Intelligent doll in self-walking chess battle mode and platform of intelligent doll
By combining various movement mechanisms such as magnetic control, wheel drive, servo motor stepping, and mechanical claw with the intelligent algorithms of the chessboard's main chip, the problem of automated movement and intelligent decision-making on the physical chessboard of auto chess is solved, realizing a highly free tactical interactive experience.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- 赵家启
- Filing Date
- 2025-12-29
- Publication Date
- 2026-04-17
AI Technical Summary
Existing technologies struggle to deeply integrate the virtual gaming experience of auto chess with the realistic interaction of a physical chessboard. The automated movement of pieces lacks precision, is costly, and the system is complex and lacks interactivity.
Employing multiple movement mechanisms such as magnetic control, wheel drive, servo motor stepping, and mechanical claws, combined with the intelligent algorithms of the chessboard's main chip, the game enables automatic movement of the puppets, selection of attack targets, and skill processing, enhancing the game's interactivity and intelligence.
It achieves automated and precise movement of pieces in multiple modes, reduces the operational burden, enhances the strategic depth and interactivity of the game, strengthens the viewing experience and immersion, and provides a tactically varied combat experience.
Smart Images

Figure CN121868840A_ABST
Abstract
Description
Technical Field
[0001] This invention relates to the field of intelligent toys and interactive entertainment technology, specifically to an intelligent doll and platform for an auto chess battle mode. Background Technology
[0002] Auto chess, a game genre that blends strategic deployment, automated battles, and character collection and development, has gained widespread attention and popularity in the video game industry in recent years. In these games, players typically deploy pieces (or "puppets") with different attributes, skills, and classes on specific grid points on a board. The pieces then automatically move, attack, and unleash skills according to preset rules and algorithms, engaging in turn-based combat. However, the current mainstream auto chess experience is entirely based on virtual video game platforms. Players operate and observe through a screen interface, lacking the tactile feedback, spatial immersion, and face-to-face social interaction of traditional board games.
[0003] Meanwhile, traditional physical board games, especially strategy games, while providing a realistic physical interaction experience, often rely heavily on manual player input and rulebook consultation for aspects such as piece movement and battle resolution, making the process cumbersome and prone to errors. For game mechanics like auto chess, which involve complex automated calculations and strategic decision-making, directly porting them to a physical board presents significant technical challenges. How to enable physical pieces to move automatically and accurately, like virtual units in video games, and to execute intelligent battle decisions is a key problem that current technology has not yet adequately solved.
[0004] Currently, there are some "smart chessboards" or "smart toys" on the market that attempt to combine physical and electronic elements. For example, some products use RFID or image recognition technology to track the position of pieces on the chessboard, but these systems often only achieve simple status recording and cannot drive the pieces to move autonomously. Other products use tracks or preset paths to constrain the movement of pieces, but this greatly limits the freedom and strategic depth of the game, falling far short of the high degree of freedom required for formation and movement in auto chess games. Existing technologies for automating piece movement each have their limitations: simple magnetic movement may lack precision and control a single piece is difficult; adding a drive mechanism to each piece leads to high costs, complex structures, and reduced reliability; while relying entirely on large external robotic arms for grasping and placing, although highly precise, results in a large system, extremely high costs, and may affect the game's rhythm and visual appeal.
[0005] Furthermore, most existing intelligent chessboard systems focus on state perception and result display, lacking sufficient "intelligence" in piece behavior. One of the core joys of auto chess lies in strategic gameplay, where pieces can automatically choose the optimal movement or attack target based on the battlefield situation (such as enemy distribution, health, and type). Seamlessly integrating this complex AI decision-making algorithm with the physical piece's driving system to achieve a complete closed loop from "perception" to "decision" to "execution" is key to enhancing the physical auto chess gaming experience and represents an area that current technology has not yet fully explored.
[0006] Therefore, there is an urgent need in this field for an innovative solution that can deeply integrate the virtual game experience of auto chess with the real interactive feel of a physical chessboard, and design an intelligent puppet and its battle platform that can automate and move pieces in multiple modes with precision, integrate an intelligent decision-making system, and at the same time maintain a relatively simple system structure and controllable cost. Summary of the Invention
[0007] The purpose of this invention is to provide an intelligent puppet and its platform for an auto chess battle mode. By integrating multiple movement mechanisms such as magnetic control, wheel drive, servo motor stepping or mechanical claw, and utilizing the intelligent algorithm of the chessboard main chip, the puppet can automatically move, select attack targets, process skills and counterattack actions, thereby simulating real battle strategies and enhancing the interactivity and intelligence of the game.
