Tracking system for board games with dice
The tracking system for board games with dice addresses the challenge of tracking all faces by using electronic means and look-up tables to determine orientation, enabling hybrid game integration without expensive sensorization, thus enhancing the gaming experience.
Patent Information
- Application Number
- PCT/IT2025/050089
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2024-04-17
- Filing Date
- 2025-04-11
- Publication Date
- 2025-10-23
Smart Images

Figure IT2025050089_23102025_PF_FP_ABST
Abstract
Description
[0001] Tracking system for board games with dice.
[0002] Technical field
[0003] The invention which is the subject-matter of the invention relates to the field of so-called board games and, in particular, to those board games that employ pieces in the form of dice or similar polyhedral shapes which, during the course of the game itself, are overturned on a predetermined game scenario. More precisely, the invention relates to a system which allows the automatic tracking of the trajectories of said dice or similar on said scenario and of the orientation progressively assumed by the faces of said objects during the aforementioned trajectories. Said system being conveniently employable for automatically tracking the position and orientation of the faces of said pieces in the form of dice or similar by means of a remote electronic device such as a PC, a tablet, a smartphone or a game console; said system allowing said traditional board games to be transformed into so-called hybrid board games. State of the art
[0004] Dice have been used in the world of games since Roman times, but their use has changed over time and today the use of these playful elements is very widespread in applications and games in which an element of chance is to be introduced. Precisely with this objective, in order to manage different statistical situations and probability, in addition to the traditional cube-shaped dice, dice with a different number of faces have recently been created, generally consisting of regular polyhedra or at least isohedra, i.e., with all the same faces, which expand the possible cases of the results and allow to manage different probabilistic situations. A typical example of this is the dice of various shapes used in so- called role playing games or in some board games, said dice are characterized by shapes such as the tetrahedron (pyramid with 4 faces consisting of equilateral triangles), the cube (traditional shape with 6 square faces), the octahedron (polyhedron with 8 faces consisting of equilateral triangles), and the icosahedron (with 20 faces consisting of equilateral triangles). These particular polyhedra, on whose faces numbers or sometimes even symbols can be depicted, can be used individually or in groups, both homogeneous and heterogeneous, depending on the cases, the type of activity / game carried out, the type of event and the probability of success. The predominant use of game dice occurs in the so-called tabletop games sector, where such dice are used to introduce an element of randomness and are typically operated through manual rolling, often carried out on a so-called game board. In view of this traditional and predominant use, in recent times, some board games have been introduced on the market in which the dice are used in the dual role of a (traditional) random element but also as a real game piece; said piece being movable, according to appropriate methods, on a game scenario preferably but not necessarily in the form of a board. A typical example is the game known as Quad Heroes published in 2019 by the company Wonderment Games; it is a modular board game, based on various scenarios in which players control cube-shaped heroes, who move by "rolling" on the board, and the actions are determined by the face of the die that is facing upwards, after each turn of movement.
[0005] In this type of game, therefore, each die is not "thrown" but also rolls in a regular manner, that is, it is overturned by progressively rotating on one of the different edges and, particularly, on the faces adjacent to the one currently resting on the scenario and / or game board, thus assuming the aforementioned dual role of piece and random element. In these cases, the random element is determined by the different faces of the die that during the rolling, and the progressive overturning, will acquire specific orientations and positions (both absolute and mutual between different dice) in the game scenario and in accordance with predetermined game rules.
[0006] Simultaneously with the aforementioned games that involve the movement and control of the aforementioned physical dice managed manually and by means of progressive overturning by a user, more technological solutions have recently been established in the world of board games, including so-called "hybrid" board games which, to increase the gaming experience, include hardware and software solutions for the connection and coordination between the "physical game", that is, characterized by concrete and manipulate objects, and the "virtual game", that is, coordinated software running on devices such as PCs, tablets, smartphones, game consoles or interactive game systems, which manages events and game rules.
[0007] Said hybrid board games typically exploit and are based on electronic solutions such as sensorized boards, used for the verification of the position of the pieces, and electronic dice that usually integrate an automatic system for detecting the result and the moves made, allowing it to be communicated to the aforementioned PCs, smartphones, tablets, consoles and similar devices.
[0008] However, the aforementioned technologies are not applicable to obtain a hybrid version of games such as the aforementioned Quad Heroes and, more in general, for all those games that employ dice in the dual role of both an element of randomness and a game piece that moves by overturning on the edge of its face and within a given game scenario.
