Puzzle apparatus, block set design tool, target solution design tool and computer program products relating thereto
The puzzle apparatus with unique and non-unique block faces and a target solution indicator enhances cognitive development by providing varied difficulty levels, addressing the limitations of existing puzzles in testing higher cognitive functions and promoting skill development.
Patent Information
- Authority / Receiving Office
- GB · GB
- Patent Type
- Applications
- Current Assignee / Owner
- CHAOS 1973 LTD
- Filing Date
- 2025-11-20
- Publication Date
- 2026-06-10
AI Technical Summary
Existing puzzles do not effectively test or promote the development of cognitive skills beyond simple visual recognition and matching, lacking dimensions to enhance higher cognitive functions and provide varied difficulty levels.
A puzzle apparatus comprising a set of blocks with unique and non-unique faces, distributed to create varying levels of difficulty, and a target solution indicator to guide stacking, implemented physically, on-screen, or in virtual/augmented reality, with computer program products for block and solution design tools.
Enhances cognitive development by exercising higher cognitive functions through varied difficulty levels, allowing players to progressively develop problem-solving skills and adapt to hidden patterns, suitable for both physical and virtual implementations.
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Abstract
Description
FIELD OF THE INVENTION
[0001] The present disclosure relates to a puzzle apparatus. The puzzle apparatus comprises a set of blocks with different-looking faces, and a target solution indicator which indicates how the blocks are to be stacked to match a target solution. The invention further relates to a block set design tool and a target solution design tool.
[0002] The blocks may be implemented physically, or alternatively by on-screen display and / or virtual reality or augmented reality means. For the latter cases, the disclosure further relates to a computer program product. BACKGROUND
[0003] Various puzzles are known, which may be good for simple amusement, but which may have an educational or developmental benefit especially in children, but also in adults. WO2015063440A1 of the present inventor discloses such a puzzle. That document explains that different cognitive mechanisms, developed for different purposes in the course of human evolution, are used by a human to process different visual stimuli in the environment.
[0004] The known puzzle has a mix of number, letters, shapes are colours selected to present information that the human brain interprets and processes in different ways. This mixing of information means that the puzzle can help train and build mental agility and improve players' ability to deal with different types of information. According to the prior publication, humans process colour by way of three distinct types of retina receptor cells with each being sensitive to different light properties. Different colours bring different emotional responses. Moreover, the brain processes colour and shape in two separate pathways and although the object’s shape and colour normally are linked, the neural representation of the colour can survive alone. When that happens, the brain establishes a new link that binds the colour to a new visible shape. The human brain processes colour and patterns, horizontally and vertically, suppressing conflicting information the eyes take in. A puzzle that combines these elements can help build and train the mind to deal with confusing information that is being processed concurrently in two separate parts of the brain.
[0005] On the other hand, the known puzzle does not test or promote development of skills beyond the recognition and matching of simple or complex visual stimuli. The inventor has recognised that a new block-based puzzle can exercise the same processes as mentioned above, but with added dimensions that can be exploited to enhance other aspects of cognitive development, and provide new dimensions of difficulty and learning of higher cognitive functions, more than simple recognition. SUMMARY OF THE INVENTION
[0006] The invention in a first aspect provides a puzzle apparatus comprising a set of at least N blocks stackable in an n by n array, where N = 16 and n = 4, each block having the form of a cube with six faces, wherein: - on each block, each face has a uniform background chosen from a set of possible backgrounds and optionally a foreground feature chosen from of a set of possible features; - the set of possible foreground features includes a group of unique features, each of the unique features appearing on only one face among the set of blocks; - the set of possible foreground features further includes a group of non-unique features, each of the non-unique features appearing on multiple faces among the set of blocks; - the possible backgrounds, unique features and non-unique features are distributed among the set of blocks such that the set of faces includes unique faces and non-unique faces.
[0007] Optionally, the non-unique faces include background-only faces.
[0008] Optionally, each of the possible backgrounds is a different colour, optionally including black, white and / or grey as possible colours.
[0009] Optionally, the different colours are primary or secondary colours excluding black, white and grey, for example red, green, yellow, blue.
[0010] Optionally, each non-unique face is a background-only face.
[0011] Optionally, the unique features are distributed among faces having a mixture of the possible backgrounds.
[0012] Optionally, the unique features are distributed among faces having an equal mixture of all of the possible backgrounds.
[0013] Optionally, the non-unique features are distributed such that each non-unique feature appears only once with a given one of the possible backgrounds.
[0014] Optionally, the non-unique features are distributed such that each non-unique feature appears at least once with every one of the possible backgrounds.
[0015] Optionally, the number of possible backgrounds is four.
[0016] Optionally, the backgrounds are distributed across the set of blocks such that no two faces of the same background are touching.
[0017] Optionally, on each block at least one of the possible backgrounds is missing.
[0018] Optionally, on each block exactly one of the possible backgrounds is missing.
[0019] Optionally, on each block each of the possible backgrounds except the missing one appears on two of the six faces.
[0020] Optionally, on each block each of the possible backgrounds except the missing one appears on two opposite faces.
[0021] Optionally, at least a subset of the unique features and / or the non-unique features are symbol features.
[0022] Optionally, the symbol features comprise alphanumeric characters.
[0023] Optionally, the unique features include the symbol features. Optionally, the symbol features are the only unique features among the set of faces.
[0024] Optionally the symbol features are combined with different backgrounds to form a subset of the unique faces. In one example, sixteen symbols such as digits 1 to 9 and letters A to F, can be combined equally with four different background colours.
[0025] Optionally, at least a subset of the unique features and / or the non-unique features are compound features having a silhouette shape and a smaller inlaid shape within the silhouette shape.
[0026] Optionally, in each compound feature the silhouette shape is selected from a group of two or more, for example four, possible silhouette shapes.
[0027] Optionally, in each compound feature the inlaid shape is selected from a group of two or more, for example four, possible inlaid shapes.
[0028] Optionally, the set of possible silhouette shapes and the set of possible inlaid shapes comprise the same basic shapes.
[0029] Optionally, across the set of faces each of the possible silhouette shapes appears in combination with two or more, for example four, of the possible inlaid shapes to form a group of different compound features.
[0030] Optionally, across the set of faces each of the possible silhouette shapes appears more than once in combination with a given one of the possible inlaid shapes to form a group of compound features, these compound features forming at least a subset of the group of non-unique features.
[0031] Optionally, the compound features forming at least a subset of the group of non-unique features are combined with different backgrounds to form a subset of the unique faces.
[0032] Optionally, the number of possible silhouette shapes and the number of possible inlaid shapes are both equal to four.
[0033] Optionally, each of the four possible inlaid shapes appears four times in combination with each of the possible silhouette shapes, thereby defining sixteen different compound features each appearing four times across the set of faces, each time in combination with a different one of the possible backgrounds so as to form at least a subset of the unique faces.
[0034] The puzzle apparatus may be implemented physically, using physical blocks.
[0035] In other examples, the puzzle apparatus is implemented entirely as a screen-based electronic puzzle so that a user can play the puzzle on a programmable processing device that has a display or screen showing representations of the blocks.
[0036] In other examples, the puzzle apparatus may be a virtual reality (VR) apparatus, wherein the blocks are virtual blocks which a player manipulates by physical movement in a virtual environment.
[0037] In yet other examples, the puzzle apparatus may be an augmented reality (AR) apparatus, wherein the blocks are physical blocks which a player manipulates by physical movement in a physical environment, but the appearance of the block faces is generated electronically, in whole or in part. The backgrounds of the faces (for example a colour) may be generated electronically and / or the foreground features may be generated electronically.
[0038] In examples based on physical blocks or virtual blocks, the blocks may be sized such that selecting blocks and stacking them in a particular arrangement involves full body movement for players. For example, each block may have a dimension greater than 20cm, for example between 25 to 30cm or more. Alternatively, each block could be pocket or travel sized, for example having dimensions in the range from 1 cm to 5 cm, or for slightly larger blocks 5cm to 10cm.
[0039] In examples where the puzzle apparatus is wholly or partially computer-implemented, i.e. electronic. In that case, the puzzle apparatus may be delivered as a computer program product for example on a data carrier or a computer readable medium. The computer program product comprises code and / or instructions for causing a computer hardware apparatus to implement the puzzle apparatus.
[0040] The puzzle apparatus may further comprise a target solution indicator adapted for displaying a variety of target solutions, each target solution being an array of n by n squares, each square matching one or more of the faces of the set of blocks.
[0041] In a simple implementation, the target solution indicator comprises a set of flash cards, each flash card displaying a different target solution or solutions. This implementation may be particularly suited to a physical implementation, so that the apparatus can be enjoyed without the need for electronics.
[0042] In other implementations the target solution indicator may be computer-implemented, so as to display the target pattern on a screen, or in a virtual environment or augmented reality environment. The target solution may not be displayed directly to the player but rather communicated by speech.
[0043] In principle, a target solution indicator could also be formed by a miniature set of dice whose faces match the full-size set of blocks, or a random number generator. These dice could be thrown at random into 4 by 4 array, to begin the puzzle. However, in that random case, the opportunity to grade the difficulty is lost.
[0044] The target solution indicator may store a predefined set of target solutions, grouped or otherwise graded according to difficulty level.
[0045] Alternatively, or in addition, the target solution indicator may generate target solutions according to a specified difficulty level.
[0046] The invention in another aspect provides a block set design tool for use in defining a new set of blocks according to the first aspect of the invention. The block set design tool may be computer implemented and delivered as a computer program product comprising a set of instructions for causing a programmable processor to implement a block set design tool.
[0047] Optionally, for the computer implemented examples and in the block set design tool, the distribution of the possible backgrounds, unique features and non-unique features among the set of blocks is encoded as block configuration data in a design-agnostic format. In such a case, a block set design may be encoded by defining separately the set of possible backgrounds and the foreground features, which can then be combined with the block configuration data to generate complete designs for a new set of blocks.
[0048] The invention in another aspect provides a target solution design tool for use in generating target solutions for use with a new set of blocks. The target solutions may be stored and / or generated in the form of target solution configuration data, representing a specific permutation of faces of the blocks in a design-agnostic manner. When used in conjunction with a known set of block configuration data, new target solutions can be generated with a desired difficulty level for any block set design.
[0049] The target solution design tool may be computer implemented and delivered as a computer program product comprising a set of instructions for causing a programmable processor to implement a target solution design tool.
[0050] Difficulty level may be a single parameter, or it may be made up of a number of different parameters, each parameter targeting a different aspect of the human player’s development and ability. The target solution indicator may be configured apply one or more of the following principles in assigning difficulty levels to different target solutions, and or to designing new target solutions for a specified difficulty level. - The easiest solutions to find are the ones where all faces in the target solution are nonunique faces, especially for example background-only (colour-only) solutions. - Slightly more difficult solutions are ones where each square in the target solution matches exactly one face in the set of blocks. - Difficulty is increased if faces in the target solution appear disordered, as opposed to patterns with obvious order and / or symmetry. This is especially the case in the arrangement of colours. - Difficulty is increased if a feature that is part of a unique face in the target pattern can be found on more than one block. - In a solution environment where an ordering constraint is imposed, for example constraints imposed by the need to stack physical blocks in the lower tiers before upper tiers can be added, difficulty is increased if non-unique faces are in lower (earlier) positions and unique faces are in higher (later) positions in the target solution. - Difficulty increases as the number of identical non-unique features reduces, in target patterns that have non-unique features (meaning that other identical features are present on blocks in the array but not on a face shown in the target solution). - In a solution environment where an ordering constraint is imposed, for example when stacking in tiers, difficulty increases as the number of identical non-unique features reduces in a given row.
[0051] These and other features and aspects of the invention will be understood from a consideration of the examples and drawings below. BRIEF DESCRIPTION OF THE DRAWINGS
[0052] Embodiments of the invention will now be described, by way of example only, with reference to the accompanying drawings, in which:
[0053] Figure 1 Illustrates a puzzle apparatus according to one example, the puzzle apparatus including a set of stackable blocks and a target solution indicator;
[0054] Figure 2 is a collection of 16 nets (a) to (p) showing the faces of 16 blocks in one example of a puzzle apparatus according to the present invention, where the colour of the background on each face is represented by a letter Y for yellow, G for green, B for blue and R for red;
[0055] Figure 3 illustrates a collection of 96 target solutions that may be indicated by a target solution indicator, for use with the example set of blocks of Figure 2;
[0056] Figure 4 illustrates a puzzle apparatus according to second example, implemented as a screen-based electronic puzzle;
[0057] Figure 5 illustrates a puzzle apparatus according to second example, implemented electronically in virtual reality (VR) form and / or implemented in augmented reality (AR) by a hybrid physical and electronic implementation;
[0058] Figure 6 shows the hardware and functional structure of a personal puzzle device in the examples of Figure 4 or 5; and
[0059] Figure 7 shows the hardware and functional structure of a server computer in the examples of Figure 4 or 5. DETAILED DESCRIPTION OF THE EMBODIMENTS
[0060] Referring to Figure 1, a puzzle apparatus 100 comprises a set of at least N blocks stackable in an n by n array, where N = 16 and n = 4, each block having the form of a cube with six faces. Also shown in Figure 1 is a target solution indicator 200. In use, a player or players 300 can arrange the set of blocks into a stack 100’ such that at least one face of the stack replicates a given target solution 200a. Depending on the size of the players, and the blocks, the stack may be made on the floor or a table top surface. As illustrated, additional elements such as an obstacle course 400 can be included to increase the physical element of the activity.
[0061] Figure 2 shows at (a) through (p) sixteen nets, representing the arrangement of backgrounds and features on the faces of the 16 cubic blocks in an example set of blocks implementing the concepts of the present disclosure. On each block, each face has a uniform background chosen from a set of possible backgrounds and some faces have a foreground feature chosen from of a set of possible features. Some foreground features can be seen in the target solution 200c in Figure 1, while target solutions 200a and 200b are formed entirely using faces with only a background. The set of possible foreground features includes a group of unique features, each of the unique features appearing on only one face among the set of blocks. The set of possible foreground features further includes a group of non-unique features, meaning that each of the non-unique features appears on multiple faces among the set of blocks.
[0062] The possible backgrounds, unique features and non-unique features are distributed among the set of blocks such that the set of faces includes unique faces and non-unique faces. In this example, the non-unique faces are all background-only faces, specifically colour-only faces of red, green, yellow, blue. Unfortunately, patent rules do not allow the presentation of colour directly, so the colour of the background on each face in Figure 2 is indicated with one of four different letters: Y for yellow, G for green, B for blue and R for red. These colours are represented by shades of grey in the Figures 1 and 3. In other examples, of course different colours may be chosen, including in principle black, white or grey backgrounds.
[0063] The background colours are distributed across the set of blocks such that no two faces of the same colour are touching. While the known puzzle has some of every colour on every block, in the present example, on each block one of the possible colours is missing. The other three colours always appear on two opposite faces. This ‘missing’ colour is part of the multidimensional pattern hidden within the new puzzle apparatus, and increases the difficulty of the puzzle in practice. In the example apparatus, four colour-only faces of each possible colour are distributed across the set of blocks, one per block. In the present example, these 16 colour-only faces make up the non-unique faces among of the set of 96 faces. The other 80 faces are unique faces.
[0064] In the example set of blocks, the unique features mentioned above are all symbol features, and specifically alphanumeric characters. In the example, the symbol features are the only unique features among the set of faces. In one example, sixteen symbols such as digits 1 to 9 and letters A to F, can be combined equally with four different background colours. The symbol features are combined with the different colours to form a subset of 16 of the unique faces.
[0065] On the remaining 64 faces, in the example apparatus, certain non-unique features are distributed such that each non-unique feature appears once with each a given one of the possible backgrounds. These non-unique features are compound features having a silhouette shape and a smaller inlaid shape within the silhouette shape. In each compound feature the silhouette shape is selected from a group of four basic silhouette shapes, namely circle, square, triangle and diamond. Furthermore, in each compound feature the inlaid shape is selected from the same four basic shapes, but much smaller. Across this subset of 64 unique faces, each of the possible silhouette shapes appears four times once in combination with each of the possible inlaid shapes to form 16 groups of four identical compound features, which is why these compound features are classed as non-unique features. These non-unique features are then combined with different backgrounds to form the remaining 64 unique faces. In summary, each of the four possible inlaid shapes appears four times in combination with each of the possible silhouette shapes, thereby defining sixteen different compound features each of which appears four times across the set of faces, each time in combination with a different one of the four colours.
[0066] Figures 3 (a) and (b) show (in miniature) a set of 96 flash cards forming one implementation of a target solution indicator 200. The target solution indicator is adapted for displaying a variety of target solutions, each target solution being an array of n by n squares, each square matching one or more of the faces of the set of blocks. Then, exploiting the fact that the faces of the blocks include a mixture of unique faces and nonunique faces, the solution indicator can indicate solutions that vary in difficulty in ways that are hidden from the uninformed player. Depending on whether and how the unique faces and non-unique faces are included in a target solution, there may be only one way of satisfying the target solution, or there may be multiple arrangements of the blocks that satisfy the target solution. Depending on the different kinds of features and the way they are combined with the background, the cognitive effort required to identify the blocks and faces to match the target solution can also be made higher or lower. More detail of this will be provided below.
[0067] The target solutions are organised into 4 groups of 24, graded from easy (Stage 1) to very difficult (Stage 4). In an educational setting, or for assessing child development, this gradation of difficulty allows a very gradual introduction of skills and concepts, recognition tasks and organisational tasks, under control of a teacher or educational psychologist. The cards of each stage can be colour-coded to help recognise the difficulty level. For example, yellow-coded cards may be the easiest (Stage 1), followed by green, blue and red (Stages 2, 3, 4). Within each group, the cards can be numbered in sequence, and may be graded so that difficulty increases gradually through each stage, as well as from stage to stage. In the illustrated example, each flash card bears a colour circle with a number in it at the top left corner. In Figure 3, the Stage 1 cards have been arranged in numerical order, from 1 (easiest) to 24 (hardest). In the other groups, the cards in Figure 3 (a) and (b) are not in numerical order.
[0068] Note that the target solution indicator 200 displays only one face of each block in the target solution. In other words, the other five faces of each block can have any value, for a solution to be valid.
[0069] A variety of ‘games’ can be played using the blocks and the target solution indicator. Some suggested modes of use are listed below. Some of this make use of two or more sets of blocks, allowing a competitive element to be introduced to the exercise. All of these modes of use are designed to be enjoyable, but also educational, developing a range of key skills. The size of the blocks means that children and adult players need to move bodily to retrieve, inspect, select and stack the blocks to solve.
[0070] Suggested uses: - Individual or team:- from 1 to 17 players simply solve the puzzle according to the target solution. - Team v Team:- Choose a card for teams to compete and find a winner. Each team has its own set of blocks. - Build the wall:- Choose a card and “build the wall” to match the combination. - Time pressure:- Choose a card. Build the wall. Observe time, stage and level. - Project management:- Choose a team leader. Take a card. The leader manages the team to build the wall. Team must not see card. - Advanced project management:- Same as project management with restrictions on words e.g. the team leader must not say colours, shapes, objects or symbols. - Gym class:- Teams carry all blocks through a simple obstacle course (like 400 in Figure 1). When finished choose a card and complete the challenge. Teams can race against each other, where there are multiple sets of blocks.
[0071] We now discuss further the complexity and hidden patterns within the puzzle apparatus, and how these are exploited in the combination with a suitable target solution indicator. It will be recognised that each possible solution of the puzzle requires a combination of 16 blocks, and further includes each block being oriented such that a specific face is visible among the six faces on each block. Additionally, however, the 16 blocks are also arranged in a particular order in the 16 positions of the block array. In mathematical terminology, this ordering means that each unique solution is a unique permutation of the blocks and faces, additional to the particular combination of faces showing. The mathematical theories of permutation and combination concern the ways in which a subset of a set of items out of a set of items can be selected. In a combination, the elements of the subset can be listed in any order. In a permutation, the elements of the subset are listed in a specific order.
[0072] In the present example, there are 16 blocks in the set of blocks and all 16 blocks have to be selected to fill the array. On the other hand, there are 96 faces on those blocks, and each block can show one of six different faces, so the combination of faces in a given solution is a subset of 16 faces showing, out of 96. This is not a simple combination of 16 out of 96, however, because two faces on the same block cannot be included at the same time, and so not all combinations of 16 out of 96 are possible. Even so, the number of combinations is very large, roughly 2.1 x 10A13 (21 trillion). When ordering is taken into account, that is to say, when the position of each of each of the 16 shown face is specified in the array of blocks, the number of possible permutations becomes very large indeed, roughly 1.7 x 10A16 (17 quadrillion).
[0073] For example, when a target solution includes only unique faces, there can be only one permutation of the blocks that satisfies the target solution, among all the possible permutations. Each unique face appears on only one of the set of blocks, and so there is only one block that can go in each position in in the array. On the other hand, when a target solution includes only non-unique faces, there may be two or more faces on one, two or more blocks, that can go in each position. Then the probability (ease) of hitting on a valid solution increases. In the example set of blocks, each colour appears on one blank face of four different blocks. A target solution that features only 16 background-only faces (colour-only faces) in a particular arrangement can be made in 10000 different ways, using the 16 colour-only faces on the example set of 16 blocks. In an alternative example having two colour-only faces on each block, the number of permutations matching the target solution would rise to 160000.
[0074] Depending on the hidden patterns, and depending also on how these non-unique faces are mixed with unique faces in a target solution, the level of difficulty for players finding the solution can be decreased or increased by degrees. These levels of difficulty can be finely graded by exploiting the hidden patterns in the distribution of backgrounds and features of different types, by exploiting different cognitive abilities associated with different feature types, and also by exploiting the constraints on the sequence in which the spaces in the array have to be filled. These levels of difficulty go beyond what is implied by the different degrees of difficulty in recognising the individual faces, which is different to the situation in the known puzzle mentioned in the introduction. For example, it will be explained how the inclusion of colour-only faces in some target solutions actually maximises the difficulty.
[0075] Concerning the different feature types, it has been mentioned that different cognitive mechanisms, developed for different purposes in the course of human evolution, are used by the player to process different aspects of the various block faces. In particular, it has been shown that colours, silhouettes, and 2-D objects, are processed differently, with different speeds and different levels of cognitive effort required. The brain’s ability to recognise these different features, and to retain them long enough to complete a matching task, varies with the type of feature, and the cognitive load increases when features are combined. Colour is processed first and separately from shape. Different colours are even processed differently. Aspects of silhouettes are recognised by the brain using mechanisms developed for instinctive recognition of 3-D objects, which in evolutionary terms might distinguish between predators and prey, for example. More complicated patterns, including for example alphanumeric characters are recognised by higher-evolved functions, which are learned through a child’s development, by repetition and recognition of patterns. All of these can be tested to different degrees, individually or at the same time, by careful selection of the target solutions offered for play.
[0076] To illustrate this gradation of difficulty, consider first a target pattern in which all the faces are non-unique faces, and the non-unique faces are systematically distributed across the set of blocks. Finding a valid solution is relatively easy, because any block having one face that matches a square in the target solution can go in the corresponding position. A suitable block for each position can be found relatively quickly. Applying this principle to the example set of blocks, and bearing in mind that recognising the colour background is the easiest of the recognition steps for the typical player, the easiest solutions to find are the colour-only solutions provided in Stage 1. Among the colour-only solutions, ones having a highly symmetrical or sequential arrangement of colours are generally the easier ones, not least because the players can more easily keep the target solution in their head without constantly checking the details on the target solution indicator.
[0077] Some colour-only solutions with a less evident symmetry or sequence are provided in Stage 2. For a higher level of difficulty, consider next a target solution in which all the faces are unique faces. Finding a valid solution is still relatively easy to do in a methodical way, because any block having a face that matches a square in the target solution can go in the corresponding position. On the other hand, recognising and finding that one face is a little bit harder. This is because (i) there is only one suitable face among the 96 faces and (ii) it takes more cognitive effort to recognise the exact combination of background and features, than a simple colour or feature alone. Applying this principle to the example set of blocks, solutions including only the symbol faces are still fairly easy to find, because they can be recognised by their unique feature without regard to the background. Two such target solutions are labelled 200d and 200e in Figure 3(a), which also have highly ordered colour patters to make solution easier. Slightly harder to find are the unique faces that combine a (non-unique) background with a (non-unique) feature (200f; again with highly ordered colour pattern). The inclusion of compound features such as the silhouette &inner shape combinations illustrated, add yet further to the cognitive load. Within these classes, the solution can be made harder to find by making the pattern of colour patterns less ordered (e.g. 200g).
[0078] Yet further levels of difficulty can be imposed on the players, however, by including a mixture of non-unique faces and unique faces in the same target solution. This is because, although there may be several blocks that match one of the squares in the target solution, some of these blocks will carry, somewhere on their back or sides, the unique face that is needed to fill another position in the array. In other words, even if several blocks can be found that carry the non-unique face, only a subset of these, maybe only one out of several apparently suitable blocks, must be selected, to allow the target solution to be completed. This level of difficulty requires the players to refer to other faces of a candidate block, or other blocks, and other block positions in the target solution, before they can know whether the block in hand is actually suitable for completing the puzzle. The level of difficulty is hidden from the player, and they must work harder to reach a solution.
[0079] Applying this principle to the example set of blocks, solutions which have a mixture of unique and non-unique blocks are included in the more difficult target solutions of Stage 3 and Stage 4.
[0080] Even within the set of difficulty levels just described, the possible difficulty can be enhanced by exploiting the physical aspect of the solution activity, or otherwise constraining the order in which places in the array are allowed to be filled. Where the blocks are to be stacked in tiers on a floor or table, to complete the array, obviously there is a desire, and / or a rule, that the bottom tier is completed before the next tier, and so on. In a virtual version of the puzzle similar constraints can be imposed by programming. By designing or selecting a target solution in which one or more non-unique faces are included in lower tiers, and one or more unique faces are included in upper tiers, the chances of placing a wrong block in a lower tier are increased, and the risk of not being able to find the correct block at a later stage is greatly increased. In other words, this mixed type of target solution imposes a need to ‘look around’ other blocks and other positions, to find the right solution, and can also impose a need to ‘look ahead’ in the case where positions are to be filled in a certain order.
[0081] Applying this principle to the example set of blocks, all of the ‘mixture’ solutions in Stage 3 and Stage 4 are of a relatively high difficulty, but some of them are, in practice, harder to solve in a solution environment where the order in which blocks are placed is constrained by physical considerations and / or logical rules. Two target solutions may both contain all the same blocks and faces, but more difficulty is experienced when the nonunique faces are positioned lower in the tiered structure.
[0082] Yet further gradations of difficulty arise where the blocks include unique faces that include a non-unique feature or features in a unique combination. For example, a nonunique feature in combination with a particular colour background with another nonunique becomes possible when
[0083] Summarising the above discussion, some ‘solution design’ principles or ‘solution grading’ principles may be established, including: - The easiest solutions to find are the ones where all faces in the target solution are nonunique faces, especially for example background-only (colour-only) solutions. - Slightly more difficult solutions are ones where each square in the target solution matches exactly one face in the set of blocks. - Difficulty is increased if faces in the target solution appear disordered, as opposed to patterns with obvious order and / or symmetry. This is especially the case in the arrangement of colours. - Difficulty is increased if a feature that is part of a unique face in the target pattern can be found on more than one block. For example, a unique face may carry a non-unique feature on a particular one of the set of possible backgrounds A greater recognition effort and cognitive ability is required to keep the whole face in mind, compared to a face where the feature itself is unique among all the faces. - In a solution environment where an ordering constraint is imposed, for example in tiers or even block-wise, difficulty is increased if non-unique faces are in lower (earlier) positions and unique faces are in higher (later) positions in the target solution. - Difficulty increases as the number of identical non-unique features reduces, in target patterns that have non-unique features (meaning that other identical features are present on blocks in the array but not on a face shown in the target solution). - In a solution environment where an ordering constraint is imposed, for example when stacking in tiers, difficulty increases as the number of identical non-unique features reduces in a given row.
[0084] In a computer-implemented implementation, ordering constraints can be imposed by programming. These may include constraints analogous to the constraints imposed by the need to stack large physical blocks in lower tiers before upper tiers can be added, or they may include more creative and / or restrictive orderings.
[0085] From the above it will be appreciated that players and groups of players of all types can be exposed to target solutions appropriate to their age and stage of development, as well as different neurotypes. Players and groups of players can develop their problemsolving skills progressively, being exposed to a next level of difficulty whenever they find the current level easy. Players and groups of players can be exposed to different levels of difficulty, without necessarily knowing what level of difficulty they are facing, or why one target solution is harder to find than another. On condition that the participants have not read this explanation, these finely graded levels of difficulty will either remain hidden, or will gradually be discovered through trial and error, thought and discussion.
[0086] Further dimensions could be added, for example by requiring a particular face to be presented in a particular orientation to match the target solution. It will be appreciated that certain of the features are rotation-invariant (including the squares, diamonds and circles in the illustrated example), while other features are rotation-sensitive (including the symbols and triangles). Taking orientation into account, the number of permutations will explode even further than the tens of trillions and quadrillions cited above. While orientation can be brought into play as an additional dimension for matching the target solutions, for the vast majority of players, the puzzle as already described provides plenty of difficulty levels.
[0087] Similarly, the number of dimensions in the solution space can be increased by providing more than 16 unique blocks to start with. The need to leave out a specific block or blocks multiplies yet further the permutations allowed. That said, the example set of blocks and the solution grading principles disclosed herein allow more than enough depth for adult players and teams, as well as for the youngest children.
[0088] While the puzzle apparatus is developed to have a significant physical element as part of an “active learning” curriculum for young children, and the blocks of the example set are sized accordingly, the puzzle concept and design can be readily adapted for amusement purposes. For such a purpose, a set of blocks could replicate the faces on blocks sized for table-top, pocket or travel use. Such blocks may for example have dimensions in the range from 1 cm to 5 cm, or for slightly larger blocks 5cm to 10cm.
[0089] The blocks may be physical blocks that users physically pick up and place into the desired pattern. Alternatively, the puzzle apparatus including the set of blocks may be computer-implemented. In this case, the puzzle apparatus may be supplied in part or in whole as a computer program product, storable on a data carrier or a computer readable medium. The computer program product comprises code and / or instructions for implementing the puzzle when running on suitable computer hardware. A user can play the puzzle on a computing device that has a display or screen. The computer program product may be configured to represent the set of blocks and allow their manipulation into stacked arrangements.
[0090] It will be apparent that pocket-sized computer-implemented versions of the puzzle apparatus could be implemented on portable or desktop devices, and home TV screens. However, full-sized computer-implemented versions of the puzzle apparatus may be envisaged, and some of these may even involve a substantial degree of physical movement, if they are implemented using virtual reality and / or augmented reality techniques. Such implementations may have the advantage of taking up less space, and avoiding the need to transport the apparatus, while gaining some of the benefits of the fully physical version. Interactive display devices such as interactive digital whiteboards may be used for this purpose, as well as wearable displays such as virtual reality or augmented reality headsets.
[0091] Figure 4 illustrates a puzzle apparatus 4000 according to second example, implemented as a screen-based electronic puzzle comprising programmable device with a graphical user interface (GUI). Features 100 etc described above with reference to Figure 1 are represented on screen by like-numbered elements with prefix ‘4’. Thus, blocks 100 available for selection are represented at 4100, blocks 100’ assembled into a solution are represented at 4100’, where they are superimposed on a target solution 4200 displayed for example in ‘ghost’ or outline form. While the not-yet placed blocks 4100 are shown with blank faces in the drawing, this is purely for ease of illustration and in the real display they would have the appropriate combinations of backgrounds and foreground features. The user 300 is represented by one or more manipulation cursors 4300, which can select a block and rotate it to present the faces in turn. In a phone or tablet-based implementation, the manipulations may be achieved through touch gestures directly on the screen. In a desktop or console implementation, a keyboard or games controller can be used for inputting the selections, manipulations and other controls.
[0092] Instead of displaying the target solution 5200 in ‘ghost’ or outline form, at the point in space where the blocks are to be stacked, the target solution may be displayed at another location, or delivered through audible speech, in the manner of the ‘suggested uses’ mentioned above.
[0093] In a controls region 4500 of the GUI, affordances are provided for (left to right): exiting the game or restarting; monitoring and / or setting up timers; help functions, optionally including hints for solving the puzzles; settings, for example difficulty level, number of players. The apparatus 4000 may communicate with a similar device 4000’ operated by a different user, for example allowing competitive puzzle-solving in real time. These communications may be device to device, via wire or wireless, or communications may be through a server computer 4004 operated by a games host.
[0094] Figure 5 illustrates a puzzle apparatus according to second example, implemented electronically in virtual reality (VR) form and / or implemented in augmented reality (AR) by a hybrid physical and electronic implementation. Compared with the purely physical implementation of Figure 1, corresponding elements are labelled with prefix ‘5’. Thus, blocks 100 available for selection are represented at 5100, blocks 5100’ assembled into a solution are represented at 5100’. The appearance of the blocks is provided to the user 5300 through a headset 5002, driven by a computer 5004. While the not-yet placed blocks 5100 are shown with blank faces in the drawing, this is purely for ease of illustration and in the real display they would have the appropriate combinations of backgrounds and foreground features as seen by the user.
[0095] In a VR implementation, the user is moving physically, but in a virtual space presented to them via the headset display, and potentially auditory and haptic interfaces. The blocks exist only in this virtual space, but the user sees them in the virtual space and manipulates them with movements to stack them in an arrangement matching the target solution. In a simpler implementation, a games controller can be used for inputting the selections, manipulations and other controls. With motion capture controllers, the user may be moving around, grabbing and turning and placing the virtual blocks with natural actions similar to what they would do with physical blocks.
[0096] Optionally, as shown, the target solution 5200 is displayed for example in ‘ghost’ or outline form, at the point in space where the blocks are to be stacked. Alternatively, adding to difficulty, the target solution may be displayed at another location, or delivered through audible speech, in the manner of the ‘suggested uses’ mentioned above.
[0097] As in Figure 4, various controls may be provided for operations such as: exiting the game or restarting; monitoring and / or setting up timers; help functions, optionally including hints for solving the puzzles; settings, for example difficulty level, number of players. The apparatus may communicate with a similar device to allow cooperation or competition with different users 5300’, 5300”, each wearing their own headsets. Where the different users are operating in separate virtual spaces, such a setup allows for example competitive puzzle-solving in real time. Alternatively, or in addition, multiple users could play as a team using their in a shared virtual space, optionally in the same real space. These communications may be device to device, via wire or wireless, or communications may be through a computer 5004, and / or through a separate server computer 5006 operated by a games host.
[0098] Figure 6 shows in schematic form one implementation of a portable personal device (PPD) 5200, suitable for use as the portable personal device 4000 of Figure 4. PPD 5200 may be for example a smartphone, or it may be a tablet computer. Internal components of PPD 5200 include a processor 5220 and various interfaces and other hardware typically found in smartphone devices. Not shown but implicitly present are other hardware elements such as a battery and real-time clock. Specifically shown are: the user input / output interfaces UIO for receiving user input via buttons and a touchscreen, a display driver DIS and screen; camera module CAM; GPS interface for satellite location services; interfaces DAT, TEL and SMS for mobile data, telephony and short messages (texts), respectively; WLAN interface WIFI; Bluetooth interface BLT for short-range wireless communication; near-field communications interface NFC (also known as RFID). Also provided is the holder for a SIM card.
[0099] Functions of the portable personal device for the purposes of the present disclosure are defined by program instructions of the puzzle apparatus application (PAAPP) 5250. These instructions and associated data structures are stored in the storage STO associated with processor 5230, and they configure the processor to implement the functions of the puzzle apparatus described and claimed herein. Instructions may be delivered on a hardware data carrier (for example a USB memory device, not shown separately), and / or delivered over one of the interfaces DAT, WIFI etc., listed above. Program instructions define several modules, according to the desired functionality of the portable personal device. Example modules illustrated in Figure 5 are program modules implementing the PPD functions illustrated in Figure 4 and described above, such as block handling, target solution selection and display, score display and performance recording, timer, speech generator. An overall management function is used to organise and access different learning activities, and to manage communication with a server computer 4004 and other users’ devices 4000’.
[0100] Implicitly present but not shown are software modules of the operating system, including basic user interface functions common to computing devices. The operating system may be iOS or Android, for example, in which case the app could be downloadable from the appropriate app store (Google or Apple). Alternatively, implementation may be in the form of a Responsive Web application, and it may be provided in the form of an SDK, API or library for integration into an existing games or teaching app. Also implicitly present are other applications APP2, APP3 as commonly found on a smartphone or similar device.
[0101] Data structures (UDAT) created and / or used by the puzzle apparatus application 5250 are indicated at 5252. For supporting the learning development goals, user account data UID and preferences UPREFS are stored. Performance data PDAT may be stored for various target solutions, difficulty levels, and score data SDAT for competitive applications. Feedback files FDAT may note particular achievements or areas for learning, either in coded form or in readable text.
[0102] It will be appreciated that these fields are only examples, and different data may be stored and / or different formats used, in a practical implementation.
[0103] Figure 7 shows hardware and functional elements of a server computer 5300 for implementing the functionality of the server computer 4004 of 5004 in the implementations described above. Although a single server computer is shown, it will be understood that a network of servers and / or cloud-based computing services may be involved in the practical implementation of the functions described. Within server 5300, a processor 5320 operates, with storage STO, network interfaces NIF and local user input / output functions UIO for communication with operators OPR. Network interface NIF allows communication with users and their personal devices 4000, 5002, and also potentially with teachers.
[0104] Functions of the server computer 5300 for the purposes of the present disclosure are defined by program instructions of a server application (SVRAPP) 5350. These instructions and associated data structures are stored in the storage STO associated with processor 5320, and they configure the processor to implement the functions of the server outlined in Figures 4 and 5 above. Instructions may be delivered on a hardware data carrier (for example a USB memory device, not shown separately), and / or delivered over one of the interfaces NIF. Program instructions define several modules, according to the desired functionality of the server computer. Example modules illustrated in Figure 7 are: a user registration module REG for conducting the registration of new users and / or new puzzle designs and target solutions; a user management module USER MGR; a play manager for coordinating games between players; a target solution generator; a blocks design module and an environment design module for introducing variety into the experience. It will be understood that each of these modules may in turn comprise a number of sub-modules. The functions of each module and / or sub-module may in practice be performed on a single processor or distributed between several processors. Implicitly present, but not shown, are software modules of the operating system, including basic user interface functions common to server computers, as well as other applications, if desired.
[0105] Data structures (UDAT) created and / or used by the server application 5350 are indicated at 5352. For each user, data fields may include a user ID UID identifying the user uniquely to the puzzle service provider, and user preferences UPREF. Performance data PDAT is stored for different attempts at solutions, for example grouped by the difficulty stages. Performance data may include time taken, hints needed etc..
[0106] The above program modules and data structures are purely illustrative. The skilled person will readily envisage a more comprehensive set of program modules and data structures, as they implement examples according to the principles disclosed herein.
[0107] As mentioned above is the possibility to select sets of blocks with different appearances. These may differ purely for aesthetic reasons, or they may differ for reasons of accessibility, or localisation to different languages and alphabets. Users are familiar these days with customising the appearance of electronic interfaces by the design and selection of different “skins” or “themes”. A set of blocks (whether physical or virtual) may be themed to evoke a certainly literary setting, in the same way as playing cards are commonly adapted.
[0108] To facilitate the generation, storage and use of new block set designs, the identities and properties of the faces can be encoded in a design-agnostic format. That is to say, the “hidden patterns” over the set of blocks can be specified in an abstract form independent of any specific skin or theme. In the example set of blocks illustrated in Figure 2, there are four different backgrounds, sixteen symbols, four silhouette shapes and four inlay shapes. The faces on a block, and the distribution of faces over the set of blocks, can then be defined by a series of codes (e.g. numbers) in a table, without knowing what the backgrounds, symbols or shapes actually look like to the user. Likewise, target solutions can be specified by a series of numbers in a table, representing face numbers from 1 to 96, without knowing what those faces actually look like to the user.
[0109] To define a new design for a set of blocks, it is only necessary to store block set data representing the backgrounds and foreground features that can be used in combination to make up the full set of faces. Then in the electronic game, whether on screen or in AR or VR form, the correct appearance of any face on any block can be rendered by looking up the codes for that face, and then translating the series codes for that face into the appropriate colour, symbol (if any) and compound shape (if any) dictated by the block set design data. It is a matter for the implementer whether to encode the foreground features in one code sequence, or to define separate code sequences for the symbol features, and / or the compound shapes and / or the silhouette shapes and inlay shapes. The backgrounds can be specified by standard colour codes, the symbols by a character and font or by bitmap or vector image, and the shapes by bitmap or vector images. The optimum combination of storage requirement and ease of rendering will depend on the hardware environment. However, to render simple shapes and symbols onto cuboidal forms is near-trivial for modern display processors.
[0110] A block set design tool can be implemented by a suitably programmed computer, which may be the personal computer device of Figure 6, the a server computer as shown in Figure 7, or even a standalone computer. Through a user interface similar to any graphic design tool, the designer can define the desired backgrounds and foreground features, and see them rendered on a set of blocks according to the encoded design. The block set design tool can be delivered to the design as a computer program product. The block set design data can be output for incorporation in an electronic version of the puzzle apparatus, or delivered to a manufacturer for production of a physical block set. Likewise, a matching set of target solutions can be generated for display or printing on physical media.
[0111] Whether implemented in a purely non-electronic form or in a wholly or partly electronic 5 form, the skilled reader will appreciate that may variations and modifications are possible, within the principles disclosed above. The scope of protection for this invention is defined only by the terms of the features as defined in the appended claims, and equivalents thereof.
Claims
1. A puzzle apparatus comprising:- a set of at least N blocks stackable in an n by n array, where N = 16 and n = 4, each block having the form of a cube with six faces, wherein:- on each block, each face has a uniform background chosen from a set of possible backgrounds and optionally a foreground feature chosen from a set of possible features;- the set of possible foreground features includes a group of unique features, each of the unique features appearing on only one face among the set of blocks;- the set of possible foreground features further includes a group of non-unique features, each of the non-unique features appearing on multiple faces among the set of blocks;- the possible backgrounds, unique features and non-unique features are distributed among the set of blocks such that the set of faces includes unique faces and non-unique faces.
2. A puzzle apparatus as claimed in claim 1, wherein the non-unique faces are background-only faces.
3. A puzzle apparatus as claimed in any of claims 1 to 2, wherein each of the possible backgrounds is a different colour.
4. A puzzle apparatus as claimed in any of claims 1 to 3, wherein the unique features are distributed among faces having a mixture of the possible backgrounds.
5. A puzzle apparatus as claimed in any of claims 1 to 4, wherein the non-unique features are distributed such that each non-unique feature appears only once with a given one of the possible backgrounds.
6. A puzzle apparatus as claimed in any of claims 1 to 5, wherein on each block at least one of the possible backgrounds is missing.
7. A puzzle apparatus as claimed in claim 6, wherein on each block each of the possible backgrounds except the missing one appears on two of the six faces.
8. A puzzle apparatus as claimed in any of claims 1 to 7, wherein the unique features include symbol features.
9. A puzzle apparatus as claimed in claim 8, wherein the symbol features are combined with different backgrounds to form a subset of the unique faces.
10. A puzzle apparatus as claimed in any of claims 1 to 9, wherein at least a subset of the unique features and / or the non-unique features are compound features having a silhouette shape and a smaller inlaid shape within the silhouette shape.
11. A puzzle apparatus as claimed in claim 10, wherein across the set of faces each of the possible silhouette shapes appears more than once in combination with a given one of the possible inlaid shapes to form a group of compound features, these compound features forming at least a subset of the group of non-unique features.
12. A puzzle apparatus as claimed in claim 11, wherein the compound features forming at least a subset of the group of non-unique features are combined with different backgrounds to form a subset of the unique faces.
13. A puzzle apparatus as claimed in any of claims 10 to 12, wherein the number of possible silhouette shapes and the number of possible inlaid shapes are both equal to four.
14. A puzzle apparatus as claimed in claim 13, wherein each of the four possible inlaid shapes appears four times in combination with each of the possible silhouette shapes, thereby defining sixteen different compound features each appearing four times across the set of faces, each time in combination with a different one of the possible backgrounds so as to form at least a subset of the unique faces.
15. A puzzle apparatus as claimed in any preceding claim, further comprising a target solution indicator adapted for displaying a variety of target solutions, each target solutionbeing an array of n by n squares, each square matching one or more of the faces of the set of blocks.
16. A puzzle apparatus as claimed in claim 15 wherein the target solution indicator is arranged to present target solutions selectively by level of difficulty.
17. A puzzle apparatus as claimed in any preceding claim, wherein the puzzle apparatus comprises physical blocks for use in a physical or augmented reality environment.
18. A puzzle apparatus as claimed in any preceding claim, wherein the puzzle apparatus defines virtual blocks to be manipulated in a virtual reality environment.
19. A puzzle apparatus as claimed in any preceding claim, wherein each block has a dimension greater than 20cm, for example in the range 25cm to 30cm.
20. A computer program product comprising instructions for causing a computer hardware apparatus to implement the puzzle apparatus of any preceding claim.
21. A computer program product as claimed in claim 20, wherein the distribution of the possible backgrounds, unique features and non-unique features among the set of blocks is encoded as block configuration data in a design-agnostic format, such that the appearance of the set of blocks can be rendered electronically in accordance with different block set designs, each block set design being encoded so as to define separately the set of possible backgrounds and the foreground features for a respective block set.
22. A computer program product as claimed in claim 20 or 21, including instructions for implementing the target solution indicator of an apparatus as claimed in claim 15 or 16.
23. A block set design tool for use in defining a design for a new set of blocks for use in a puzzle apparatus as claimed in as claimed in any of claims 1 to 19, wherein a new block set design is represented in the form of a set of possible backgrounds and foreground features which, when combined with pre-defined block configuration data, the appearance of the new set of blocks.
24. A target solution design tool for use in generating target solutions for use with a new set of blocks in a puzzle apparatus as claimed in as claimed in any of claims 1 to 19, wherein a new target solution design is expressed in the form of a set of possible backgrounds and foreground features for use in combination with pre-defined target5 solution configuration data.
25. A computer program product including instructions for implementing one or both of the block set design tool and the target solution indicator of an apparatus as claimed in claims 23 and 24.10A