[0008] To achieve the above objectives, the present invention provides the following technical solution: an intelligent puppet and its platform for an auto chess battle mode, comprising a chessboard, the end face of which is divided into several grids for positioning, and one or more puppets are placed on each grid; the lower end of each puppet is provided with a support rod for support, and the bottom end of each puppet is provided with a bottom magnet; a base plate is laid on the end face of the chessboard, and the puppet is placed on the base plate; a mechanical claw driven by a control system is provided above the chessboard for grasping and placing the puppet; the bottom end of each puppet is provided with a ring of LED lights for dynamically displaying its health status; obstacle models for influencing the movement path of the puppet can be placed on the end face of the chessboard; the end face of the puppet is provided with additional slots for connecting equipment, artifacts, or pet models, and the objects connected to the additional slots can provide attribute bonuses or cast skills for the puppet, but the puppet itself cannot move.
[0009] Furthermore, the chessboard has a central control magnet that can move within a plane; the puppet has a drive motor at its inner end and wheels at its lower end; for puppets with legs and feet, magnetic control elements are embedded in the soles of their feet, and the puppet has a built-in servo motor for driving leg movements; the chessboard has a main chip and registers for storing and processing global battle data; and the puppet has a built-in chip for storing the puppet's initial attributes and skill data.
[0010] Furthermore, the main control magnet is connected to a robotic arm that can control its movement within the plane of the chessboard; when it is a puppet's turn to move, the main control magnet, under the control of the robotic arm, first moves to directly below the puppet, magnetically attracts the bottom magnet at the bottom of the puppet, and then moves the main control magnet to attract and drive the puppet to move between the squares of the chessboard to the target position.
[0011] Furthermore, the bottom of the puppet houses the drive motor and wheels driven by the drive motor. The drive motor is connected to a remote signal receiving device, which receives control signals from an external controller or the chessboard's main chip and registers to control the motor's direction and speed, thereby driving the wheels to rotate and moving the puppet on the base plate. The wheels of the puppet's main body are made of a material with high grip and a certain degree of elasticity, and a miniature gravity sensor and a quick-return mechanism are integrated inside its support rod structure. Simultaneously, the magnetic base at the bottom of the support rod maintains stable adhesion to the electromagnet array under the base plate, providing vertical locking force to ensure the puppet remains balanced and does not tip over after minor collisions.
[0012] Furthermore, the base of the chessboard is made of metal. For a puppet with legs and feet, the magnetic control element on the sole of its feet generates or releases magnetism, causing one foot to attract or separate from the metal base. At the same time, the built-in servo motor controls the puppet's legs to make stepping movements. By alternately controlling the magnetic attraction and stepping of both feet, walking is simulated to realize the movement of the puppet on the chessboard.
[0013] Furthermore, the mechanical gripper is connected to the control system of the chessboard; when it is a puppet's turn to move, the control system controls the mechanical gripper to move above the puppet and grab it, then moves and releases the puppet into the designated target square, thereby realizing the movement.
[0014] Furthermore, the chessboard main chip and register are configured to automatically select a target square to move to in turn-based battles when automatic control of the puppet's movement is required, based on a preset movement strategy algorithm. The movement strategy algorithm is calculated based on one or more factors, including but not limited to: the density of enemy puppets, the remaining health of individual enemy puppets, the attack power of individual enemy puppets, or the health status of the player's own puppet. The chessboard main chip and register output control commands based on the algorithm calculation results, driving the puppet to move to the target square using any of the aforementioned movement methods.
[0015] Furthermore, the chessboard main chip and registers are configured to automatically determine the attack target according to a preset attack target selection algorithm when the puppet needs to automatically select an attack target after moving in turn-based battles. The attack target selection algorithm is calculated based on one or more factors, including but not limited to: the type of the enemy puppet, the remaining health of the enemy puppet, or the specific state of the enemy puppet. The chessboard main chip and registers control the puppet to perform an attack action on the selected target according to the algorithm calculation results.
[0016] Furthermore, the puppet's built-in chip stores the puppet's skill data, which includes skill type, skill attack range, and skill effect parameters. When the chessboard's main chip and register process the skill effect, they calculate the actual damage or effect value of the skill based on the actual distance between the attacking puppet and the target puppet, and whether the obstacle model exists on the attack path. The greater the distance, the lower the damage or effect value may be. When there is an obstacle, the damage or effect value will be reduced or the attack will not take effect.