[0009] In fact, in order to make said games hybrid, it is necessary to identify the absolute position or, possibly, the path traced by the piece within said scenario in its movement and, in addition, it is also necessary to identify, for each position taken within said traced path, the absolute and relative orientations of all the faces of the die, information that is not made available through the use of commercial electronic dice as in patent US 2022 / 274009 A1 which involves only the remote transmission of information concerning the result of the roll and, consequently, of a single face. In fact, it should be noted that the commercial electronic dice, by uniquely returning the result of the roll (typically the face facing upwards at the end of the roll), do not accurately provide information regarding the other adjacent faces and, in particular, do not provide their orientation with respect to the rest surface, typically consisting of a board depicting the game scenario, as this type of information is completely unnecessary in traditional board games, they use the dice only as a random element. Consider the typical case of the ordinary six-sided cubic die: knowing the face facing upwards (for example face 3) allows to automatically know the face facing downwards due to structural reasons (conventionally face 4, since they are constructed so that the sum of the opposite faces corresponds to 7), but it does not allow us to automatically and with certainty know the spatial orientation (Left, Right, Front, Back) of the remaining pairs of adjacent and opposite faces (1 and 6, 2 and 5). Similarly, the automatic tracking of the absolute position of a die which is obtainable, for example, through complex and expensive sensorized game boards or by integrating elements useful for tracking the position thereof into the die itself, does not however provide useful information for knowing the absolute orientation of the faces of the die, since as is known, two points of a game scenario can be reached through a multiplicity of trajectories and overturns (for example: Left, Forward, Right or Right, Forward, Left, etc.), said different trajectories generating, for the same result (e.g. face facing upwards), different configurations of spatial orientation of the adjacent faces.
[0010] Disclosure of the invention
[0011] To overcome the aforementioned known limitations of the solutions described above and, in particular, of the commercial electronic dice and of the sensorized game boards for the detection of pieces, the aim is to make a system adapted to know and track the position and orientation of all the faces of at least one game die that is moved within a game scenario, subsequently overturning on an edge of a resting face. Said system makes it possible to acquire, store and update, by means of appropriate electronic means such as PCs, tablets, smartphone and similar, the information related to the position and orientation of the faces of a die during its use as a physical game and, in particular, to punctually track said characteristics during a game trajectory T that randomly evolves by means of progressive overturning starting from a known initial configuration. More precisely, the aim is to make a system characterized by an apparatus and by a method of use that can be conveniently adapted to different game scenarios and to different types of physical die that do not require expensive sensorized boards but can easily adapt to traditional scenarios and game boards, allowing them to be made hybrid. The proposed patent is advantageously usable for multiple dice comprising a number of regular faces N where NG{4, 6, 8, 20}; said types of dice being characterized by triangular or square-shaped faces. Said system is therefore conveniently usable to make traditional board games hybrid, based on the overturning of the dice on a game scenario, such as those considered in the previous paragraph.
[0012] More precisely, the proposed solution is obtained through a tracking system for a die with N Faces [F1 Fs, Fx ..., FN], where N e{4, 6, 8, 20}, moved along a traced path T on the surface of a game scenario S, by repeated overturning on at least one of the Z edges of a face Fsi resting on said scenario S at a time instant t; said overturning defining in two time instants [t, tj], preceding and following each overturning, the transitions Fsi ~^ Fsj between said first face Fsi resting on said surface S at time instant t and one of the possible Z adjacent faces Fsj, resting on said surface S at the next instant tj; where Z e{3, 4} depending on the shape factor (triangular or square) that characterizes the N faces of the die.
[0013] The proposed tracking system for board games with dice being able to determine in the two time instants [t, tj], preceding and following each overturning of the die, the variation in position (Dxyj) between the coordinates of the die preceding and following each overturning (Xi,Yi)ti -► (Xj,Yj)tj.
[0014] The proposed tracking system for board games with dice being further able to determine the orientation of all the faces of the die [F1, Fs, Fx, FN] determining for each overturning:
[0015] - the (contiguous) faces Fsi, Fsj resting on said game scenario S in the two time instants [t, tj] preceding and following each overturning;
[0016] - the (contiguous) faces Fxi, Fxj facing at least one axis of a reference system XY of the game scenario S.
