, scoring will not be triggered, and the match status will be updated.
[0114] If the event marker is invalid collision, the confrontation is deemed invalid, no scoring is triggered, and the game status is updated to advance or end the current round.
[0115] It should be noted that the current match status includes the current game number (odd / even), the rally phase (serve phase / competition phase), the terminal status of each ball (normal ball / tiger ball), and the real-time position of the ball (whether it is within the court / scoring area). Preset match rules include scoring rules (scoring with a goal, scoring with an attack), deduction rules (deduction for a tiger ball being eliminated), tiger ball status transition rules (promotion for a goal, elimination for elimination), and rally progression rules (process transition after invalid collisions / illegal confrontations). The preset scoring area refers to the scoring area defined in the match rules, i.e., the horseshoe-shaped area. A score is triggered when the ball first enters this area and meets the conditions. The tiger ball is a privileged ball status, obtained only upon first entering the horseshoe-shaped area. It can attack any opponent's ball (including tiger balls). Being hit out of bounds will result in a point deduction for its team and disqualification from the tiger ball status. Out-of-bounds determination is based on the ball's spatial position collected by an ultra-wideband positioning base station. If the ball's coordinates exceed the boundary of the playing field after a collision, it is determined to be out of bounds.
[0116] Triggering conditions include, for example, an event marker indicating a valid confrontation, the current match state being the first time ball terminal 1 enters the preset scoring area (i.e., ball terminal 1 is entering the "horseshoe" pit for the first time (no historical entry record), the entry being triggered by an attack event (such as a first-round throw goal or being knocked into the scoring area during a confrontation), and no other rules being violated upon entry (such as not being in a round where scoring is prohibited). In this case, the attacking team to which ball terminal 1 belongs is awarded 3 points; ball terminal 1 is marked as a "tiger ball," added to the system's tiger ball list, and granted the privilege of attacking any opponent's ball; the scoring data (team total score, current round score) is updated in real time and displayed on an LCD display terminal, while also being uploaded to the cloud server.
[0117] The triggering condition is, for example, that the event marker indicates a valid confrontation, the attacking party's ball terminal 1 is a tiger ball, and the attacked party's ball terminal 1 is determined to be out of bounds by ultra-wideband positioning. The out-of-bounds result is directly caused by the tiger ball's attack. Then, the team to which the tiger ball belongs gets 3 points; there are two additional results: one is that if the ball that is hit out of bounds is the opponent's ordinary ball, the opponent's ordinary ball is marked as out and will no longer participate in the subsequent game; the other is that if the ball that is hit out of bounds is the opponent's tiger ball, the opponent's team loses 3 points, and at the same time, the tiger ball is removed from the tiger ball list, canceling its tiger ball qualification; the scores of both sides, the tiger ball list, and the status of the out-of-bounds ball are updated and synchronized to the display terminal and the cloud.
[0118] Triggering conditions include, for example, an event marker indicating a valid confrontation, but the collision event is invalid, such as a collision occurring outside the court boundaries or outside the match phase (between games); or, an event marker indicating a valid confrontation, but the collision event violates the rules, such as a tiger ball attacking a ball that is already out of play, a regular ball colliding with the opponent's ball before completing its toss during the serve, or a collision exceeding the permitted force range. In such cases, no points are scored or penalized, and the match progresses. If it is an invalid confrontation, the current round ends immediately, and the player enters the preparation state for the next round. If it is a violation, the violation is recorded (no points are deducted, only a warning is issued), the current round ends, and the match progresses to the next round after confirmation by the referee. Only the match status (round / game progress) is updated; the score and ball status are not changed.
[0119] The trigger condition is, for example, an invalid collision as indicated by an event marker, requiring no additional condition checks. Therefore, the current confrontation is deemed invalid, with no points scored or deducted. The game progresses; if the current round is not yet complete, it ends immediately, and the next round begins; if the current round is nearing its end (e.g., the last collision), the current game ends, the attacking side switches, and the game enters preparation mode for the next game. The round / game progress is updated, while the ball's state and score remain unchanged.
[0120] This method accurately binds collision events to ball identities by real-time determination of whether a valid collision occurs at the ball terminal and generating a trigger signal carrying an identity identifier. This effectively solves the problem of event tracing in multi-ball confrontation scenarios. Furthermore, it generates event markers for valid confrontations or invalid collisions based on the event sequence, and automatically determines various results such as scores, deductions, tiger ball state transitions, or round progress control based on the current game state and preset game rules. This not only overcomes the drawbacks of traditional manual judgment, such as strong subjectivity, low efficiency, and susceptibility to disputes, but also achieves automated adaptation and execution of complex game rules, ensuring the objectivity, accuracy, and efficiency of game judgment.
[0121] To facilitate understanding, the control method of the bocce game system in this application will be introduced below with specific examples.
[0122] There are eight ball terminals 1, identified by numbers 1 to 8. Numbers 1 to 4 belong to Team B, and numbers 5 to 8 belong to Team A. All ball terminals 1 have a built-in vibration sensor module 2, which consists of a vibration switch SW-18010P and a voltage comparator LM393DR. The first control module 3 is a CC2530 chip. The first wireless communication module 7, which combines CC2530 and CC2591, constructs a Zigbee wireless personal area network. There are four ultra-wideband positioning base stations (A0 to A3) covering the playing field (including the service area, the horseshoe-shaped scoring area, and the field boundary). The main control unit 4 is an AIR724UG central processing unit, which has built-in preset game rules (3 points for a goal, 3 points for a ball going out of bounds, 3 points deducted for an opponent's ball going out of bounds, etc.). The deep learning model uses a combination of CNN and LSTM, and the impact threshold is set to 0.85.
[0123] The first set is an odd-numbered set, with Team A attacking and Team B defending; the first round is the serving phase, with balls thrown in the order of G1 to G8. The total score for both Team A and Team B is 0, and there is no tiger ball; after all ball terminals 1 are powered on, they are connected to the Zigbee network, and the dynamic address and identity are bound. The main control unit 4 issues a sensor enable command, and all ball terminals 1 enter the collision event detectable state.
[0124] like Figure 4 As shown, the player on the second side is in the service area ( Figure 4 (From position G1) Hand throw the end of ball number 1, the end of ball number 1 towards the horseshoe-shaped depression ( Figure 4The ball moves in the area behind the center court. During the process, the internal sensors of the No. 1 ball terminal collect motion data in real time. Time series data examples: T=100ms (Ax=0.12g, Ay=0.05g, Az=0.98g); T=500ms (Ax=0.35g, Ay=0.20g, Az=1.20g); T=800ms (Ax=3.20g, Ay=2.10g, Az=0.50g) (peak value at the moment of collision with the horseshoe-shaped crater). The ultra-wideband positioning base station collects position data simultaneously. The ball coordinates move from the service area (X=2m, Y=1m) to the horseshoe-shaped crater area (X=8m, Y=4m), and the speed increases from 0 to 1.5m / s before stabilizing.
[0125] The main control unit 4 processes the collected data, filtering out high-frequency interference caused by slight vibrations in the field, retaining the peak acceleration characteristics at the moment of collision; removing instantaneous abnormal data falsely reported by sensors (such as correcting Az=9.80g to 1.20g); and aligning the acceleration, position, and velocity data by timestamp, mapping them to the [0, 1] interval to generate a structured feature sequence. The preprocessed data is input into a deep learning model, and if the output collision probability value is >0.85, it is determined to be a valid collision.
[0126] After detecting a valid collision, the first control module 3 of sphere terminal 1 generates a trigger signal. This signal carries the identifier "Number 1," a collision timestamp of 2025-08-24 11:07:18, and the collision location as the horseshoe-shaped area (X=8.2m, Y=4.1m). The trigger signal is amplified by the CC2591 RF front-end power amplifier and then uploaded to the main control unit via the Zigbee network. Upon completion of the upload, sphere terminal 1 automatically enters a trigger-locked state, awaiting an unlock command.
[0127] The main control unit 4 analyzes the identity identifier in the trigger signal and determines it to be number 1. According to the preset rule (IDs 1-4 belong to team B), it determines that ball terminal 1 belongs to team B. Within the current round time window (10 seconds), only the trigger signal of ball terminal 1 is received (no other ball collisions). The main control unit 4 determines this as a valid confrontation for the first time a single ball enters the scoring area, and the generated event marker indicates a valid confrontation. Combining the current game status (serving phase) and position data (collision occurs in the hoofprint), it matches the preset scoring area rule for the first time, determining that team B gets 3 points. At this time, team B's total score = 3, and team A's total score = 0. Ball terminal 1 is marked as a tiger ball, the tiger ball list is updated to [ID (identity identifier) = 1], and it is given the privilege of attacking any ball of the opponent. The scoring result and the tiger ball list are displayed on the LCD terminal and simultaneously uploaded to the cloud server (upload address: 39.96.116.49:9696).
[0128] The main control unit 4 determines that round 1 has ended and sends a sensor enable command to all ball terminals 1. Tiger Ball No. 1 is unlocked and enters a collision event detectable state; the game number remains round 1, and the round is updated to round 2 (competition phase). The second player controls Tiger Ball No. 1 (…). Figure 5 (G1 position) attacking the terminal of the 7th sphere of the A team ( Figure 5 At position G7, the two balls collide. The motion data of ball #1 is Ax=4.5g, Ay=3.2g at the moment of collision, and its position (X=6.5m, Y=3.8m). The motion data of ball #7 is that its velocity increases sharply after the collision, and its final position exceeds the boundary of the field (X=10.5m, Y=4.2m). The ultra-wideband positioning base station determines that it is out of bounds. After the collision data of the two balls is preprocessed, it is input into the model, and the output collision probability values are 0.95 (ball #1) and 0.91 (ball #7), both of which are greater than the collision threshold and are determined to be valid collisions.
[0129] Ball #1's trigger signal carries ID=1, with a timestamp of 2025-08-24 11:09:23. Ball #7's trigger signal carries ID=7, with a timestamp of 2025-08-24 11:09:23.05s. The two IDs belong to different teams, and the generated event marker indicates a valid confrontation. Due to the valid confrontation, the tiger ball attack, and the opponent's ball going out of bounds, Team B gains 3 points (total score = 6), and Team A's ball #7 is marked as eliminated and will no longer participate in the subsequent matches. The score, the list of eliminated balls, and the tiger ball's status are updated and uploaded to the cloud.
[0130] The above description is merely a preferred embodiment of this application and an explanation of the technical principles employed. Those skilled in the art should understand that the scope of the invention involved in this application is not limited to technical solutions formed by specific combinations of the above-described technical features, but should also cover other technical solutions formed by arbitrary combinations of the above-described technical features or their equivalents without departing from the inventive concept. For example, technical solutions formed by substituting the above features with (but not limited to) technical features with similar functions disclosed in this application.
Claims
1. A control method for a bocce game system, characterized in that, The system includes at least: multiple spherical terminals (1), each spherical terminal (1) having an identity identifier; The method includes the following steps: During the game, it is determined in real time whether the ball terminal (1) has a valid collision; If a valid collision is determined to have occurred in the spherical terminal (1), a trigger signal is generated; the trigger signal carries the identity identifier of the corresponding spherical terminal (1); Based on the trigger signal, determine the competition team to which the ball terminal (1) belongs, and generate an event identifier based on the event sequence; The scoring result is determined based on the event flag, the current game state, and the preset game rules; the scoring result is at least one of the following: scoring, deducting points, tiger ball state transition, or round process control; the tiger ball state is a privileged state identifier assigned to the ball terminal (1) according to the preset rules. The event identifiers include valid confrontations and invalid collisions; generating event identifiers based on event sequence specifically includes the following steps: Within the time window of a single match round, the first identity identifier corresponding to the first trigger signal and the second identity identifier corresponding to the second trigger signal are obtained in chronological order. If the first identity and the second identity belong to different teams, the event flag indicates a valid confrontation; if the first identity and the second identity belong to the same team, the event flag indicates an invalid collision. The score is determined based on the event flag, the current match status, and the preset match rules, specifically including the following steps: If the event marker is a valid confrontation and is determined to be an attack event that causes the ball terminal (1) to enter the preset scoring area for the first time, then the attacking team will be scored and the ball terminal (1) will be marked as a tiger ball; If the event marker is a valid confrontation and is determined to be an attack event carried out by Tiger Ball that causes the opponent's ball terminal (1) to go out of bounds, then the team to which Tiger Ball belongs will be scored. If the ball terminal (1) of the opponent's team that was hit out of bounds is Tiger Ball, then its Tiger Ball mark will be canceled at the same time. If the event flag indicates a valid confrontation but is determined to be invalid or violate the rules, scoring will not be triggered, and the match status will be updated. If the event marker is an invalid collision, the current confrontation is deemed invalid, no scoring is triggered, and the game status is updated to advance or end the current round.
2. The control method for a bocce game system according to claim 1, characterized in that, Each spherical terminal (1) is equipped with a vibration sensing module (2) and a first control module (3) connected in communication; each spherical terminal (1) has an identification mark, and the vibration sensing module (2) is used to detect whether the corresponding spherical terminal (1) has collided; the first control module (3) is used to generate a trigger signal when the corresponding spherical terminal (1) is detected to have collided; The system further includes a main control unit (4), which is communicatively connected to the first control module (3). The main control unit (4) is used to determine the score result based on the preset competition rules and the trigger signal.
3. The control method for a bocce game system according to claim 2, characterized in that, The vibration sensing module (2) includes at least: The vibration switch (5) and voltage comparator (6) are electrically connected. The vibration switch (5) is used to close or open in response to whether the corresponding ball terminal (1) is collided, so as to change the voltage at the input terminal of the voltage comparator (6). The voltage comparator (6) is used to output a high-level signal or a low-level signal according to the voltage relationship between its two input terminals, and send the high-level signal or low-level signal to the first control module (3).
4. The control method for a bocce game system according to claim 2, characterized in that, The first control module (3) and the main control unit (4) are connected via a first wireless communication module (7); The first wireless communication module (7) includes a Zigbee chip and a radio frequency front-end power amplifier connected thereto. The Zigbee chip is used to establish a wireless personal area network with the main control unit (4) and receive a trigger signal generated by the first control module (3) based on the wireless personal area network. The radio frequency front-end power amplifier is used to amplify the power and adjust the gain of the trigger signal received by the Zigbee chip to obtain a radio frequency signal and send the radio frequency signal to the main control unit (4).
5. The control method for a bocce game system according to claim 2, characterized in that, The system also includes: multiple ultra-wideband positioning base stations, which are used to construct a positioning network covering the competition venue to obtain the spatial location information of each of the ball terminals (1) in real time; The main control unit (4) is used to receive the spatial location information and to spatiotemporally correlate the spatial location information with the collision event detected by the vibration sensing module (2); and to determine the score result based on the correlation result and the preset competition rules.
6. The control method for a bocce game system according to claim 2, characterized in that, The method further includes the following steps: After all the spherical terminals (1) are powered on, the spherical terminals (1) search for and access the wireless personal area network established by the main control unit (4); After accessing the wireless personal area network, each of the sphere terminals (1) reports its identity to the main control unit (4) to complete the identity binding.
7. The control method for a bocce game system according to claim 1, characterized in that, The following steps are used to determine whether a valid collision has occurred at the sphere's terminal (1): Acquire motion data of the spherical terminal (1); the motion data includes at least acceleration, angular velocity, vibration intensity, position, and velocity; The motion data is preprocessed to obtain preprocessed data; The preprocessed data is input into the deep learning model to obtain the collision probability value; If the collision probability value is greater than the collision threshold, it is determined to be a valid collision.
8. The control method for a bocce game system according to claim 2, characterized in that, The method includes the following steps: In response to the sensing enable command issued by the main control unit (4), the ball terminal (1) is controlled to enter the collision event detectable state; When the ball terminal (1) in the collision event detectable state meets the preset vibration conditions, it is determined that a valid collision has occurred and a corresponding trigger signal is generated; After the ball terminal (1) completes the reporting of the trigger signal, it switches to the trigger lock state until it receives a sensing enable command from the main control unit (4) again and re-enters the collision event detectable state.