[0017] Furthermore, the chessboard main chip and registers are configured to automatically trigger a counterattack mechanism when a puppet is attacked by a close-range enemy puppet from an adjacent square; the counterattack mechanism includes: controlling the attacked puppet to perform a counterattack action, and calculating and applying a damage value to the initial attacker based on the attribute parameters of the attacked puppet itself.
[0018] This invention provides an intelligent android and its platform for an auto chess battle mode, which has the following beneficial effects:
[0019] 1. This solution improves the accuracy and reliability of the puppet's positioning and movement on the chessboard through a multi-mechanism movement system combining magnetic control, motor drive, and mechanical grippers. Specifically, the main control magnet attracts the bottom magnet to achieve basic movement, the drive motor and wheels provide autonomous propulsion, and the mechanical grippers are used for precise placement in complex positions. These three mechanisms can be switched or used in combination as needed, avoiding the stuttering and deviation problems that easily occur with a single drive method. This significantly enhances the puppet's stability and fault tolerance in complex chess situations, making the game smoother.
[0020] 2. The puppet's built-in servo motors and magnetic control elements on its feet, combined with the metal chessboard design, achieve a human-like walking movement effect, enhancing the game's visual appeal and immersion. By controlling the alternating magnetic attraction and release of the magnetic control elements on the soles of the feet, and with the built-in servo motors driving the leg joints to simulate realistic walking movements, the puppet's movement is no longer a simple, overall sliding motion, but a gradual, lifelike forward movement. This combination of mechanical structure and magnetic control technology not only enhances the product's fun and technological feel but also provides a more natural expression for tactical actions (such as navigating obstacles).
[0021] 3. The main chip and registers of the chessboard utilize a preset algorithm to enable intelligent movement and attack decisions for the puppets, effectively reducing the player's operational burden while enhancing the strategic depth of the battle. The system can comprehensively analyze multi-dimensional information such as the distribution, health, and type of enemy puppets, automatically selecting the optimal movement square or attack target, making the puppets' behavior tactically targeted. This design frees players from tedious operations, allowing them to focus more on overall lineup composition and strategic planning, while algorithm-driven real-time decision-making ensures a fast-paced and ever-changing battle.
[0022] 4. The collaborative processing of built-in chip skill data and the chessboard's main chip enables the calculability of complex skill effects and battlefield interactivity. Skill types, attack ranges, and effect parameters are stored in the puppet's built-in chip and the chessboard's main chip. When calculating damage or effects, the chessboard's main chip dynamically adjusts its calculations based on battlefield environmental factors such as attack distance and obstacle obstruction. This mechanism makes skill release more than just a formality; it deeply integrates battlefield geographical information, enhancing the game's tactical dimension and realism, and encouraging players to utilize terrain for strategic deployment.
[0023] 5. The introduction of the automatic counterattack mechanism enhances the interactivity and strategic unpredictability of combat, improving the game's dynamic balance. When a puppet is attacked at close range, the system automatically triggers a counterattack based on its attributes, dealing damage to the attacker calculated according to those attributes. This mechanism changes the passive "one-sided suffering" situation of traditional turn-based games, requiring the attacker to consider the risk of being counterattacked when making a move. This increases the decision-making cost and variables in close combat, prompting players to make more careful trade-offs between offense and defense. Attached Figure Description
[0024] To more clearly illustrate the embodiments of the present invention or the technical solutions in the prior art, the drawings used in the description of the embodiments or the prior art will be briefly introduced below. Obviously, the drawings in the following description are merely exemplary, and those skilled in the art can derive other embodiments based on the provided drawings without creative effort.
[0025] Figure 1 This is a schematic diagram of the overall structure of the present invention. Figure 1 ;
[0026] Figure 2 This is a schematic diagram of the overall structure of the present invention. Figure 2 ;
[0027] Figure 3 This is a schematic diagram of the internal structure of the overall structure of the present invention. Figure 1 ;
[0028] Figure 4 This is a schematic diagram of the internal structure of the overall structure of the present invention. Figure 2 ;
[0029] Figure 5 This is a schematic diagram of the internal structure of the overall structure of the present invention. Figure 3 . Detailed Implementation
[0030] Exemplary embodiments will now be described in detail, examples of which are illustrated in the accompanying drawings. When the following description relates to the drawings, unless otherwise indicated, the same numerals in different drawings denote the same or similar elements. The embodiments described in the following exemplary embodiments do not represent all embodiments consistent with this disclosure. Rather, they are merely examples of apparatuses consistent with some aspects of this disclosure as detailed in the appended claims.
[0031] The technical solutions of the embodiments of the present invention will be clearly and completely described below with reference to the accompanying drawings. All other embodiments obtained by those skilled in the art based on the embodiments of the present invention without creative effort are within the scope of protection of the present invention.
[0032] Example 1: Manually Controlled Battle System for 2D Anime Themes Based on Magnetically Controlled Stepping Scheme
[0033] This embodiment details a specific implementation of a two-dimensional themed intelligent doll platform based on the magnetically controlled stepping scheme described in claim 5. This embodiment focuses on achieving manual control in combat and draws inspiration from the strategic layout and character design principles of *Heroes of Might and Magic III: Shadow of Death*.
[0034] First, the base of the chessboard 1 is made of metal, and its surface is divided into a standard hexagonal grid array to increase the flexibility of movement. The puppet 2 is designed as a two-dimensional style hero character, such as a knight or a magician, and has legs and feet. At the bottom of each foot of the puppet 2, a magnetic control element 9 is embedded. This element can be an electromagnet, and the generation and disappearance of its magnetism are controlled by a micro-circuit inside the puppet. Simultaneously, the built-in servo motor 10 is installed inside the torso of the puppet 2 for precisely controlling the stepping movements of the leg joints.
[0035] At the start of the match, each player selects five different character puppets 2 and places them in the designated initial area slots at both ends of the chessboard 1. After pressing the start button, the chessboard's main chip and register 13 read the pre-stored health, speed, attack power, defense power, and skill parameters from the built-in chip 14 of each puppet via in-game communication, completing the game initialization.
[0036] After entering turn-based combat, the action order is determined by the speed attribute of the puppets. When it is the player's turn to manually control their red team knight puppet, the chessboard 1 will light up movable squares centered on the knight's current position and with the knight's movement speed as the radius. The player selects a target square three squares ahead using a handheld wireless remote control. After the command is issued, the movement process begins: the magnetic control element 9 on the bottom of the knight puppet's right foot is first activated, generating a strong magnet, causing its right foot to firmly adhere to the metal chessboard base 1 as a support point. Next, the built-in servo 10 drives the left leg joint to take a step forward, and after the left foot lands on the square ahead, its bottom magnetic control element 9 is activated and adhered. Then, the magnetism of the right foot magnetic control element 9 is deactivated, and the servo 10 drives the right leg to follow. This alternation continues until the puppet 2 moves to the target square. After the movement is completed, the system detects that there is a blue team mage puppet in the adjacent square of the knight puppet, and the remote control interface prompts that an attack can be selected. After the player confirms the attack, the knight puppet performs a preset sword-swinging animation and plays the line "Holy Light Slash!" The main chip and register 13 of the chessboard calculate the damage value based on the knight's attack power skill bonus and the mage's defense power, and reduces the mage's health. Since it is a melee attack, according to the counterattack mechanism, the mage puppet automatically executes a counterattack action after taking damage, dealing damage to the knight based on its own spell power. Throughout the process, the number of LED lights 12 on the bottom of puppet 2 changes as its health decreases, visually indicating the status.
[0037] This embodiment uses a magnetically controlled stepping scheme to achieve anthropomorphic movement of the puppet on the chessboard. Combined with manual strategy control, it provides a highly immersive physical tactical battle experience.
[0038] Example 2: Automatic Control Battle Based on a Master Control Magnet Movement Scheme in a World War II Theme
[0039] This embodiment details a specific implementation of a World War II-themed intelligent puppet platform based on the overall control magnet 5 movement scheme described in claim 3. This embodiment focuses on achieving automatic control and draws inspiration from the military atmosphere of *Frontline: Assault Corps WW2*.
[0040] Inside the chessboard 1, beneath the base plate 6, is a two-dimensional moving mechanism driven by a precision stepper motor. The main control magnet 5, a strong permanent magnet, is fixed to this mechanism. The surface of the chessboard 1 is a non-metallic panel printed with square grids. The puppets 2 are designed as models of soldiers and tanks from World War II. Each puppet 2 has a support rod 3 and a bottom magnet 4 fixed to its bottom. The support rod 3 has a certain length to ensure the puppet 2 can stand stably and to maintain an appropriate attraction distance between the bottom magnet 4 and the main control magnet 5 inside the chessboard.
[0041] The initialization process is the same as in Example 1. Upon entering a battle round, the system switches to automatic control mode. When it's the turn of a tank dummy from the blue team, the main chip and register 13 of the chessboard activate the built-in strategy algorithm. The algorithm first scans the battlefield: analyzing the distribution of enemy red team soldiers, it finds an anti-tank soldier with low health and in an isolated position. The algorithm then decides to control the tank dummy to move closer to this anti-tank soldier. At this time, the two-dimensional movement mechanism inside the chessboard drives the main control magnet 5 to move quickly to directly below the tank dummy. Due to magnetic attraction, the bottom magnet 4 of the tank dummy is attracted by the main control magnet 5. Next, the two-dimensional movement mechanism drives the main control magnet 5 to move horizontally, thereby magnetically pulling the tank dummy across the surface of the chessboard 1, precisely dragging it to the target square selected by the algorithm, two squares away from the anti-tank soldier. During the movement, the effect of the movable squares lighting up and turning off is achieved through the LED backlight under the panel of the chessboard 1.
[0042] After the movement ends, the algorithm determines that the tank dummy's equipped "artillery" skill can hit the enemy anti-tank soldier. Therefore, the system automatically triggers an attack. The tank dummy's cannon barrel slightly rises and recoils, simultaneously playing a cannon sound effect. The chessboard's main chip and register 13 calculate damage based on the skill data. Since the target is within maximum range and there are no obstacle models 15 blocking it, full damage is dealt. The anti-tank soldier's health drops sharply, and the LED light 12 at its base changes from green to yellow. Because the tank is a ranged attacker and not within the anti-tank soldier's close-range counterattack range, no counterattack is triggered. Randomly placed obstacle models 15 on the chessboard, such as sandbag bunkers, affect the algorithm's movement path selection; the tank dummy will automatically detour around these obstacles instead of passing through them.
[0043] This embodiment achieves smooth and precise movement of the puppet through a centrally controlled magnet traction scheme. Combined with an automatic decision-making system, it simulates real battlefield command and confrontation, testing the player's lineup matching and strategy preset.
[0044] Example 3: Fantasy-themed hybrid control battle based on a wheel-driven system
[0045] This embodiment details a specific implementation of a fantasy-themed intelligent puppet platform based on the wheeled drive scheme described in claim 4. A key feature of this embodiment is its support for a hybrid mode of manual and automatic control.
[0046] The puppets 2 are designed as fantasy creatures such as dragons and elves. Each puppet 2 has a built-in drive motor 8 and wheels 7 in its base. The puppets 2 are placed on the chessboard. The drive motor 8 is connected to a wireless signal receiving module.
[0047] After initialization, players can choose to manually control the game for a few rounds and let the system control it automatically for others. For example, in one round, the player manually controls the movement of the red team's Elf Archer Puppet 2. After the player selects a target square using an external touchscreen remote control, the command signal is sent to the main chip and register 13 of the game board. The chip then transmits the movement command to the receiver module built into the Elf Archer Puppet 2 via a dedicated short-range wireless communication protocol. The drive motor 8 starts, causing the wheels 7 to rotate, moving the Puppet 2 to the designated position on the surface of the game board 1.
[0048] Next, the player sets the attack mode to automatic. Once the elven archer is in position, the system algorithm begins to work. The algorithm detects that an enemy blue team wizard puppet is within range of its "Magic Arrow" skill, and that the wizard puppet has low health, so it automatically selects it as the attack target. The elven archer performs a drawing and firing motion. When calculating damage, the chessboard main chip and register 13 consider the rule in the skill description that "damage decreases by 10% for every additional square." Since this attack spans 3 squares, there is some damage attenuation. After the wizard puppet is hit, if the elf is within its melee counterattack range, a counterattack can be triggered. The LED light 12 at the bottom of puppet 2 displays the remaining health in real time. The additional slot 16 can insert a "Wind Amulet" model to increase the elven archer's speed attribute; this bonus information is read and applied by the chessboard main chip and register 13 during initialization.
[0049] This embodiment achieves flexible maneuverability of the puppet through a wheeled drive scheme. The hybrid control mode not only satisfies the player's enjoyment of operation but also reduces the burden of long-term operation and enriches the strategic layers of the game.
[0050] Example 4: A Sci-Fi Themed Manual Control Battle Based on a Mechanical Claw Hand Placement Scheme
[0051] This embodiment details a specific implementation of a science fiction-themed intelligent puppet platform based on the mechanical claw 11 placement scheme described in claim 6. This embodiment focuses on high-precision positioning and manual micro-manipulation.
[0052] The upper frame of the chessboard 1 integrates a high-precision three-axis Cartesian coordinate robot as the mechanical gripper 11. The end effector of this mechanical gripper 11 is an adaptive clamp, capable of reliably grasping the puppets 2 of different shapes without causing damage. The puppets 2 are designed as sci-fi robots and alien creatures. The surface of the chessboard 1 is a clearly defined square grid.
[0053] The battle begins with players manually controlling the blue team's robot squad. When it's one of the scout robots' turn to act, the player selects a distant high ground square on the map interface of the control terminal; this square may provide an attack range bonus. After confirming the command, the chessboard's main chip and register 13 control the mechanical gripper 11 to move directly above the scout robot puppet 2. A visual positioning camera located in the corner of chessboard 1 assists in precise positioning. The mechanical gripper 11 descends, gently gripping the middle or a specific grasping part of puppet 2 using adaptive clamps, then smoothly lifts it across the chessboard, finally placing it precisely on the target square selected by the player. The entire process is smooth and the positioning is accurate.
[0054] After moving, the player manually selects the attack command. Since the reconnaissance robot is equipped with a long-range laser gun skill, the player needs to define the attack area on the interface. The system determines that an enemy alien doll exists in the attack path, and the player confirms the attack. The reconnaissance robot fires, and the main chip of the chessboard and register 13 calculate the damage. If the obstacle model 15 exists in the path, it may reduce the damage or block the attack. Because it is a ranged attack, it does not trigger a melee counterattack. The doll's health is displayed through the LED ring 12 at its bottom. The player can also install a "stealth device" model for the robot through the additional slot 16, granting it a one-turn evasion bonus.
[0055] This embodiment uses a robotic gripper to achieve aerial displacement of the puppet, avoiding friction on the chessboard surface. It is particularly suitable for puppets with complex shapes or whose bottoms are not suitable for movement, providing another unique tactical implementation method.
[0056] Example 5: Advanced Fantasy-Themed Battles that Integrate Multiple Movement and Decision-Making Mechanisms
[0057] This embodiment details an advanced combat scenario in a fantasy genre that integrates multiple aforementioned movement schemes and intelligent decision-making mechanisms on a single platform. This embodiment aims to demonstrate the platform's high degree of integration and flexibility.
[0058] This platform allows for the mixing and matching of units using different movement mechanisms. For example, the red team can deploy: a dwarf warrior using a magnetic stepping mechanism, a dwarf helicopter using a wheeled drive mechanism, and a giant golem using a centrally controlled magnet movement mechanism. The blue team can deploy units with different movement mechanisms. The chessboard's main chip and register 13 can uniformly identify and control these heterogeneous units.
[0059] In a crucial round, the system operates in automatic control mode. First, it's the Red Team's Dwarf Helicopter's turn. The chessboard's main chip and register 13's algorithm, based on the battlefield situation, determines that rapid support for the right flank is needed. Therefore, it controls the helicopter to quickly traverse open ground via its wheels and reach the designated position. Next, it's the Blue Team's Necromancer's turn. After evaluation, the algorithm determines that the Red Team's Dwarf Warrior poses the greatest threat and is within the range of its "Death Coil" skill, but an obstacle blocks its straight-line movement. Therefore, the algorithm controls the Necromancer to use magnetic movement to bypass the tombstone, enter the attack range, and launch an attack. When processing this skill, the chessboard's main chip and register 13 calculates the damage based on the skill data, and because the obstacle is no longer in a straight line at the moment of attack, the damage is calculated as full.
[0060] Upon being attacked, the dwarf warrior, being a melee unit and adjacent to the necromancer, automatically triggers a counterattack mechanism. The system controls the dwarf warrior to perform an axe-swinging counterattack, dealing physical damage to the necromancer. Throughout the process, the health of all puppets is updated in real-time via LED lights 12 at their base. If the player's preset combination skill conditions are met, the system will prompt or automatically trigger a powerful combination skill, with complex effect calculations performed by the chessboard's main chip and register 13.
[0061] This embodiment demonstrates how the intelligent puppet platform integrates multiple movement and decision-making mechanisms to achieve complex battles with deep strategy and dynamic changes within a unified rule framework, greatly enriching the game's playability and competitiveness.
[0062] Although embodiments of the invention have been shown and described, it will be understood by those skilled in the art that various changes, modifications, substitutions and alterations can be made to these embodiments without departing from the principles and spirit of the invention, the scope of which is defined by the appended claims and their equivalents.
Claims
1. A smart doll and its platform of self-walking chess confrontation mode, comprising a chessboard (1), characterized in that: The chessboard (1) has a doll (2) on its end face, a support rod (3) on its lower end, a bottom magnet (4) on its bottom end, a base plate (6) on its end face, a mechanical claw (11) on its upper end, an LED light (12) on its bottom end, an obstacle model (15) on its end face, and an additional slot (16) on its end face.
2. The intelligent doll of claim 1 and its platform of a self-walking chess confrontation mode, characterized in that: The inner end of the puppet (2) is provided with a drive motor (8), the lower end of the puppet (2) is provided with wheels, the inner end of the puppet (2) is provided with a foot magnetic control element (9), the inner end of the puppet (2) is provided with a built-in servo motor (10), the inner end of the chessboard (1) is provided with a chessboard main chip and register (13), and the inner end of the puppet (2) is provided with a built-in chip (14).
3. The intelligent doll of claim 1 and its platform of a self-walking chess confrontation mode, characterized in that: The chessboard (1) is equipped with a main control magnet (5) at its inner end. The main control magnet (5) is controlled by a robotic arm to move. When it is the turn of the puppet (2) to move, the main control magnet (5) first moves to the bottom of the puppet (2). By moving the main control magnet (5), the bottom magnet (4) at the bottom of the puppet (2) is attracted, thereby driving the puppet (2) to move on the chessboard (1).
4. The intelligent doll of claim 1 and its platform of a self-walking chess confrontation mode, characterized in that: The bottom of the puppet (2) is equipped with a drive motor (8) and wheels (7). The drive motor (8) and wheels (7) are placed on the end face of the base plate (6). The drive motor (8) is controlled by a remote signal receiving device to drive the wheels (7) to rotate, thereby making the puppet (2) move on the chessboard (1).
5. The intelligent doll of claim 1 and its platform of a self-walking chess confrontation mode, characterized in that: The base of the chessboard (1) is made of metal. The puppet (2) has legs and feet. The bottom of its feet is equipped with a foot magnetic control element (9). The inner end of the puppet (2) is equipped with a built-in servo motor (10). By controlling the magnetic attraction and release of the foot magnetic control element (9) and combining it with the built-in servo motor (10), the puppet (2) can move by controlling the leg stepping action.
6. The intelligent doll of claim 1 and its platform of a self-walking chess confrontation mode, characterized in that: The mechanical claw (11) is controlled by the control system of the chessboard (1). When it is the turn of the puppet (2) to move, the mechanical claw (11) grabs the puppet (2) and places it on the target square to move it.
7. The intelligent doll of claim 1 and its platform of a self-walking chess confrontation mode, characterized in that: The main chip and register (13) of the chessboard are configured to automatically control the movement of the puppet (2) according to a preset algorithm during the round. The algorithm selects the target movement grid based on the distribution, health or attack power of the enemy puppets, so as to realize the intelligent movement strategy of the puppet.
8. The intelligent doll of claim 1 and its platform of a self-walking chess confrontation mode, characterized in that: The main chip and register (13) of the chessboard are configured to automatically select the attack target of the puppet (2) according to a preset algorithm during the round. The algorithm determines the priority attack target based on the type, health or status of the enemy puppet, so as to realize the intelligent attack decision of the puppet.
9. The intelligent puppet and its platform for an auto chess battle mode according to claim 1, characterized in that: The built-in chip (14) of the puppet (2) stores skill data, including skill type, attack range and effect parameters. The chessboard main chip and register (13) are configured to calculate damage or effect value based on the attack distance and the influence of obstacles (15) when processing skills.
10. The intelligent doll of claim 1 and its platform of a self-walking chess confrontation mode, characterized in that: The chessboard main chip and register (13) are configured to automatically control the attacked doll (2) to perform a counterattack action and cause an attribute calculation-based damage value to the attacker when the doll (2) is subjected to close combat, thereby realizing a counterattack mechanism.