[0017] The proposed system, with each overturning of the die on an edge, automatically acquires the value of said resting faces Fsi, Fsj from the die. Furthermore, the proposed system, knowing at the previous instant t, the identifier of the face Fxi which is entirely or predominantly (in the case of triangular face dice) facing the aforementioned reference system XY, is capable of determining in a recursive manner the identifier of the new face Fxj, facing the reference system XY, following the overturning, that is, at the instant tj. The automated and joint knowledge of the orientation of said two faces Fsj and Fxj in the instant following the overturning, then allows, for obvious constructive reasons of the die itself, to obtain the orientation of all the remaining (N-2) faces of the die. In fact, it is known that the N Faces of a die [F1 Fs, Fx,..., FN] are rigidly connected to each other in a preset and known and uniquely identified manner and, therefore, it is sufficient to know the orientation of at least two of them Fs, Fx„ to automatically reconstruct the orientation of all the remaining N-2.
[0018] In other words, the proposed system, knowing at least in an initial instant to the absolute position of the die at a point in the game scenario (Xo.Yo) e S and knowing the initial orientation of its faces [F1 , Fso, Fxo,..., FN](O, allows to determine, along a traced path T and at each overturning of the die by means of transition between two adjacent faces Fsi, Fsj, the following data: the variation (Dxyj) in position of the die with respect to the reference system XY during each transition (X, Yi)ti — > (Xj,Yj)tj elapsed between two time instants preceding and following the overturning of the die [ti, t ; the variation in configuration of the faces [F1 Fsi, Fxi,..., FNjti — > [F1 Fsj, Fxj,..., FN]tj with respect to said reference system XY, said variation being between the two time instants preceding and following the overturning of the die [ti, tj] and being calculated by acquiring at instant to the value Fxo of the face initially facing the reference system XY, automatically detecting from the die the face Fso resting on the scenario S and, subsequently, acquiring and progressively updating, in the following instants, said face Fs resting on the scenario S, for each transition Fsi, — > Fsj, and automatically calculating, on the basis of such information, the new face Fxj facing the reference system XY. The pair of information items Fsj (acquired) and Fxj (calculated) allowing to subsequently obtain, by intrinsic structural reasons of the die, the entire configuration of the faces in the instant following the overturning [F1
[0019] Fsj, Fxj, .... FN]tj.
[0020] From the constructive point of view, the tracking system for board games with dice according to the proposed invention comprises the following functional elements: - A grid G composed of cells of shape and surface corresponding to the faces Fi. Said grid being obtained by replicating, starting from the initial tracking point (Xo,Yo)to e S, the base shape of the shape factor (triangular or square) that characterizes the N faces of said die; said shape being replicated (visually, physically and / or virtually) along the same directions of the reference system XY of the game scenario S, until it fully comprises the surface of the game scenario S, that is, so as to satisfy the following relationship (ScG);
[0021] - Electronic means applied to said die with N faces [F1 Fs, Fx,..., FN]; said means being used to detect the face Fs resting on the surface of the game scenario S and, more precisely, the faces Fsi, Fsj subsequently resting in the time instants preceding and following [t, tj] each overturning;
[0022] - T ransmission means applied to said die with N faces and used to remotely transmit the identifier of said faces Fsi, Fsj.
[0023] - An external electronic device provided with an internal memory M such as, by way of non-limiting example, tablets, PCs, smartphones, electronic game consoles, on which means are installed to detect the transitions resulting from the overturning of the die on an edge comprised between the face Fsi, currently resting on the scenario S, and one of the possible Z adjacent faces Fsj; where Z G{3, 4} this depending on the triangular or square shape factor that characterizes the N faces of the die used; said detection being obtained by sampling the identifier of the face Fsi, transmitted by the die at an instant t preceding each overturning of the die, and the identifier of the face Fsj, transmitted by the die at the time instant following the overturning tj. Said means allowing to progressively determine, i.e. at each single transition Fsi — > Fsj along a traced path or path T originated in a point (Xo.Yo) £ S, the new position assumed by the die with respect to said grid G and the orientation of all the faces [F1 Fsj, Fxj, ...,FN]tj after overturning; said position and orientation values of the faces of the die being stored and progressively updated in said memory M along the entire traced path T. In addition to this resolution scheme, it should be noted that said updating means essentially comprise two look-up tables TN(dN) and VN(dN), different according to the number N, with N e{4, 6, 8, 20}, of the die dN to be tracked and, consequently, stored in said memory M of the external electronic device, which allow to progressively track the changes in position and orientation of the faces of the die, following each transition with overturning Fsi FSj along a traced path or path T on the game scenario S. Said tracking starting from a known initial configuration of the faces [F1 , Fso, Fxo,..., FN]to assumed by the die at an initial point (Xo.Yo) G S; said known initial configuration, comprising in particular the identifier, obtained from the die, of the face Fso initially in contact with the game surface S and, consequently, with the grid G, and at least the identifier of an oriented face Fxo (also mainly in the case of dice with a triangular base shape) towards at least one of the reference axes XY of the grid G.
[0024] Based on this initial configuration, the updating means make it possible to determine, for each subsequent transition by overturning between two contiguous faces Fsi, — > Fsj in the two time instants preceding and following [t, tj] the overturning of the die:
[0025] - the absolute new orientation of the faces of the die at the instant following the overturning [F1,..., Fsj, Fxj,..., FN ; said configuration being defined with respect to at least one of said reference axes XY of the grid G used to define the scenario S and the known initial configuration [F1 Fso, Fxo,..., FN]t0- the position (Xj, Yj)tj on the grid G of the resting face Fsi, at the instant tj, during an arbitrary trajectory T evolving from an initial point (Xo, Yo) G S; said position (Xj, Yj)tj being obtained by repeatedly adding a deviation (Dxyj) to the position (Xi, Yi)ti, previously assumed by the die with respect to the reference system XY of the grid G, during each transition (Xi, Yi)ti — > (Xj, Yj)tj elapsed between two time instants [t, tj], preceding and following the overturning of the die; said new position (Xj, Yj)tj being determined by the formula: (Xj, Yj)tj = ( , Yi)ti + (Dxyj) where said deviation (Dxyj) is defined in relative terms with respect to the cells of the grid G.
[0026] Specifically, the look-up table TN(dN) allows to determine the configuration of the orientation of the faces ofthe die with N faces [F1,..., Fs, Fx,..., FN] following the overturning between two contiguous faces Fsi, Fsj; said overturning being detected through the variation of the face resting on the surface S, transmitted from the die to the connected external electronic device, sampled in the two time instants preceding and following [ti, tj] the overturning. More precisely, said first look-up table TN(dN), starting from an initial configuration of all the faces [F1, .... Fi, Fj, FN]to in the initial observation point (XO,Y o)t= o e S, allows to determine, at each overturning of the die between two contiguous faces Fsi, Fsj, which occurred in an interval [ti, tj], the new assumed orientation of the faces of the die, that is, to precisely identify the following transition: [F1, Fsi, Fxi, Fi\i]ti — [F1, .... Fsj, Fxj,...,FN]tj
[0027] To obtain this result, the look-up table TN(dN) provides, for each possible transition Fsi,
[0028] Fsj and for each configuration at the instant ti of the face Fxi facing said reference system XY, the results of the new face Fxi, facing said reference system XY, at the instant following the overturning tj. Said look-up table then implementing the following recursive function:
[0029] Fxj = TN (Fsi, Fxi, Fsj) where
[0030] - Fsi, Fsj are obtained by the external electronic device detecting them remotely from the die
[0031] - The transition Fxi Fxi is progressively updated starting from the configuration of the initial die [F1, Fso, Fxo, FN]to assumed by the die at an initial point (Xo.Yo) e S.
[0032] It should be noted that the knowledge of the information related to the face Fxi facing said reference system XY and the timely updating of said information along the traced path T are crucial for the purposes of the solution of the technical problem addressed; this is because, once this information Fxi is combined with the information of the face Fsj resting on the scenario S following the overturning (automatically detected by the die), the orientation of all the other N-2 faces of the die can be determined automatically and with certainty. In fact, it is well known that, knowing the geometry of a die with N faces, it is sufficient to know the spatial arrangement of two contiguous (not opposite) faces to determine the orientation of all the other N-2 faces remaining.
[0033] It follows that, thanks to these two items of information, namely:
[0034] - new face Fsj resting at instant tj obtained through detection by the die; - new face Fxj facing the reference system XY at the same instant tj obtained by means of the look-up table TN(dN); it is possible to obtain, for the aforementioned structural reasons, the configuration of all the remaining N-2 faces of the die following each overturning and, therefore, to know, at each transition with overturning, the final configuration of the faces of the die [F1,..., Fsj, Fxj, ..., FN]tj.
[0035] As instead regards the second look-up table VN(dN), it allows to determine the movement of the die, in terms referable to the cells of the grid G, during an arbitrary trajectory T originated from an initial point (Xo,Yo)t=o G S. Said tracking is obtained by progressively updating the position assumed by the die with respect to the grid G, at each overturning of the die itself between two contiguous faces Fsi, — Fsj; said overturning being detected through the variation of the face resting on the surface S, transmitted from the die to the connected external electronic device, i.e. sampled in the two time instants preceding and following the overturning [t, tj].
[0036] More precisely, said look-up table VN(dN), starting from the initial position (Xo,Yo)t=o G S and taking as reference the axes XY of the grid G, allows to determine, at each overturning of the die between two contiguous faces Fsi Fsj, the deviation of the die itself with respect to the previous position; said deviation being defined with respect to the reference system of the grid G, that is, in terms of the cells of the grid G, and having elapsed during the transition of positions preceding and following the overturning:
[0037] The deviation progressively obtained from the table VN(dN) therefore allows to update, at every step [t,tj], the new position assumed by the die. This update is obtained by applying to the position at the instant t, that is (X, Yi)ti, the variation in position (Dxyj) determined on the grid G following the overturning of the die between the two contiguous faces Fsi Fsj, that is, by applying the following formula:
[0038] (Xj, Yj)tj = (Xi, Yi)ti + (Dxyj) where said deviation (Dxyj) is defined in terms of base cells (triangular or square) of the grid G. To provide this result, the look-up table VN(dN) defines, for each possible transition Fsi, Fsj and for each possible configuration at the instant ti of the face Fxi facing the reference system XY, the deviation (Dxyj) generated by the overturning; said deviation being expressed as a variation on the grid G and referring to the axes XY, of units equal to one cell (triangular or square) of the grid G in one of the permissible movement directions according to the overturning on adjacent cells.
[0039] It should also be noted that, since the grid G consists of cells of shape and surface corresponding to the faces of the die (triangular or square), replicating these cells according to the XY reference system, each rotation of the die can only ever correspond to a movement of a single cell according to the grid G, in one of the Z possible directions, this according to the different Z adjacent faces Fsj; where Z e{3,4} to the face Fsi resting on the scenario S at the moment preceding overturning.
[0040] Furthermore, the briefly disclosed patent comprises and claims the methods, that is, the algorithms for acquiring, managing and updating data (position and orientation of the faces) related to the die and, in particular, the methods of using the aforementioned look- up tables TN(dN) and VN(dN).
[0041] Detailed description of the drawings
[0042] Further characteristics and advantages of the proposed technical solution will appear more evident in the following description of a preferred but not exclusive embodiment shown by way of non-limiting example in the accompanying 10 drawings, in which:
[0043] Figure 1 depicts the technical field of the proposed patent, that is, dice which move by overturning on one of their edges, on a game scenario. - Figures 2-7 depict the technical problem addressed, namely tracking the die and its orientation, highlighting the different orientation that the faces can assume, travelling on the game surface S, starting from the same starting point, on two different trajectories to reach the same arrival point.
[0044] 5 - Figure 8 depicts the general diagram and the main elements of the proposed system.
[0045] - Fig 9 depicts in detail a possible hardware embodiment used to progressively detect the overturning of the die and remotely transmit the face resting on a game scenario S.
[0046] - Figure 10 depicts an example of progressive tracking along a trajectory on the game surface S, according to the proposed solution. io - Figures 11a, 11b, 11c depict three examples of the look-up tables TN that allow to determine the orientation of the die faces at each rotation and based on the different geometries and the number N of faces of the die.
[0047] - Figures 12a, 12b, 12c depict three examples ofthe look-up tables VN that allow to track the movement of the die on the grid G, at each rotation, based on the different is geometries and the number N of faces of the die.
[0048] - Figures 13-16 depict possible embodiment alternatives and in particular the use of the proposed system to alternatively track the motion of dice with N= 4, 6, 8, 20 faces.
[0049] - Figures 17-18 depict two embodiments of grids usable for tracking dice with 6 faces with square shape factor and dice with N= 4, 8, 20 faces with triangular shape factor,
[0050] 20 respectively.
[0051] - Figure 19 illustrates the algorithm / method of use of the proposed tracking system.
[0052] Optimal method for implementing the invention
[0053] With reference to the accompanying drawings, and in particular to Figure 1 thereof, the 25 scope of the invention is depicted, namely board games and, particularly, a board game comprising a game scenario (S) on which one or more pieces or playable elements in the form of a die (100), (110) are moved; each die (100) being moved on said scenario (S) through repeated and progressive overturning occurring in a time interval [ti,tj] on the edge comprised between two contiguous faces Fsi, Fsj. Said overturning being the result of a rotation of the die (100) on an edge comprised between a face Fsi, currently resting on the scenario (S) and one of the possible Z adjacent faces Fsj, where Z G {3,4} depending on the shape factor (triangular or square) that characterizes the N faces of the die used. Said die (100) being depicted in Figure 1 by way of non-limiting example, by means of a common die with N=6 faces, but it should be recalled that the proposed system is actually applicable to a plurality of dice (100), (110) that are necessarily regular but possibly of different shape and type. Said scenario (S) being characterized by a Cartesian reference system (XY) whereby at each overturning occurred in a time interval [ti, tj] the overturning die determines: - a transition Fsi, — Fsj of the face resting on the scenario (S)
[0054] - a transition Fxi ~^ Fxi of the face facing the reference system (XY)
[0055] In this context the proposed system being applicable, by way of non -limiting example, for commercially known dice with a number N Faces [F1, Fs, Fx, .... FN] where NG{4, 6, 8, 20}, as, for example, depicted in Figures 13-16 of the accompanying drawings, illustrating several possible forms of dice (130), (150), (160), (170). Said field of application can in fact be extended to any die or game element whose shape is in principle attributable to an isohedron or faux-isohedron, whose faces are characterized by an equilateral or square triangular shape factor. Said dice with triangular and / or square faces being used, according to the technical problem addressed, to move on a scenario (S) by repeatedly and progressively overturning on an edge comprised between the face Fsi, currently resting on the scenario (S), and one of the possible Z adjacent faces Fsj, where Z G {3,4} depending on the shape factor (triangular or square) that characterizes the N faces of the die used.
[0056] Furthermore, the system is applicable to dice characterized by possibly chamfered edges, as long as they are moved on the scenario by means of the aforementioned overturning Fsi, — > Fsj that is, between the face Fsi, resting on the scenario (S), and one of the possible Z faces Fsj contiguous to said face Fsi.
[0057] The main task of the proposed solution is to provide a tracking system for board games, according to the technical field described, which allows to progressively track the position and orientation of all the faces of a die with N faces [F1,..., Fs, Fx,..., FN] where N £{4,6,8,20} during an arbitrary trajectory (T) that evolves from an initial point (Xo, Yo)to G S, that is, to determine, for each overturning following a first initial observation instant to, which occurred in a time interval [ti,tj]; said system allowing to determine, at each overturning:
[0058] . the movement of the die (100) with respect to the reference system (XY): (Xi,Yi)ti^(Xj,Yj)tj
[0059] . the assumed orientation of the faces of the die following said overturning:
[0060] [F1. FSi, Fxi, .... FiYIti [F1, Fsj, Fxj, .... FN]tj. With reference to the accompanying drawings and, particularly, to Figures 2-7, the technical problem addressed is illustrated and in particular the different final orientation that the faces of a die can assume through different trajectories that join two same starting and finishing points is exemplified. The figure therefore highlights the technical limit of a simple absolute position tracking system, as is commonly implemented with common tracking systems (sensorized game boards rather than die position detection systems), since different trajectories (T1), (T2) that exist between two same points (P1 ), (P2) of the game scenario (S), can be associated, even for the same result, for example the same face facing upwards or towards the scenario (S), with a plurality of different configurations of spatial orientation of the adjacent faces. In the specific case, Figures 2, 3, 4 and Figures 5, 6, 7 respectively depict the successive overturning of a die with N=6 faces, on a game scenario (S), in following two trajectories (T1),(T2); said trajectories originating from the same starting point (P1) and ending at the same end point (P2). Said trajectories differ, simply and trivially, by the sequence of two movements performed: front and then left lateral overturning in the case of Figures 2, 3, 4 and left lateral and then front overturning in the case of Figures 5, 6, 7. As can be seen, the simple inversion in the order of execution of two minimal movements produces, at the destination point (P2), as visible in the aforementioned Figure 4 and Figure 7, an overall configuration of the faces of the die that is completely different. This allows to reaffirm that, for the purpose of punctually tracking the trajectory of a die (100) that moves on a game scenario (S) by means of repeated and progressive overturning on an edge comprised between two contiguous faces Fsi, Fsj, it is not enough to identify the absolute position reached in terms of spatial coordinates, but it is also necessary to map punctually, and with each overturning that occurs along a path (T), the configuration of all the faces of the die (100). With reference to the accompanying drawings and particularly to Figure 8, the general operating diagram of the proposed system is depicted and in particular the following are depicted:
[0061] - Two dice (100), (110) depicted by way of non-limiting example in the form of dice with N= 6 faces, i.e. with a square face shape factor; said dice being provided with electronic means used to detect the faces Fsi, Fsj subsequently resting on the surface of a game scenario (S) in the time instants preceding and following [ti,tj] each overturning. Said means for detecting the faces resting on the game scenario (S) may consist, by way of non-limiting example, alternatively of: gyroscope, accelerometer, inertial switches and capacitive sensors. Furthermore, said dice (100), (110) are provided with wireless transmission means, used to remotely transmit the signals provided by the aforementioned hardware to an external electronic device (300) and allow the identification of said faces Fsi, Fsj during the overturning that characterizes a trajectory (T) on the game surface (S);
[0062] - A grid (G), composed of cells (201) of shape and surface corresponding to the faces Fi. Said grid being composed of a multiplicity of cells (201) and being obtained by replicating, starting from the initial tracking point (Xo,Yo)to G S, the base shape of the triangular or square shape factor (as in the case of the present Figure 8) that characterizes the N faces of said die (100); said shape being replicated (visually, physically and / or virtually) along the same directions of the reference system (XY) of the game scenario (S), until it fully comprises the surface of said game scenario (S), that is, so as to satisfy the following relationship (ScG). Said grid (G) therefore being superimposable on the game scenario (S) and being concretely achievable, by way of non-limiting example, in the form of:
[0063] 1. Graphics (decorated directly on the game surface S) 2. Graphics (in the form of additional superimposable layers)
[0064] 3. Luminescent (projected or diffused by direct or indirect light)
[0065] 4. Physical by extrusion (through grooves, incisions)
[0066] 5. Physical by reliefs (delimiters, superimposable magnetic elements, metal wires).
[0067] - An external electronic device (300), by way of non-limiting example consisting for example of tablets, PCs, smartphones, electronic game consoles, provided with wireless remote communication means, adapted to receive signals and information from said dice (100), (110). Said external electronic device (300) being further provided with an internal memory (M) on which means are installed to automatically identify the transitions associated with the progressive overturning of said dice (100), (110) on the game surface (S) and, more precisely, the overturning on an edge comprised between the face Fsi, currently resting on the scenario (S), and one of the possible Z adjacent faces Fsj. Said value Z corresponding to 4 in the case illustrated in Figure 8 but, as repeatedly reiterated, said Ze {3,4} depending on the triangular or square shape factor that can characterize the faces of a generic die with N faces according to the proposed patent. More precisely, the detection of the transitions is obtained by sampling the identifier of the face Fsi, transmitted from a die (100) at an instant t preceding each overturning and, subsequently, by detecting the identifier of the face Fsj, transmitted from said die (100) itself at the time instant following the overturning tj. Said means allowing, therefore, to progressively determine, that is, at each single transition Fsi Fsj along a traced path or path (T) originated at a point (Xo.Yo) e S, the new position assumed by the die with respect to said grid (G) and the orientation of all the faces [F1 Fsj, Fxj, ...,FN]tj when overturned; said position and orientation information of the faces of the die (100) being stored and progressively updated in said memory (M), during the development of the traced path (T).
[0068] With reference to the accompanying drawings and particularly to Figure 9, a possible hardware configuration corresponding to the aforementioned electronic means of a die (100) according to the proposed invention is illustrated in detail and which are used to detect the faces Fsi, Fsj subsequently resting on the game surface (S) at the time instants [t,tj] preceding and following each overturning along a trajectory (T). In an advantageous embodiment, these means are made in the form of an electronic board (1000) integrated in the die (100) and comprising:
[0069] - a gravity / position / orientation sensor (1001); said sensor consisting, by way of nonlimiting example, of an accelerometer but also being able to be replaced by replacement and functionally equivalent hardware such as a gyroscope, one or more inertial switches, one or more capacitive sensors, etc.; - a processing unit (1002), consisting of a CPU or, alternatively, a functionally equivalent device such as a microcontroller or a PIC;
[0070] - a power supply battery (1004);
[0071] - a memory (1003) on which are mapped (typically and preferably in the form of lookup tables) the match between the state of excitation of the aforementioned sensors (for example the gravity vector) and the orientation of the faces corresponding to said state; this match allowing to detect the orientation of said faces Fsi, Fsj resting on the game scenario (S).
[0072] - a remote communication system (1005), which allows to transmit to the external electronic device (300) the identification of said faces Fsi, Fsj subsequently resting on the playing surface (S) in the time instants preceding and following [t, tj] each overturning.
[0073] With reference to the accompanying drawings and particularly to Figure 10, an example of progressive tracking along a trajectory (T) composed of a series of overturns in the game surface (S) is depicted, according to the proposed solution. In particular, a series of consecutive variations (210), (211 ),(212),(213) of the face resting Fs on the game scenario
[0074] (S) is depicted, said variations of the resting face (210), (211 ),(212), (213) being transmitted from the die (100) to the external electronic device (300) at each overturning on the game surface (S), i.e. during each step of said arbitrary trajectory (T), originating from an initial point (Xo,Yo)t=o G S. During said trajectory (T), the external electronic device (300) proceeds to progressively update the known position of the die (100) and the orientation of its faces [F1 , Fs, Fx, FN], detecting from the same die each overturning between two contiguous faces Fsi, said overturning being recognized by sampling the variation of the face resting on the surface (S), in the two time instants preceding and following the overturning [t,tj].
[0075] With reference to the accompanying drawings and particularly to Figure 11c and Figure 12c, the look-up tables TN(dN) and VN(dN) are depicted, used according to the invention to respectively track the orientation of the faces and the movement of a generic die with N faces where N e{4,6, 8, 20}. By way of non-limiting example, the particular embodiments of said look-up tables for N=4 and N=6 thereof are also provided in Figure 11a, 11b and
[0076] Figure 12a, 12b. Said look-up tables allow, according to the invention, to track the position and orientation of the faces assumed by the die (100), overturning along a trajectory (T) on a game scenario (S). In particular, said tables TN(dN) and VN(dN) allowing to determine and track each overturning of the die (100) which occurred in a time interval [ti, tj] and, more precisely:
[0077] . the movement of the die (100) with respect to the reference system (XY): (Xi, Yi)ti
[0078] (Xj,Yj)tj; said movement being defined in terms of progressive deviation with respect to the position assumed by the face Fsresting on the scenario (S) during the progressive . the assumed orientation of the faces of the die [F1, ..., Fsi. Fxi, FN]ti [F1,
[0079] Fsj, Fxj, .... FN]tj following said overturning Fsi, —> Fsj.
[0080] Said tables thus allowing to progressively update the position and orientation of the faces of a generic die with N faces [F1,..., Fs, Fx,..., FN] at each transition / rotation by overturning on an edge, comprised between two faces adjacent to the face currently resting on said game scenario (S). Said tables or look-up tables allowing, based on the different geometries and the number N faces of the die, to determine, at each overturning of the die Fsi, — > Fsj, the new absolute position (identified as relative movement and / or deviation with respect to the previously assumed position, i.e. the last known position previously assumed) and the new configuration of orientation of the faces of the die; said new configuration of orientation of the N faces of the die being obtained / updated, at each overturning, through the progressive acquisition of the new resting face Fsj and the consequent determination of the new face Fxj, i.e. the face facing the reference system (XY) at the instant following the overturning. The orientation of the remaining faces of the 5 die in the instant following the overturning tj resulting, then, easily derivable from the joint knowledge of said faces Fsj and Fxj, thanks to the preset structural constraints, which natively characterize all commercially available dice, known to the state of the art; said structural constraints uniquely determining the spatial arrangement of the faces that characterizes said commercial dice and based on which the faces of the dice assume 10 mutual predetermined relative positions known to the state of the art based on the different shape factors and the different number of faces N of the individual embodiments of the die. In particular, Figure 11a, Figure 11b and Figure 11c of the accompanying drawings illustrate three look-up tables that allow to update, following each overturning, respectively the mapping of the faces for dice with 6, with 4 and, more generally, with N faces TN(dN). is Similarly, Figure 12a, Figure 12b, Figure 12c of the accompanying drawings illustrate three look-up tables that allow to update, as a result of each overturning, the mapping of the movements, for dice with 6, 4 and, more generally, N faces VN(dN). Said look-up table VN(dN) defining, in particular, the relative deviation, with respect to the grid (G), assumed by the new face Fsj resting on the scenario (S) at an instant tj following an overturning, with 20 respect to the position of the face Fsi resting on the scenario (S) at an instant t preceding an overturning, during a transition by overturning Fsi — > Fsj, i.e. allowing to punctually update the position assumed by the die following each movement, always with respect to the same and aforementioned grid (G).
[0081] It should be noted, therefore, that in both the aforementioned Figures 11a, b, c and Figures 25 12a, b, c, the three look-up tables represent the same solution principle, providing two specific embodiment examples that can be used for 6- and 4-face dice, respectively, and a further abstract and general example, that is, one that can be used for generic dice with N faces. In particular, the look-up table TN(dN) depicted in Figure 11c allows to determine the new configuration of the orientation of the faces of a die (100) for each overturning thereof between two contiguous faces Fsi —> