Method for checking results at speedcubing competitions

The described system addresses the lack of automatic control in speedcubing competitions by using RFID tags and network connections to track participants and puzzles, automating key processes and reducing errors and labor costs, thereby enhancing the efficiency and integrity of speedcubing competitions.

WO2025005828A1PCT designated stage expired Publication Date: 2025-01-02LEBEDEV VLADIMIR ILICH
View PDF 5 Cites 0 Cited by

Patent Information

Application Number
PCT/RU2024/050140
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2023-06-30
Filing Date
2024-06-27
Publication Date
2025-01-02

AI Technical Summary

Technical Problem

Current systems for monitoring results in speedcubing competitions lack automatic control over the movement of puzzles and participants, leading to errors, increased labor costs, and potential dishonest behavior due to human intervention.

Method used

Implementing a system that uses RFID tags and a network connection to track participants, scramblers, and puzzles in real-time, allowing for automatic distribution of resources and control of key processes, including scramble allocation, participant management, and result recording, using a combination of timers, RFID readers, and a server to manage the competition logistics.

Benefits of technology

This system reduces human error, optimizes resource allocation, and minimizes opportunities for dishonest behavior by enabling fully automated control of key competition processes, ensuring accurate and efficient management of participants and puzzles throughout the competition.

✦ Generated by Eureka AI based on patent content.
Patent Text Reader

Abstract

The invention relates to data processing systems and to methods for checking results at competitions. The present system is specially adapted for speedcubing competitions. By using RFID tags, or similar solutions, in the badges of competitors, judges and scramblers, as well as in cube covers, the method makes it possible to automatically record competition results and manage key competition procedures. For the analysis of competition results or of the actions of a specific individual, the automatic compilation of a video containing key fragments is possible. Also, the use of computer vision during scrambling and at solving stations contributes to even greater autonomy of the system and reduces the influence of the human factor to a minimum, thus significantly increasing the accuracy and objectivity of competition results.
Need to check novelty before this filing date? Find Prior Art

Description

Method of monitoring results in speedcubing competitions

[0001] The invention relates to data processing systems and methods for monitoring results in competitions. The specificity of the described method allows it to be used primarily in speedcubing competitions.

[0002] Speedcubing is a sport where the goal is to solve mechanical puzzles (such as a 3x3x3 Rubik's cube) in the shortest amount of time. This sport also uses special terminology:

[0003] A scrambler is a person who performs the mixing (also known as "confusing" or "scrambling") of assembled puzzles using special algorithms ("scrambles") in order to prepare the puzzles for the participants' attempts.

[0004] A judge is a person who monitors the participants' attempts and records violations and the results of the attempts.

[0005] Runner - a person who transports scrambled puzzles to the participants and completed puzzles to the scramblers.

[0006] A cover is an opaque box-shaped object used to visually isolate challenging puzzles before participants attempt them.

[0007] An assembly station is a specially equipped place (usually a table) where participants perform competitive attempts.

[0008] According to US patent US7042806B2 (application US20050117456, priority from 30.12.2004), a device (timer) is known, used in speedcubing competitions to measure assembly time. Its industrial implementations, for example, Speedstacks Gen 5 Pro Timer, have the ability to transmit information about its own state via a built-in 2.5 jack port.

[0009] The closest analogue (prototype) of the proposed method is the opencubeware system. Information about this system is disclosed in the following sources:

[0010] https: / www.youtube.com / watch?v=vnY-BjmU5t4,

[0011] https: / github.com / opencubeware,

[0012] https: / www.facebook.com / opencubeware / about /

[0013] It implements the reception of a signal from a timer, a network connection, and identification of the participant and judge at the assembly station using RFID tags.

[0014] The disadvantage of this system is that it does not support automatic control over the movement of the participants' puzzles, so it is impossible to implement the following functionality, which is supported in the proposed method:

[0015] When working with a participant's puzzle, the scrambler is presented with a single scramble that corresponds to the participant's upcoming attempt. Without automatic control over the movement of puzzles, the scrambler must understand, based on the results of the participant's previous attempts and notes written on a paper card, which of the many scrambles in front of him corresponds to the participant's upcoming attempt. This leads to errors such as the incorrectly chosen scramble, when the participant is presented with a puzzle that is as confusing as in his previous attempt. A dishonest participant may not report this and show a better result, since he is already familiar with the solution to the puzzle from this position.

[0016] The proposed method allows mixing two or more groups of participants with different sets of scrambles without additional effort. Without automatic control over the movement of puzzles, several sets of scrambles for all the groups being mixed must be in front of the scrambler. This leads to even greater complexity of manual selection of the required scramble.

[0017] Automatic control of workload of assembly stations. Without means of automatic control over the movement of puzzles, opencubeware does not support automatic indication to the runner of which assembly station to bring the cover with the intricate puzzle to, and to the participant assembling this puzzle - which assembly station to go to. The runner has to call the participant by voice and go with him to the first free assembly station that catches his eye. This leads to delays in calling, especially if the runner carries puzzles for several participants, and also to increased labor costs compared to the proposed method, since one runner can comfortably accompany fewer participants than if he were just carrying puzzles.

[0018] In general, due to the means of control over the movement of puzzles, it is possible to implement fully automatic control of the key processes of the competition, while the scramblers perform the only function that requires concentration - to confuse the puzzle according to the proposed algorithm, and the runners - to take the cover in accordance with the automatic instructions. Everything else, including some of the functions of the organizers, for example, changing scrambles, calling the next group of participants, changing scramblers when mixing groups in a confidential manner, can be implemented automatically, eliminating the human factor, which will help reduce the number of errors and the number of opportunities for dishonest behavior of participants. In opencubeware, only reading the marks of the judge and the participant, receiving a signal from the timer and wireless communication with the server are implemented.That is, the system limits its action to the assembly station, and simply allows the results of attempts to be accepted automatically. Automatic control of other key processes at competitions cannot be implemented with its help. Technical task

[0019] The technical result achieved by using the invention consists in reducing the influence of the human factor due to automatic control of scrambling processes, transporting puzzles and calling participants to speedcubing competitions. Solution of the problem

[0020] The proposed system, by reading tags during most significant actions, tracks the role of each participant, the state of assembly stations and participants' puzzles, the workload of scramblers and runners in real time, promptly distributing the human and material resources used in the competition in accordance with the data received.

[0021] To achieve the technical result, the following method of interaction between the equipment and the participants of the competition is proposed. The necessary components for implementing the method include a means for measuring the time of assembling the puzzle (for example, a timer or a system based on computer vision specified in the prior art), a module for receiving a signal from the means for measuring the time of assembling, a module for automatically reading machine-readable tags (for example, RFID tags, QR codes, bar codes), a machine-readable tag, a user input and output module (for example, a touch screen, speaker, microphone), a module for connecting to a computer network, a server. The listed types of components can be combined in one physical / software embodiment in various combinations.

[0022] The method is based on the observation that during the round, the participant's puzzle can be transported in a cover, and it can be ensured that the cover is the same during this time. The cover can be equipped with a machine-readable tag and, using special equipment, automatically identified during scrambling and transportation. If the equipment is combined into a single system and before the round, the correspondence of the tag on the cover and the participant whose puzzle will be transported in this cover is entered into this system, it will be possible to automatically track at what time and in what place the tag on the cover was read, and, based on this data, track the movement of this participant's puzzle during the round.By providing automatic identification of not only the covers but also the people involved in the competition at key points such as the assembly station and the scrambler's work station, for example by equipping their badges with machine-readable tags, and by including other equipment in the system such as a timer, an input and output device for the judge and for the scrambler, it will be possible to create a complete system that controls key processes at the competition.

[0023] The data is collected and processed as follows. The round registration station contains: RFID tag reading / writing modules, RFID tag covers. Each participant in the upcoming round selects a cover, places their puzzle in it and sequentially reads their RFID tag and the RFID tag of the selected cover. The data is transmitted to the server, the participant and cover identifiers form a connection in the system for the duration of the athlete's participation in the round.

[0024] Each assembly station contains: a timer, an RFID tag reading / writing module, a user input and output module, a timer signal receiving module, and a network connection module. Upon arrival at the assembly station, the next participant applies their RFID tag to the reader, identifying themselves. Then a competitive attempt is made. The assembly time is read from the timer by the corresponding module, the judge records their actions using the input / output module and applies their RFID tag to the reader, identifying themselves and confirming that they have finished processing the participant's attempt. From the moment the participant is identified and until the judge is identified, messages with information about the actions performed (logs) are sent to the server, which, upon completion of the result reception, are combined to obtain a complete picture of the actions performed within the framework of the competitive attempt, cutting the video recording of the assembly and forming the final result of the participant.

[0025] Each scrambling station contains: a user input and output module, and an RFID tag reading module. After receiving the next puzzle for scrambling in the cover, the scrambler reads the RFID tag of the cover and receives information on the output device about scrambling for the next attempt of the participant tied to this cover.

[0026] Runners that move covers between scrambling and assembly zones are equipped with special trays with designated places for covers, equipped with RFID tag readers and destination point indicators near each place. The tray, reading the tag of the cover placed on it, transmits the read identifier to the server, receiving back a signal indicating the number of the assembly station that best suits the placement of this cover, and displays it on the indicator near the cover place to inform the runner. When a cover is removed from the tray, the server is also notified of this.

[0027] Thus, the method proposed as an invention is carried out as follows.

[0028] At the registration desk for the competition, all participants are given badges, which additionally have RFID tags built into them, the identifiers of which are linked to the personal data of the participants at the same registration desk. Each participant, upon registration, has chosen a set of disciplines in which he plans to participate, this information is also reflected in the system. When the organizers are ready, the competition process is launched through the organizer's interface: rounds of disciplines are held. Based on the list of participants, their expected results (specified during registration, or calculated based on the results of the participants in previous competitions) and other individual characteristics before the competition, a preliminary schedule of rounds and distribution of participants by rounds is automatically compiled. Participants of the upcoming round are automatically invited to the puzzle submission area (round registration), where they submit their puzzles with which they plan to solve the round.

[0029] Each participant places the puzzle in a cover provided with a label and reads the label of the selected cover together with his own label, indicating that his puzzle is in this cover. After that, he goes to the waiting area, and his cover together with the others goes to the scrambling area, where the participants' puzzles will be entangled according to the numerical-letter algorithm of entangling - scramble.

[0030] In a round, participants are given a certain number of attempts to assemble a puzzle, where the scramble is different in different attempts, but the same for all participants in the round in the same attempt. Participants make their attempts in the assembly zone - an area with numbered assembly stations (usually tables) equipped with timers, cameras and Devices.

[0031] The device hereinafter referred to as a hardware complex equipped with an RFID reader, the ability to connect to a network, ports for connecting external devices and a user input / output module, as well as a receiver of a signal from a timer. The device consists of a module of its own design with the ability to connect to a smartphone via USB, equipped with an RFID reader, inputs for connecting power and external devices, such as a display (a scoreboard for spectators, duplicating the time from a timer) and an input for a timer, as well as a smartphone connected to the described module via USB. The smartphone acts as a center for processing signals from external devices, and is also a node for connecting to a local server and allows you to control the device via a touch screen and give sound signals. The device can operate in one of several modes, performing different functions in different zones: handing in puzzles, assembly and scrambling, which makes it as versatile as possible.In the scrambling zone, each scrambler place is equipped with a device in the appropriate mode, each scrambler identifies itself before starting work and starts scrambling: takes the next cover with a completed puzzle, places it on the tag reader and takes out the puzzle. The device receives information from the server about the number of attempts the participant has made with this cover and demonstrates the corresponding scramble (scrambles are generated on the server at the beginning of the round and sent to the devices in the scrambling zone). Since the cover tag is read on the device associated with a specific scrambler, this also makes it possible to track who has confused each specific puzzle in each round.

[0032] The signals from the scrambler device can be used to make time marks for navigation through the video recording of its activity, so that in case of disputes the video of its actions is available. After the scrambler has made sure that the puzzle is correctly entangled, it puts it back into the cover, which it places in the area with entangled puzzles, where it is picked up by the free runner. When the runner has placed the cover on the designated place on the tray, the tray reads its mark and clarifies with the server which assembly station it should be taken to. When assigning an assembly station, the server is guided by the available data on the state of the stations, participants, in order to determine the station that is most likely to become free before others and indicate to the runner via the tray that the cover should be taken to this station. The server repeats this operation for each cover that the runner places on the tray.Then, having filled the tray or having taken all the currently confused puzzles from the scrambling area, the runner goes to the assembly area, where he places the covers on the tables according to the instructions on the tray, and also takes the covers with the completed puzzles from the tables to the tray to take them to the scrambling area. When the participant has run out of attempts in the round, the runner takes the empty cover to the area designated for them.

[0033] At each assembly station sits a Judge, who monitors that the participants' attempts comply with the established rules, and also performs auxiliary functions, for example, after the participant's attempt, puts their puzzle in their cover and places it in the designated place of the assembly station for the runner to pick up. After identifying the participant, the judge takes the cover brought by the runner with their puzzle and places the cover in front of the participant so that the puzzle lies on the surface in front of the timer, and the cover covers it from above, still not allowing the participant to see the puzzle. When the participant is ready, the judge lifts the cover, the inspection time begins - the participant is given 15 seconds to inspect the puzzle before assembly, and at 8 and 12 seconds (in accordance with the rules) the notifications "eight" and "twelve" are announced, and these notifications are announced not by the judge, but by the device.When ready, the participant places the puzzle in front of him / her, places his / her hands on the contact pads of the timer and, lifting his / her hands, starts the timer. If the attempt was the participant's last in this round, the judge is notified by the device that the participant takes the puzzle with him / her, and the runner needs to leave an empty cover. Another participant can now be tied to the cover. Figure 1 shows a schematic of the implementation of the method and the operation of the system in the scrambling zone, on the runner's tray and in the registration zone for the round. Figure 2 shows a schematic of the general cycle of receiving and recording the results of the competition.

[0034] Thus, the method for monitoring the results at speedcubing competitions is characterized by the presence of the following equipment: a timer, a timer signal receiving module, RFID tags, an RFID tag reading / writing module, a user input and output module, a network connection module, a server, distinguished by the use of RFID tags in covers and in the badges of participants and other persons at the competition, wherein the tags are read in the areas of registration, puzzle delivery, scrambling, assembly, as well as by runners during puzzle transportation, and based on the collected data, automatic control of key processes at the competition is carried out, such as distribution of participants among assembly stations, logistics of covers with puzzles, scrambling, receiving results, and control of these processes. The method can be implemented, including, using QR codes, letter codes or similar methods of identifying participants and covers, instead of using RFID tags.

[0035] In order to optimize control over the participants of the competitions, summarize the results of the competitions, video surveillance systems can be additionally used as one of the elements of control. Video cameras are installed at assembly stations, scrambler locations, at points from which a general view of the room or its individual zones opens. Due to the use of logs obtained from the devices involved in the system, the system allows navigation by key moments in video recordings, which allows both to qualitatively check the results of the participants of the competitions, and for the participants themselves to summarize and analyze the experience of their participation in the competitions. Also, due to the use of time marks from logs, it is possible to form a video of all assemblies of a specific participant in all rounds, which can be used to summarize the experience of each participant, analyze their actions during the competitions.

[0036] As one of the variants of the method implementation during competitions, covers equipped with autonomous power supply due to the battery, built-in electronic computing module, wireless communication module and display can be used. Such a cover is capable of independently communicating with the server, transmitting its state and receiving information from it, for example, the number of the assembly station to which it is assigned after scrambling, the name of the participant, and also displaying the necessary information on the built-in display. The use of such covers optimizes the process of competitions, allowing not to use a tray with tag readers, facilitating the work of judges and runners.

[0037] Computer vision can also be used in the implementation of the method. Computer vision, implemented using a video camera system and a control program, in one of the implementation options of the method can be used to record the moment of lifting the cover and automatically start the inspection time countdown at that moment (the participant is usually given 15 seconds to inspect the puzzle). Computer vision can also be used to check the correctness of the participant's hands on the timer when starting and stopping the timer. The use of computer vision will significantly reduce the workload of judges, and will also ensure the objectivity of the competition results.

[0038] Computer vision in the embodiment of the method can also be used to check the correctness of the state of the entangled puzzles in the scrambling zone and in the assembly zone when lifting the cover. Using computer vision at these stages allows you to automatically check the correctness of the entanglement of the puzzles, which is important when holding competitions, since it guarantees that all participants have puzzles entangled correctly and identically, and also to make sure that the puzzle was not replaced during transportation, and when lifting the cover (the beginning of its inspection by the participant) the puzzle is in exactly the state it should be in.

Claims

A method for monitoring the results of speedcubing competitions, characterized by the presence of the following equipment: a timer, a module for receiving a signal from the timer, RFID tags, a module for reading / writing RFID tags, a user input and output module, a module for connecting to the network, a server, distinguished by the use of RFID tags in covers and in the badges of participants and other persons at the competition, wherein the tags are read in the areas of registration, delivery of puzzles, scrambling, assembly, as well as by runners during the transportation of puzzles, and on the basis of the collected data, automatic control of key processes at the competition is carried out, such as the distribution of participants among assembly stations, logistics of covers with puzzles, scrambling, reception of results, and the control of these processes. The method for monitoring results at speedcubing competitions according to paragraph 1, characterized by the use of QR codes or any other identification methods for the automatic identification of participants, other persons at the competitions and covers. A method for monitoring the results of speedcubing competitions according to paragraph 1, characterized by the use of a video surveillance system consisting of video cameras, as well as a control program that, based on time stamps corresponding to significant events in the competition, allows navigation through video recordings or the creation of the required video sequence. A method for monitoring results in speedcubing competitions according to paragraph 1, characterized by the use of a cover equipped with a battery, a computing module, a wireless communication module and a display, which ensures the autonomous operation of the cover, the ability to transmit signals about the state of the cover to the server, as well as the reception by the cover of signals from the server and the output of data useful for persons at the competition. A method for monitoring results in speedcubing competitions according to paragraph 1, characterized by the use of computer vision to determine the correct placement of hands on the timer when starting and stopping the timer, and the moment of lifting the cover. A method for monitoring results in speedcubing competitions according to paragraph 1, characterized by the use of computer vision to check the correctness of the state of the puzzle after scrambling and immediately after lifting the cover.

Citation Information

Patent Citations

  • Magic cube competition table

    CN215899119U

  • Semiconductor package

    KR1020230160200A

  • Mat for timing competitions

    US20050117456A1

  • Electronic peek device with integrated vibrator

    US20230063812A1

  • Puzzle component position determination system

    US20230080489A1