Q Sports Game System and Method
The cue sports game system uses a camera and projector to enhance scoring accuracy and engagement by identifying balls, calculating shot difficulty, and adjusting gameplay, addressing the challenges of scoring and skill imbalance in cue sports.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- WORLD POOL SYSTEMS LTD
- Filing Date
- 2024-04-02
- Publication Date
- 2026-04-14
AI Technical Summary
Cue sports games like pool and snooker are challenging for beginners to score in due to difficulty in identifying which ball to pot and maintaining score accuracy, leading to frustration and disinterest among players of varying skill levels.
A cue sports game system utilizing a camera system, projector, and data processing system to identify game balls, calculate shot difficulty, and project virtual targets to incentivize or penalize shots based on player performance, adjusting gameplay to balance skill levels.
Enhances scoring accuracy, engages players of all skill levels by providing real-time feedback and dynamic gameplay adjustments, making the game more enjoyable and competitive.
Smart Images

Figure 2026511746000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a cue (cue stick) sports game system and method that can be applied particularly to pool (pocket billiards), billiards, and snooker cue sports games.
Background Art
[0002] Cue sports games such as pool, billiards, and snooker are popular entertainments dating back hundreds of years. These games are typically played by two (or more) players. Each player takes turns making shots using a cue stick, hitting the game ball and pushing it forward to get it into holes known as pockets, which are placed at the corners and long sides of a rectangular game table. The act of getting the ball into the hole is known as "potting". Each game generally has balls of different colors, which leads to different scoring methods and rules for determining the winner. In some versions of the game, the cue ball (handball), which is often all white, must be hit with the cue stick and made to hit other balls. The designs and colors of the other balls can vary, and usually, the player's goal (object) is to get these balls into the pockets while leaving the cue ball intact, so here they are called object balls. In many versions of the game, potting the handball results in a foul shot, and potting any other object ball results in a point deduction.
[0003] One problem in cue sports is that it is surprisingly difficult to score. In pool (pocket billiards), where it matters which ball was potted, whose turn it is (when there are two or more players), and the order of potting, it is not easy to know which ball needs to be potted (e.g., "is it a spot ball or a stripe ball now", "what number is next").
[0004] In traditional American pool ball sets, each ball is numbered, making them suitable for various point-based scoring games. However, it's often impossible to keep track of the numbers because it's frequently unclear which ball has just been potted. The numbers are often obscured by other balls / cushions, making them difficult to see, and even when the numbers are visible, the necessary calculations, while simple, are beyond the understanding of many players and undesirable as a social game played in local bars and pubs. For these reasons, scoring games are rarely played, despite potentially being more enjoyable than simply potting balls 1 through 9 in order (for example).
[0005] Another problem with cue sports games is that potting the ball is quite difficult, and the best player will probably win almost every time. This means that beginners quickly lose interest and don't get much enjoyment or satisfaction from the game. The worst players spend most of their time not "in a match," just watching the better players potting the ball one after another, which can be frustrating. When there are handicaps to balance players of different skill levels, it's usually done by changing the conditions for winning the game, but this can also be frustrating because it's sometimes unclear who is winning during the game, and it fails to truly motivate either the weaker or stronger players. [Overview of the project] [Means for solving the problem]
[0006] According to one feature of the present invention, a cue sports game system comprising a table having a playing surface and multiple pockets, a projector, a camera system, and a data processing system, The camera system is positioned to have a field of view of the playing surface and the playing activity of a cue sports game played on the playing surface with multiple game balls. The projector is positioned above the playing surface to project an image onto the playing surface. The aforementioned multiple game balls include a cue ball and multiple object balls, The camera system is configured to capture a video data stream of play activity on the table and transmit it to the data processing system. The data processing system is configured to identify, from the video data stream, which game ball is which and where it is located on the playing surface over time, and the data processing system further, The possible shots are determined based on which game ball it is and where it is located, and the possible shots include the cue ball hitting one of the object balls so that the object ball goes into one of the pockets. For each possible shot, identify multiple geometric measurements of the relative positions of the cue ball, the object ball, and the pocket, and calculate a difficulty score from the geometric measurements. In at least one predetermined phase of the game, based on the difficulty score, select one or more shots from the possible shots that should incur a penalty or provide an incentive, and project a virtual playing target indicating the penalty or incentive onto the trajectory of the cue ball or object ball on the playing surface using the projector. After a shot, the score of the shot is determined from the video data stream based on which game ball is in which position, the position of the game balls, and whether the cue ball or object ball passed over or entered the virtual play target during the shot. It is structured in such a way. A cue sports game system will be provided.
[0007] The cue sports game system further includes a data storage location, and the data processing system is configured to maintain in the data storage location a schedule of the order in which players take shots, and the overall score of each player based on the score of each shot taken by each player in each turn.
[0008] The data processing system can be configured to identify the difference between the current player's total score and the total scores of the other players, and based on this difference, select one or more shots from the available shots that should incur a penalty or provide an incentive.
[0009] The data processing system can be configured to change the number of shots that should be incentivized or penalized based on the aforementioned differences.
[0010] The data processing system may be configured to change the position of the virtual play target based on the differences, thereby altering the likelihood of receiving the penalty or incentive.
[0011] The cue sports game system may further include a machine learning system having a predictive model trained on training data of actual shots hit for each possible shot, wherein the training data includes the geometric measurements and the shot results, the predictive model is configured to identify the difficulty score of the shot, and the data processing system is configured to transmit the geometric measurements of each possible shot to the machine learning system to obtain a difficulty score therefrom.
[0012] The data processing system can be configured to provide the geometric measurement values and shot results to the machine learning system to train the predictive model with real-time data.
[0013] The cue sports game system may further include a player analysis system, wherein the data processing system is configured to provide the video data stream and / or data derived therefrom to the player analysis system, and the player analysis system is configured to identify player weights from the provided data. The data processing system is configured to change the difficulty score of possible shots based on the weighting of the players.
[0014] The player analysis system may include a predictive machine learning model that is trained in real time from the provided data.
[0015] The cue sports game system may further include a reference table stored in memory, the reference table dividing each of the geometric measurements into a range of values, the reference table mapping each range to a difficulty score, the data processing system configured to classify each geometric measurement according to each range to obtain a difficulty value for each, and the data processing system further configured to sum the difficulty values for each geometric measurement of a possible shot to calculate a difficulty score for a possible shot.
[0016] The data processing system may be configured to calculate the difficulty score by arithmetic calculation, the arithmetic calculation including parameters that include or are derived from the geometric measurements.
[0017] The camera system may include a plurality of cameras whose fields of view overlap the playing surface, and the data processing system is configured to use predetermined data about the plurality of cameras and their positions relative to the playing surface to determine the placement of the game ball from the video data streams of the plurality of cameras.
[0018] According to another feature of the present invention, a method for a computer-operated cue sports game system, the cue sports game system comprising a table having a playing surface and a plurality of pockets, a projector, a camera system, and a data processing system, wherein the camera system is positioned to have a field of view of the playing surface and the playing activity of a cue sports game played on the playing surface with a plurality of game balls, the projector is positioned above the playing surface to project an image onto the playing surface, the plurality of game balls comprising a cue ball and a plurality of object balls, and the camera system is configured to capture a video data stream of the playing activity on the table and transmit it to the data processing system. The method performed by the aforementioned computer is: The data processing system identifies, from the video data stream, which game ball is which and where it is located on the playing surface over time. Determining possible shots based on which game ball is and where it is located, wherein possible shots include the cue ball hitting one of the object balls so that the object ball goes into one of the pockets, For each of the possible shots, identify multiple geometric measurements of the relative positions of the cue ball, the object ball, and the pocket, and calculate a difficulty score from the geometric measurements. In at least one predetermined phase of the game, based on the difficulty score, select one or more shots from among the possible shots that should incur a penalty or provide an incentive, and project a virtual playing target indicating the penalty or incentive onto the trajectory of the cue ball or object ball on the playing surface using the projector. After the shot, based on which game ball is at which position in the video data stream, as well as the position of the game ball and the handball or target ball that passed by or entered the virtual play target during the shot, identify the score of that shot, A computer-executed method including the above is provided.
[0019] The computer-executed method may further include maintaining, in a data storage location, a schedule of the order in which players take shots and the total score of each player based on the scores of each shot taken by each player in each order.
[0020] The computer-executed method may further include identifying the difference of the total score of the player whose turn it is now with respect to the total scores of the other players, and based on this difference, selecting one or more shots among the shots to be taken that should be penalized or given an incentive.
[0021] The computer-executed method may further include changing the number of shots that can be made into shots for which an incentive should be given or a penalty should be imposed based on the difference.
[0022] The computer-executed method may further include changing the position of the virtual play target based on the difference to change the achievability of receiving the penalty or incentive.
[0023] The method executed by a computer may further include communicating with a machine learning system having a prediction model trained with training data of actual shots against possible shots, the training data including the geometric measurements and the results of the shots, the prediction model being configured to identify at least part of the difficulty score of the shot, and the communicating including transmitting the geometric measurements of each possible shot to the machine learning system to obtain a difficulty score therefrom.
[0024] The method executed by a computer may further include providing the geometric measurements and the results of the shots to the machine learning system to train the prediction model with real-time data.
[0025] The method executed by a computer may further include providing the video data stream and / or data derived therefrom to a player analysis system, the player analysis system identifying a player's weighting from the provided data, and the method executed by the computer further including changing the difficulty score of a possible shot based on the player's weighting.
[0026] The player analysis system may include a prediction machine learning model, and the method executed by the computer may further include training the model of the player analysis system in real time from the provided data.
[0027] The method performed by the computer may further include storing a reference table in memory, the reference table dividing each of the geometric measurements into a range of values, the reference table mapping each range to a difficulty score, and the method performed by the computer further includes classifying at least selected of each geometric measurement according to each range to obtain a difficulty value for each, and summing the difficulty values for each geometric measurement of a possible shot to calculate at least a portion of the difficulty score of a possible shot.
[0028] The method performed by the computer may further include arithmetically calculating at least a portion of the difficulty score, wherein the arithmetically calculated parameters including or derived from the geometric measurements.
[0029] According to another feature of the present invention, a cue sports game system comprising a table having a playing surface and a plurality of pockets, a projector, a camera system, and a data processing system, wherein the camera system is positioned to have a field of view of the playing surface and the playing activity of a cue sports game played on the playing surface with a plurality of game balls, and the projector is positioned above the playing surface to project an image onto the playing surface. The camera system is configured to capture a video data stream of play activity on the table and transmit it to the data processing system. The data processing system is configured to identify, from the video data stream, which game ball is which and where it is located on the playing surface over time, and the data processing system further, The system determines which game ball is which and where it is located, and the possible shots include striking one of the game balls with a cue to make a valid scoring shot, the valid scoring shot being defined based on the rules of the game, and the rules being stored in memory accessible from the data storage location. For each possible shot, multiple geometric measurements of the relative positions of the game ball struck with the cue and one or more other game balls, or the characteristics of the playing surface that resulted in the valid scoring shot, are identified, and a difficulty score is calculated from the geometric measurements. In at least one predetermined phase of the game, based on the difficulty score, select one or more shots from the possible shots that should be penalized or given an incentive, and project a virtual playing target indicating the penalty or incentive onto the trajectory of the possible shots on the playing surface using the projector. A cue sports game system is provided that, after a shot, determines the score of the shot based on the video data stream, which game ball is in which position, the position of the game balls, the rules of the game, and one or more of the game balls that passed over or entered the virtual play target during the shot.
[0030] The multiple game balls may include a cue ball and multiple object balls, and a possible shot includes the cue ball hitting one of the object balls so that the object ball goes into one of the pockets, and the data processing system is configured to identify multiple geometric measurements of the relative positions of the cue ball, the object balls and the pockets for each possible shot, and to calculate a difficulty score from the geometric measurements.
[0031] According to another feature of the present invention, a game system includes a table having a playing surface, a projector, a camera system, and a data processing system. The camera system is arranged to have a view of the playing surface and the playing activities of a game performed with a plurality of game balls on the playing surface. The projector is arranged above the playing surface to project an image onto the playing surface. The camera system is configured to capture a video data stream of the playing activities on the table and transmit it to the data processing system. The data processing system includes a memory that encodes game rules according to valid and invalid playing activities for the plurality of game balls. The data processing system is configured to identify, over time, which game ball on the playing surface is which ball and at which position from the video data stream. The data processing system further identifies shots that can be made based on which game ball is which ball and at which position, and the shots that can be made include shots that can be validly made according to the rules of the game. For each of the shots that can be made, a plurality of geometric measurements of the relative positions of the ball or the ball including the shot that can be made are identified, and a difficulty score is calculated from the geometric measurements. Based on the difficulty score, one or more shots that should be penalized or incentivized are selected from the shots that can be made, and the projector projects a virtual play target indicating a penalty or an incentive on the trajectory of the shot that can be made on the playing surface. After the shot, based on which game ball is at which position, the position of the game ball, and one of the game balls that passed through or entered the virtual play target during the shot from the video data stream, the score of that shot is identified. It is configured as The game system will be provided.
[0032] In one embodiment, the cue sports game system includes a table with a playing surface, a projector, a camera system, and a data processing system. The camera system is positioned to have a field of view of the player playing a cue sports game with multiple game balls on the playing surface and the table, and the projector is positioned above the playing surface to project an image onto the edge of the playing surface or table. The camera system is configured to capture a video data stream of the playing activities of the players playing at the table and transmit it to the data processing system. The data processing system is configured to identify player actions and events arising from those actions from the video data stream, and to generate a player skill evaluation from those actions and events. The projector is configured to project one or more game elements onto the playing surface that alter the gameplay of a cue sports game, and the one or more game elements are determined based on the player's skill assessment.
[0033] In another embodiment, the cue sports game system includes a table with a playing surface, a projector, a camera system, and a data processing system. The camera system is positioned to have a field of view of the player playing a cue sports game with multiple game balls on the playing surface and the table, and the projector is positioned above the playing surface to project an image onto the edge of the playing surface or table. The camera system includes a plurality of cameras whose fields of view overlap the playing surface, and each camera is configured to capture a video data stream of playing activity on the table and transmit it to the data processing system. The data processing system is configured to associate the video data streams from the camera and to identify from the associated video data streams which game ball is which and where it is located over time. The data processing system is further configured to generate scores for players during play based on the positions of the game balls and the scoring criteria for the cue ball game.
[0034] In another embodiment, the cue sports game system includes a table with a playing surface, a projector, a camera system, and a data processing system. The camera system is positioned to have a field of view of the player playing a cue sports game with multiple game balls on the playing surface and the table, and the projector is positioned above the playing surface to project an image onto the edge of the playing surface or table. The projector is configured to project images of the touch user interface onto the edge of the table. The camera system is configured to capture a video data stream of play activity on the table and transmit it to the data processing system. The data processing system is configured to identify touch inputs from the player regarding the touch user interface from the video data stream, and to modify one or more features of the cue sports game based on the identified touch inputs.
[0035] This cue sports game system can support various game modes (including new and / or game modes with different rules than conventional ones), and can not only guide players through the game and rules but also provide real-time scores. Preferably, embodiments of the present invention are configured to change the game mode during play to suit the player, so that the player can be given a handicap and an enjoyable and engaging experience. Other games can be supported in the same way. While embodiments and claims are described with a focus on a specific sequence, it will be found that the various systems and features described are interchangeable and can be selected according to the desired implementation.
[0036] Embodiments of the present invention will be described solely by reference to the accompanying drawings. [Brief explanation of the drawing]
[0037] [Figure 1] This is a schematic diagram illustrating the features of a cue sports game system according to one embodiment. [Figure 2] This is a schematic diagram of the play surface 15 in one embodiment, showing the game state and focusing on exemplary factors and geometric measurements that may be considered when calculating the difficulty score. [Figure 3] This is a schematic diagram illustrating the features of a cue sports game system according to one embodiment. [Figure 4] This is a schematic diagram illustrating the features of a cue sports game system according to one embodiment. [Figure 5] This is a schematic diagram illustrating the features of a cue sports game system according to one embodiment. [Modes for carrying out the invention]
[0038] Figure 1 is a schematic diagram of a cue sports game system. This system includes a table 10 having a playing surface 15, a projector 20, a camera system 30, and a data processing system 40. The table 10 has a playing surface 15 and multiple pockets 16. The camera system 30 is positioned to have a field of view of the playing surface and the playing activity of playing a cue sports game with multiple game balls on the playing surface 15. The projector 20 is positioned above the playing surface to project an image onto the playing surface 15.
[0039] In one embodiment, the multiple game balls include a cue ball and multiple object balls. This is the most famous modification of the standard games of pool and snooker, so the embodiment focuses on the differences and improvements from this. However, it can be seen that this system and method can support new or existing game formats and rules. For example, it can be a modification that does not have a dedicated cue ball, or a modification in which bonus points are awarded when the cue ball is also potted.
[0040] The camera system 30 is configured to capture a video data stream of playing activity at the table and transmit it to the data processing system 40.
[0041] The data processing system 40 is configured to identify, from the video data stream, which game ball it is and where it is located over time.
[0042] The data processing system is further configured to determine possible shots based on which game ball it is and where it is located, and that possible shots include the cue ball hitting one of the object balls so that the object ball goes into one of the pockets, and for each possible shot, to identify multiple geometric measurements of the relative positions of the cue ball, object balls and pockets, and to calculate a difficulty score from these geometric measurements.
[0043] There are various ways in which a data processing system can calculate difficulty scores and various geometric measurements and the factors that can be considered in relation to them; examples are shown below.
[0044] At least one predetermined phase of the game, the data processing system 40 selects one or more shots from the possible shots that should incur a penalty or provide an incentive, based on the difficulty score, and projects a virtual playing target indicating the penalty or incentive onto the trajectory of the cue ball or object ball on the playing surface using a projector. Other factors may also be considered in this selection, examples of which are described below. The virtual playing target may be included throughout the entire game, or only in certain phases, for example, only during the break.
[0045] The camera system continuously records a video data stream and provides it to the data processing system 40. After a shot, the ball eventually comes to a stop. After identifying that a shot has been made (optionally, a timeout may occur), the data processing system is configured to determine the score of the shot, taking into account the position of each game ball and then the positions of the cue ball and object ball. The video data stream of the shot (or flags or other records generated from the video data stream in virtually real time during the shot) is also checked, and the score is adjusted if the cue ball or object ball passes over or enters a virtual play target during the shot. Once the score is calculated, it is preferably announced and added to the score of the player in play, and then it is the next player's turn, and this process is repeated until the winning condition (usually a scoring threshold) is met.
[0046] Preferably, the number and value of virtual play objectives during play are closely related to the score difference between players. This allows for penalties to be imposed on players with large leades to slow them down, and to offer a helping hand to players who are falling behind in score, thereby bringing the scores closer and making the game more exciting and competitive.
[0047] Preferably, conventional cues and balls are used. However, they may be modified to expand the possibilities of the system.
[0048] The projector 20 and camera system 30 are preferably positioned above the playing surface of the table 10. They may be offset or directly above. The data processing system 40 is preferably directly connected to the projector 20 and camera system 30, but may be implemented as a remote or distributed system depending on the embodiment.
[0049] In one embodiment, the projector 20 and camera system 30 are mounted on a device (not shown) and suspended above the playing surface by that device.
[0050] Preferably, the camera system 30 includes at least two cameras positioned off-center from the center of the playing surface with overlapping fields of view. Preferably, the projector is a laser projector having a projection lens and a selected throw (shown by a dotted line) that allows the image to be projected to include the edge of the table 10.
[0051] In operation, the camera system 30 is configured to capture video images of the playing surface and, optionally, of the players during play. The video images are transmitted to a data processing system, where they can be processed in various ways. An example of this is described below.
[0052] Figure 2 is a diagram of the play surface 15 in one embodiment, showing the game state and focusing on exemplary factors and geometric measurements that may be considered when calculating the difficulty score. It should be noted that this example is simplified for illustrative purposes and other factors may also be considered.
[0053] To calculate the difficulty of a shot, the data processing system calculates a score corresponding to the probability, or "success rate," that a player can successfully make the pot. Preferably, this assumes the player has average ability (in the case of a master, the majority of shots would have a success rate of over 95%).
[0054] For example, if the cue ball is 1 foot (30.48 cm) away from the object ball, and the object ball is 1 foot (30.48 cm) away from the center of the pocket, and these two balls are perfectly in a straight line, then the success rate can be calculated as 100%.
[0055] Changing this distance from 1 foot (30.48 cm) to 2 feet (60.96 cm) can change the success rate by approximately 90%.
[0056] If the total shot distance was 10 feet (304.8 cm) (straight across the table diagonally, 5 feet (152.4 cm) to the object ball, and 5 feet (152.4 cm) to the pocket), the success rate could be estimated at approximately 10% (depending on the size of the pocket).
[0057] The size of a pocket you can pot depends on the pocket size, the ball size, and the angle at which the ball enters the pocket. For example, if the middle pocket opening is 4.5 inches (11.43 cm) and the ball is 2.25 inches (5.715 cm) (standard US size), there is plenty of room for failure. However, if the ball is moving at a 45-degree angle towards the center of the middle pocket, the effective area of the opening shrinks from 4.5 inches (11.43 cm) to about 3.5 inches (8.89 cm), and the success rate decreases. As the angle becomes even sharper, the effective area of the middle pocket opening becomes smaller than the ball, and the success rate eventually becomes zero.
[0058] In a typical pot, the key measurement is usually the distance between the cue ball and the object ball. Unless the object ball is very close to the pocket, the longer the distance, the more difficult the pot becomes. The next key measurement is the distance from the object ball to the pocket, followed by the required contact angle. This contact angle really impacts the difficulty if the cue ball hits the object ball closer to the edge rather than near the center. The further out the cue ball has to make contact, the lower the success rate, especially if the object ball needs to travel several feet, meaning a lot of force is needed in the shot to get the object ball into the pocket.
[0059] When there is no direct line to pocket the ball, meaning the object ball must hit a cushion to get it into the pocket, the success rate varies between 1% and 20% depending on the angle and distance. For example, hitting the ball on the end cushion and putting it into the pocket is far more difficult than hitting the ball on the side cushion because the ball travels a longer distance.
[0060] When the cue ball or object ball is next to a cushion, positioning becomes difficult, making the shot technically more challenging for the player, and thus the success rate is mathematically lower.
[0061] In this example, the factors to be considered in the calculation are: - Distance between the cue ball and the object ball - Distance between the object ball and the pocket - Angle of incidence of the object ball into the pocket - The angle difference in the trajectory from the cue ball to the object ball, and from the object ball to the center of the pocket.
[0062] For simplification, the trajectories of the cue ball C and object balls O1, O2, and O3 are shown as dotted lines with arrows indicating direction, and the trajectories of possible shots are shown as A1...A4.
[0063] For example, in a shot A1 that can be hit on object ball O1, the cue ball C hits O1 via shot trajectory A1a, and O1 goes into pocket P2 via trajectory A1b. It can be seen that the angle of incidence at which the ball enters the pocket affects the margin of error in direction A1b. However, if we break this down into two factors, we can consider the distance of the trajectory separately from the angle. In a shot A1 that can be hit on O1, O1 is close to pocket P2, and the angle of incidence is such that O1 can be put into the pocket if the cue ball hits it directly or even if it just grazes it, so it is likely to be scored as an easy shot.
[0064] The shot A2 (A2a → A2b) that can be hit with respect to object ball O2 is more difficult, and the target shots A3 (A3a → A3b) and A4 (A4a → A4b) that can be hit with respect to object ball O3 are even more difficult.
[0065] Examples of individual and total difficulty values calculated are shown below.
[0066] [Table 1]
[0067] In this example, the score represents the probability of a player succeeding. It can be seen that other scoring structures are also possible.
[0068] Angle scoring can take into account whether the cue ball needs to hit the object ball directly or just graze it, as well as the probability that the cue ball will follow the object ball and fall into the pocket (these factors can be included in other scoring methods or scored separately).
[0069] As can be seen from the example in Figure 2, there are even more possible combinations of (ball / pocket) shots. Such combinations are calculated and considered, but for the sake of simplicity in this example, they are not illustrated. This system may optionally include a threshold, for example, that a shot will not be scored for difficulty if it exceeds a certain value, such as if the shot must hit the edge of the table multiple times, or if multiple other object balls have already collided with each other.
[0070] The difficulty score allows for a comparison of the difficulty levels of possible shots. Therefore, the evaluation metric used is not important; as long as the values can be compared, that's all that matters.
[0071] In one example, the distance may be measured in absolute units. In another example, the distance may be measured relative to the length or width of the table.
[0072] In this embodiment, the calculation is arithmetic. Each factor is scored (preferably as a probability as described above) and combined. In the case of probability, the factors are multiplied together to obtain the overall probability of being able to take a shot.
[0073] In other embodiments, the calculation is performed using a reference table, or at least partially using a reference table. In such examples, the length of the shot is divided into strips, and a difficulty level is assigned to each strip. Then, the difficulty score is retrieved from the reference table for each factor, and these scores are added together to obtain the overall difficulty score.
[0074] In another embodiment, the system includes, or connects to, a machine learning system having a predictive model trained on training data of actual shots taken for possible shots. This training data includes geometric measurements and shot results, and the predictive model is configured to identify the difficulty of the shot.
[0075] Preferably, the data processing system is configured to provide geometric measurements and shot results to a machine learning system to train a predictive model with real-time data.
[0076] The overall calculation shows that you can combine approaches such as calculations and reference tables, or reference tables and machine learning systems, or even combine all three (or more) of these approaches.
[0077] Preferably, the probability of scoring is relative to the average player, but as described below, it is also possible to evaluate the actual player's skill during play (e.g., by analyzing actions recorded in a video data stream) and use it to adjust the difficulty score, for example, by weighting it. Other embodiments are also possible. For example, skill can be used to select which set of reference tables to use to calculate the difficulty score, or to change the factors used in the calculation, the machine learning model applied, and / or how the factors and models are combined to calculate the difficulty score.
[0078] It can be seen that for any combination of cue ball and object ball, for example O3 in Figure 2, there can be two or more possible shots. In one embodiment, a difficulty score may be calculated for each possible shot. In addition to geometric measurements, other factors may also be considered. For example, hitting the edge of the table with the cue ball before hitting the object ball requires more skill than a direct shot, and therefore may be assigned a higher difficulty rating.
[0079] As explained above, the example in Figure 2 has been simplified for ease of illustration. Various additional factors can be used in the embodiment. To evaluate the difficulty of possible shots, the calculation considers geometric factors and optionally other factors (before the shot is taken). Examples of factors include the following: - Distance between the cue ball and the object ball - The proximity of the cue ball to the cushion, and the angle at which the cue ball leaves the cushion. - Distance between the object ball and the pocket - The required contact angle between the cue ball and the object ball - Angle between the object ball and the pocket - Available pocket sizes for receiving the object ball (middle pockets are difficult to use if the angle is significantly lower than 90 degrees) - How hard do you need to hit the ball to get it into the pocket? - Are there already dangers or bonuses on the trajectory, and how easy are they to hit? - How many points can you earn if you make a successful shot? - Is there a risk of the cue ball going into a pocket? - Did the object ball hit a cushion before going into the pocket? (Double / Bank) - Did the object ball hit another ball and put it into the pocket? (Plan / Combination) - Were more than one object ball potted in the same shot? - The proximity of the cue ball or object ball to the cushion. - Is there another ball partially or completely obscuring the trajectory between the object ball and the pocket, or between the cue ball and the object ball, or the line along which the player would align the cue ball?
[0080] Modifying factors can also be applied depending on the state of the game ball. For example, if the object ball is at or within a certain distance from the cushion in a shot, the success rate can be reduced by a predetermined factor, such as 50%. Similarly, if the pot angle is acute (i.e., a delicate shot requiring hitting less than 25% of the way into the pot), the success rate can be reduced by a predetermined factor, such as 40%. In another example, the percentage of the hole that can accept the ball can be identified, and the success rate of the shot can be reduced by a predetermined factor according to that percentage. For example, if the position of the object ball relative to the hole on the table means that only 30% of the hole is available to accept the ball, in this embodiment the success rate is reduced by 70%.
[0081] As mentioned above, the selected factors may be based on the skills of the evaluated player, the rules of the game being played, or selectable or pre-set system parameters.
[0082] Once the difficulty score is calculated, the possible shots may be represented by their difficulty scores and optionally recorded in the data storage location 45. The data processing system 40 can consider the score of each possible shot and decide which possible shots should be incentivized or penalized. In some games, the object balls themselves may have different scoring values, and in such games, the system may consider when to decide whether to incentivize or penalize a shot (or suggest possible shot trajectories to make easy shots more challenging) by projecting bonuses or dangers onto the trajectory of the shot on the playing surface in the points obtained by potting the ball with a possible shot.
[0083] Depending on the state of play and, optionally, the player's ability (described below), risks (penalties) and bonuses (incentives) are selected, and corresponding virtual play elements are strategically placed by a data processing system and projected onto the table at their respective positions. The number of points that can be lost / gained by the virtual play elements varies, and the quantity and size of the virtual play elements can also vary. Furthermore, the virtual play elements can be moved along a trajectory by the projector, adding to the fun and challenge.
[0084] In one embodiment shown in Figure 3, the game system can also provide lifelines and power-up items 60, which the player can select to, for example, gain additional time to play a shot, gain an extra shot, or gain "ball in hand" (cue ball free), which allows the player to move the cue ball anywhere on the table. In one embodiment, these can be presented to the user by projecting them onto the side of the table or other areas with a projector as virtual buttons or other user interface controls. In this embodiment, once a lifeline is selected, a camera monitoring activity around the projected user interface detects this, and a data processing system identifies the presence of the user's fingers, hands, or other intentional objects or movements on the projected user interface options.
[0085] The amount and type of lifelines available to each player can also be changed according to each player's skill level. For example, a skilled player may never be allowed to move the white lifeline wherever they like, while a beginner may be allowed to do so with each shot. Lifelines / power-up items, bonuses / dangers can be changed depending on the game being played. It is preferable for the game system to offer a range of different games with varying objectives and rules.
[0086] In the preferred embodiment shown in Figure 4, the cue sports game system includes a player analysis system 50.
[0087] In this embodiment, the data processing system 40 is configured to provide a video data stream and / or data derived therefrom to the player analysis system 50, which identifies the weighting of the players from the provided data. The data processing system 40 then uses this weighting to change the difficulty score (or the incentive / penalty to choose) of the shots that can be taken. As a result, even with the same table state, two players with different skill levels (and therefore weightings) are given different virtual play objectives that affect their shot selection and the points they can earn.
[0088] Preferably, the player analysis system 50 includes a predictive machine learning model that is trained in real time with the provided data.
[0089] When a player hits a shot, the selected shot and its result are preferably evaluated by a player analysis system 50, which identifies the player's skill weighting, taking into account a difficulty score that has been calculated in advance for that shot. This process is repeated for each shot by each player, and the skill weighting is adjusted accordingly, preferably in substantially real time.
[0090] To evaluate the skill level of an actual shot, the player analysis system 50 can identify various factors from the video data stream, shot result, and difficulty score. These factors include (or can be selected from) the following: - If the ball was potted, how difficult was that shot compared to other possible shots? - Was the target ball the highest value ball that could be hit? - If the object ball was not potted, how long would it have taken for it to be potted into the selected pocket? - How long did it take to hit the shot? (Time spent thinking and time spent executing) - What evasive actions did the player take to prevent the white ball from going into the pocket? (Sidespin, topspin, bottomspin, etc.) - Was that spin necessary, and was it effective? - Did the player intentionally leave a difficult or easy shot for the next player? - Was that shot a meaningless, accidental hit to a skilled player? - If the ball was potted, was it a fluke that required little to no skill? - If white was potted, was it bad luck or lack of skill? - Was the lifeline selected appropriate for the shot you intend to take?
[0091] Optionally, the camera system and video data stream may be configured to capture the stance, position, and activity of players seated at the table. In a preferred embodiment, this data may then be used to evaluate the players' skills.
[0092] In this embodiment, the camera system 30 is configured to capture a video data stream of the playing activities of players at the table and transmit it to a data processing system. This activity preferably includes one or more of the following: stance, hitting motion, target selection, and the outcome of the motion. This activity is then analyzed together with other factors to identify the weighting of skills as described above.
[0093] Optionally, the projector 20 may be configured to project one or more game elements onto the playing surface that modify the gameplay of a cue sports game, and these one or more game elements may be identified based on an assessment of the players' skills.
[0094] For example, the game elements may include visual hints, guides, or targets to help the player make choices or shots, or obstacles to avoid (whether on the table, in the form of unused table pockets, or table pockets that result in lower or lower scores).
[0095] In this embodiment, the game may optionally be guided to the player by visual cues projected from the data processing system and projector onto the playing surface or the edge of the table.
[0096] In this embodiment, the game can be balanced by evaluating the player's skills, adapting the game to that player, and dynamically handicapping or assisting the player. By considering characteristics such as stance and play over time, it is possible to suppress the influence of "noise" such as lucky shots on skill evaluation.
[0097] In the preferred embodiment shown in Figure 5, the camera system includes a plurality of cameras 34, 35 whose fields of view of the playing surface overlap, and each camera is configured to capture a video data stream of playing activity on the table and transmit it to a data processing system. The data processing system in this embodiment is configured to associate the video data streams from the cameras and to identify from the associated video data streams which game ball 100 is which and where it is located over time (in this example, the cue ball is shown without hatching and the object balls are shown with hatching).
[0098] In another embodiment, there may be a primary and a secondary camera. The primary camera may be used for other geometric measurements such as position and angle (and position relative to the playing surface, which may be modified to be asymmetric by geometric transformation). The secondary camera may be used to identify which ball it is (in particular when the ball is not visible or partially visible to the primary camera) and may also be used to verify geometric measurements taken from the primary camera's data stream.
[0099] Preferably, players take turns playing, which is scheduled / directed by the game system. The system preferably includes a display screen that shows the player currently playing and the scores of the players in the game, provided by a data processing system. The data processing system is preferably configured to generate the score of the player in play based on the position of the game ball during that player's turn and the scoring criteria of the cue sports game.
[0100] The system is configured to display one or more virtual play elements 110, 120 on the playing surface during play, using a projector 20, similar to the physical game ball 100. These virtual play elements 110, 120 modify the scoring method for the players during play. Preferably, the virtual play elements are player-dependent, as described in the above embodiment, and when the players change (indicated by the system, etc.), the virtual play elements and / or their position and / or size and / or number also change. In a typical game, each player takes turns hitting the cue ball with the cue to attempt to pot one or more other object balls (usually, if the cue ball is potted, the player's turn is penalized (or may be zero), and the cue ball is returned to the starting position / zone for the next player).
[0101] In one embodiment, the data processing system detects from the video data stream of a shot that the cue ball or other object ball has made a shot that passes over a virtual play element 110 corresponding to an incentive (and having an appearance selected by the data processing system 40 to reflect that incentive), and as a result the player receives bonus points such as an increase or multiplication of the score from the current shot. In another embodiment, when the data processing system detects that the cue ball or other object ball has passed over a virtual play element 120 corresponding to a penalty (and having an appearance selected to reflect that penalty), it imposes a penalty on the player, such as a point deduction or cancellation of the score from that shot.
[0102] Virtual play elements 110 and 120 can have different designs (e.g., banana peel, hoop to pass through, coin), and can be animated by a projector as the ball passes through their positions (or after the shot; for example, they could mimic an explosion or make flowers bloom).
[0103] In a preferred embodiment, the data processing system identifies when the ball has passed a virtual play element based on the ball's trajectory on the play surface 15 and the position data of the virtual play element. When the data processing system identifies the position of a virtual play element while selecting what to place where, it can identify when the ball has passed that position without having to cross-reference video data streams to "see" the ball passing the virtual play elements 110, 120.
[0104] It can be seen that virtual playing objectives can be areas on the playing surface to be avoided, or areas where the ball should be put in to finish the shot and earn a reward. For example, selected pockets or areas can be made possible or impossible in this way.
[0105] Each frame of the video data stream is preferably processed by a data processing system 40 to determine the location of each ball 100 in that frame. The data processing system 40 maintains a data storage location 45 where the game history is recorded. In a preferred embodiment, the data processing system 40 records each frame of the video data stream in the data storage location, compares that frame with the previous frame to identify and record any differences in ball positions. Preferably, for each frame, the identifier of the player in play is also recorded in the data storage location 45. At the end of the player's turn, the data processing system 40 preferably accumulates the differences in ball positions to generate the cue ball's trajectory and the final positions (including in the pockets) of each of the other balls. The score is updated for all balls pocketed during the player's turn. Furthermore, comparing the cue ball's trajectory to the positions of virtual playing elements displayed for the player in play, the data processing system updates the score according to the values and modifiers of the virtual playing elements that the cue ball's trajectory passed over.
[0106] At the end of a player's turn, the system may optionally display a number of frames (such as those that resulted in a score) and / or generate video footage that mimics the shot from records stored in data storage location 45.
[0107] The score may be communicated to the players via a projector and / or displayed on one or more displays surrounding the table.
[0108] Preferably, the data processing system 40 monitors the data storage location and differences in ball position to identify fouls (e.g., a ball moving without being hit by a cue or other ball, a ball removed from the playing surface). The data processing system 40 uses the projector 20 to mark the position of the ball in question before the foul and prompts the player to return the ball to that position before continuing. As will be focused below, there may be an option in the game to tolerate actions that would otherwise be fouls, and if that option is in effect, this operation by the data processing system 40 is suppressed.
[0109] Preferably, the data processing system 40 is configured to change the number, score value, and position of virtual play elements 110, 120 for a player in play based on that player's score. In one embodiment, this change is determined based on the player's score over a predetermined period of time. In another embodiment, this change is determined by comparing it with the scores of other players.
[0110] In one embodiment, the data processing system 40 is configured to generate scoring difficulty values. In this embodiment, the data processing system 40 generates a shot difficulty value and a potential score for each shot that a player can take during play. The scoring difficulty is calculated from the shot difficulty value and the score obtained by potting the ball. The scoring difficulty values are then used to modify one or more possible shots by selecting one or more virtual play elements, preferably based on the difference in scores between the player and other players. For example, a player whose score is considerably behind other players may have the system select one or more shots with easy to moderate scoring difficulty values and add bonus virtual play elements to their respective trajectories. In another example, a player whose score is slightly behind other players may be given bonus virtual play elements on the trajectories of shots with a higher difficulty value that would result in the ball being potted (if the player takes a risk and succeeds). In another example, a player who is significantly ahead of other players in score might be given multiple penalty virtual play elements, one for each easy to medium difficulty shot trajectory, to encourage them to take on higher-risk shots or risky shots with penalties (so that other players can catch up).
[0111] In these embodiments, the data processing system 40 modifies the game as it progresses, taking into account skill and luck, to motivate the player and make them believe they can win. If the player is given too much support or gets lucky shots, the system balances the game as it progresses by applying or modifying virtual play elements.
[0112] The score may be communicated to the players via a projector and / or displayed on one or more displays surrounding the table.
[0113] In the selected embodiment, the game system may offer weaker players many advantages (e.g., not comprehensive ones). - Shows the player which shot they should hit. - Shows how to hit the shot. - Award additional bonus points - Provide additional lifelines - Give players more time to take shots - Allow the player to take an additional shot. - Allow the player to move the white ball to an easier position of their choosing.
[0114] In such embodiments, the game system can also make the game more difficult for experts by doing the opposite of what is described above. In addition, the system can make some pockets dangerous, project additional dangers onto the table, highlight which ball to choose so that players frequently face difficult shots, or cause players to hit the ball off a cushion before putting it into a pocket.
[0115] The ability to project "targets" onto the table and for the system to know which ball touched which "target" opens up a world of possibilities to make the game more fun and interesting.
[0116] When incorporating play activities, the system may automatically check one or more of the following: - Did you hit the ball well? (A combination of some or all of the following) ○ Efficient queue acceleration ○ Straight movement of the cue ○ Cue's "follow-through" ○ Appropriate shot speed - Spin velocity, spin direction - Was the spin applied intentionally or unconsciously? (The ability to logically / skillfully manipulate the white ball) - Shot accuracy (If you missed, was the shot difficult, or was it a near miss?) - Shot selection ability (Did you choose the "correct" shot?) - Are the players getting better or worse? - Success / failure rate / average score in a single round - How closely did you follow the correct line drawn on the table?
[0117] By verifying the above, the processing system can determine and assign a handicap grade to each player immediately after their first shot. This handicap grade is then interpreted during the play of the selected game, and while the player is playing, predetermined characteristics of the game play are modified based on the handicap grade (and / or the difference between the player's grade and the grades of other players). Optionally, this handicap can also be improved with each subsequent shot. In one embodiment, the learning phase may be operated over a predetermined period or number of shots during which the system monitors the player and determines their grade (handicap).
[0118] The handicap system allows players of different skill levels to compete on a fair playing field.
[0119] Preferably, the system uses a machine learning system such as a classifier that receives video and / or data derived from the video as input, classifies it by comparing it with a model identified from a training dataset, and assigns a handicap to each player, for example, on a five-point scale. For example, this comparison can be performed by a top-level professional assigned to level 5, while level 1 represents a complete beginner. Each handicap level may potentially provide an advantage or a combination of advantages to individual players.
[0120] example: ● Player A is assigned level 4 and is given the following: ○ A longer time to take a shot ● Player B is assigned level 2 and is given the following: ○ A longer time to take a shot ○The type of shot you should take will be indicated. ○This shows how you should hit the shot. ● Player C is assigned Level 1 and is given the following: ○ A longer time to take a shot ○ Which shot you should hit will be indicated. ○This shows how you should hit the shot. ○ Additional lifelines will be provided. ○ You can move the white ball to an easier position.
[0121] In the embodiments described above, the game to be played substantially corresponds to a conventional pool where a cue ball is used to pot numbered object balls (and the score corresponds to the number of the object ball). In such embodiments, the data processing system determines the possible shots and difficulty scores, assuming that the goal is to pot the numbered object balls, not the cue ball. However, it can be seen that in some games the goal may not be the same, in which case the assumptions of the data processing system may change. For example, if the goal is to pot nothing, the criteria for calculating the possible shots will be different, but based on similar principles. In one embodiment, the rules are stored in memory accessible to the data processing system and read out at the start of the game to be used by the data processing system to configure how the game order, virtual game goals, and scoring will be handled. It can also be seen that in some games the playing surface may have a different number of pockets. In one embodiment, the pockets may be replaced with scoring zones, etc.
[0122] The data storage location can take various forms, including a central file store or a distributed file store, and databases (such as SQL or other relational or non-relational database types). It can be implemented using storage devices such as hard disks (HDs), random access memory (RAM), solid-state disks (SSDs), and other forms of storage media. The data processing system described herein can be a single-processor computer system, or a system comprising a set of processors operating synchronously, semi-synchronously, or asynchronously. The data processing system may be locally connected to the game table, remotely connected, or distributed. To avoid network timing lags, for example, a master server system may maintain the game system and handle machine learning and other features, while local PCs or other computing devices act as "processors" responsible for processing the video data stream. Alternatively, a central system may handle decision processing, with local devices acting as input / output devices without data processing capabilities.
[0123] As will be seen, some embodiments of the present invention described later can be incorporated as code (e.g., software algorithms or programs) in a media usable by a computer, having a control theory that makes it executable on a computer system having a computer processor. Such a computer system typically includes a memory device configured to provide output by executing code, thereby setting up the processor. This code may be deployed as firmware or software, or it may be configured as a set of modules such as individual code modules, function calls, procedure calls, or objects in an object-oriented programming environment. When executed using modules, the code may consist of a single module or multiple modules working together.
[0124] Any embodiment of the present invention is understood to include all combinations of two or more of the parts, elements, and features mentioned or shown individually or collectively herein, and whereever a particular integer is referred to herein for which an equivalent is known in the art to which the present invention pertains, that known equivalent is also incorporated herein.
[0125] While embodiments of the present invention shown in the figures have been described, those skilled in the art can make various changes, substitutions, and modifications without departing from the present invention as defined by the claims and equivalents.
[0126] This application claims priority under GB2304803.6, the contents of which and the contents of this abstract are incorporated herein by reference.
Claims
1. A table equipped with a playing surface and multiple pockets, A projector and Camera system and, Data processing system and A cue sports game system that includes, The camera system is positioned to have a field of view of the playing surface and the playing activity of a cue sports game played on the playing surface with multiple game balls. The projector is positioned above the playing surface to project an image onto the playing surface. The aforementioned multiple game balls include a cue ball and multiple object balls, The camera system is configured to capture a video data stream of play activity on the table and transmit it to the data processing system. The data processing system is configured to identify, from the video data stream, which game ball is which and where it is located on the playing surface over time, and the data processing system further, The possible shots are determined based on which game ball it is and where it is located, and the possible shots include the cue ball hitting one of the object balls so that the object ball goes into one of the pockets. For each possible shot, identify multiple geometric measurements of the relative positions of the cue ball, the object ball, and the pocket, and calculate a difficulty score from the geometric measurements. In at least one predetermined phase of the game, based on the difficulty score, select one or more shots from the possible shots that should incur a penalty or provide an incentive, and project a virtual playing target indicating the penalty or incentive onto the trajectory of the cue ball or object ball on the playing surface using the projector. After a shot, the score of the shot is determined from the video data stream based on which game ball is in which position, the position of the game balls, and whether the cue ball or object ball passed over or entered the virtual play target during the shot. It is structured in such a way. Q Sports Game System.
2. Including data storage locations, The data processing system is configured to maintain in the data storage location the schedule of the order in which players take shots, and the overall score of each player based on the score of each shot taken in each turn. The cue sports game system according to claim 1.
3. The data processing system is configured to identify the difference between the current player's total score and the total scores of the other players, and, based on this difference, to select one or more shots from the available shots that should be penalized or incentivized. The cue sports game system according to claim 2.
4. The data processing system is configured to change the number of shots that can be used to determine whether an incentive or penalty should be imposed, based on the difference. The cue sports system according to claim 3.
5. The data processing system is configured to change the position of the virtual play target based on the difference, thereby changing the likelihood of receiving the penalty or incentive. The cue sports system according to claim 3 or 4.
6. This further includes a machine learning system having a predictive model trained on training data of actual shots hit compared to possible shots, The training data includes the geometric measurements and shot results, The aforementioned prediction model is configured to identify the difficulty score of the shot, The data processing system is configured to transmit the geometric measurements of each possible shot to the machine learning system and obtain a difficulty score from them. A cue sports game system according to any of the preceding claims.
7. The data processing system is configured to provide the geometric measurement values and shot results to the machine learning system to train the predictive model with real-time data. The cue sports game system according to claim 6.
8. It further includes a player analysis system, The data processing system is configured to provide the video data stream and / or data derived therefrom to the player analysis system. The player analysis system is configured to identify the weighting of players from the provided data. The data processing system is configured to change the difficulty score of possible shots based on the weighting of the players. A cue sports game system according to any of the preceding claims.
9. The player analysis system includes a predictive machine learning model that is trained in real time from the provided data. The cue sports game system according to claim 8.
10. This includes reference tables stored in memory, The reference table divides each of the geometric measurements into multiple value ranges, and the reference table maps each value range to a difficulty score. The data processing system is configured to classify each geometric measurement according to its respective value range and obtain a difficulty value for each. The data processing system is further configured to calculate a difficulty score for a possible shot by summing the difficulty values for each geometric measurement of the possible shot. A cue sports game system according to any of the preceding claims.
11. The data processing system is configured to calculate the difficulty score by arithmetic calculation, and the arithmetic calculation includes parameters that include or are derived from the geometric measurement. A cue sports system according to any of the preceding claims.
12. The camera system includes a plurality of cameras whose fields of view overlap the playing surface, The data processing system is configured to identify the placement of the game ball from the video data streams of the multiple cameras, using predetermined data regarding the multiple cameras and their positions relative to the playing surface. A cue sports system according to any of the preceding claims.
13. A method for a computer-operated cue sports game system, the cue sports game system comprising a table having a playing surface and a plurality of pockets, a projector, a camera system, and a data processing system, wherein the camera system is positioned to have a field of view of the playing surface and the playing activity of a cue sports game played on the playing surface with a plurality of game balls, the projector is positioned above the playing surface to project an image onto the playing surface, the plurality of game balls comprising a cue ball and a plurality of object balls, and the camera system is configured to capture a video data stream of the playing activity on the table and transmit it to the data processing system. The method performed by the aforementioned computer is: The data processing system identifies, from the video data stream, which game ball is which and where it is located on the playing surface over time. Determining possible shots based on which game ball is and where it is located, wherein possible shots include the cue ball hitting one of the object balls so that the object ball goes into one of the pockets, For each of the possible shots, identify multiple geometric measurements of the relative positions of the cue ball, the object ball, and the pocket, and calculate a difficulty score from the geometric measurements. In at least one predetermined phase of the game, based on the difficulty score, select one or more shots from among the possible shots that should incur a penalty or provide an incentive, and project a virtual playing target indicating the penalty or incentive onto the trajectory of the cue ball or object ball on the playing surface using the projector. After a shot, the system determines the score of the shot based on the video data stream, the position of each game ball, and whether the cue ball or object ball passed over or entered the virtual play target during the shot. Methods that are performed on a computer, including [specific examples].
14. The data storage location further includes maintaining a schedule of the order in which players take their shots, and each player's overall score based on the score of each shot they take in each turn. The method performed on a computer according to claim 13.
15. This further includes identifying the difference between the current player's total score and the total scores of the other players, and, based on this difference, selecting one or more of the possible shots that should be penalized or incentivized. The method performed on a computer according to claim 14.
16. This further includes changing the number of shots that can be used to determine whether an incentive should be given or a penalty should be imposed based on the aforementioned differences. The method performed on a computer according to claim 15.
17. This further includes changing the position of the virtual play target based on the aforementioned difference, thereby changing the likelihood of receiving the aforementioned penalty or incentive. The method performed on a computer according to claim 15 or 16.
18. This further includes communicating with a machine learning system that has a predictive model trained on training data of actual shots taken compared to possible shots, The training data includes the geometric measurements and shot results, the predictive model is configured to identify at least a portion of the difficulty score of the shot, and the communication includes transmitting the geometric measurements of each possible shot to the machine learning system and obtaining a difficulty score therefrom. A method performed on a computer according to any one of claims 13 to 17.
19. The further includes providing the aforementioned geometric measurements and shot results to the machine learning system to train the predictive model with real-time data, The method performed on a computer according to claim 18.
20. The system further includes providing the aforementioned video data stream and / or data derived therefrom to the player analysis system. The player analysis system identifies the weighting of players from the provided data, The method performed by the aforementioned computer is further: The further includes changing the difficulty score of possible shots based on the weighting of the aforementioned players, A method performed on a computer according to any one of claims 13 to 19.
21. The aforementioned player analysis system includes a predictive machine learning model, The method performed by the aforementioned computer is The further includes training the model of the player analysis system in real time from the provided data, The method performed on a computer according to claim 20.
22. This further includes saving the reference table to memory, The reference table divides each of the geometric measurements into multiple value ranges, and the reference table maps each value range to a difficulty score. The method performed by the aforementioned computer is: At least one selected geometric measurement is classified according to its respective value range to obtain its difficulty value. The difficulty score of a possible shot is calculated by summing the difficulty values for each geometric measurement of the possible shot, This also includes, A computer-based method according to any one of claims 13 to 21.
23. This further includes calculating at least a portion of the difficulty score by arithmetic calculation, The aforementioned arithmetic calculation includes parameters that include or are derived from the aforementioned geometric measurements. A method performed on a computer according to any one of claims 13 to 22.
24. A table equipped with a playing surface and multiple pockets, A projector and Camera system and, Data processing system and A cue sports game system that includes, The camera system is positioned to have a field of view of the playing surface and the playing activity of a cue sports game played on the playing surface with multiple game balls. The projector is positioned above the playing surface to project an image onto the playing surface. The camera system is configured to capture a video data stream of play activity on the table and transmit it to the data processing system. The data processing system is configured to identify, from the video data stream, which game ball is which and where it is located on the playing surface over time, and the data processing system further, The system determines which game ball is which and where it is located, and the possible shots include striking one of the game balls with a cue to make a valid scoring shot, the valid scoring shot being defined based on the rules of the game, and the rules being stored in memory accessible from the data storage location. For each possible shot, multiple geometric measurements of the relative positions of the game ball struck with the cue and one or more other game balls, or the characteristics of the playing surface that resulted in the valid scoring shot, are identified, and a difficulty score is calculated from the geometric measurements. In at least one predetermined phase of the game, based on the difficulty score, select one or more shots from the possible shots that should be penalized or given an incentive, and project a virtual playing target indicating the penalty or incentive onto the trajectory of the possible shots on the playing surface using the projector. After a shot, the system determines the score of the shot based on the video data stream, the position of each game ball, the rules of the game, and one or more game balls that passed over or entered the virtual play target during the shot. Q Sports Game System.
25. The aforementioned plurality of game balls include a cue ball and a plurality of object balls, A possible shot includes the cue ball striking one of the object balls so that the object ball goes into one of the pockets, The data processing system is configured to identify a plurality of geometric measurements of the relative positions of the cue ball, the object ball, and the pocket for each possible shot, and to calculate a difficulty score from the geometric measurements. The cue sports game system according to claim 24.
26. A table equipped with a playing surface, A projector and Camera system and, Data processing system and A game system that includes, The camera system is positioned to have a field of view of the playing surface and the playing activities of a game played on the playing surface with multiple game balls. The projector is positioned above the playing surface to project an image onto the playing surface. The camera system is configured to capture a video data stream of play activity on the table and transmit it to the data processing system. The data processing system includes a memory that encodes the rules of the game according to the valid and invalid play activities for the plurality of game balls. The data processing system is configured to identify, from the video data stream, which game ball is which and where it is located on the playing surface over time. The aforementioned data processing system further: The game ball is identified based on which ball it is and where it is located. The possible shots include those that can be effectively performed in accordance with the rules of the game. For each possible shot, identify multiple geometric measurements of the relative position of the ball or the ball including the possible shot, and calculate a difficulty score from the geometric measurements. Based on the difficulty score, select one or more shots from the possible shots that should incur a penalty or provide an incentive, and project a virtual playing target indicating the penalty or incentive onto the trajectory of the possible shots on the playing surface using the projector. After a shot, the score of that shot is determined from the video data stream based on which game ball is in which position, the position of the game balls, and which of the game balls passed over or entered the virtual play target during the shot. It is structured in such a way. Game system.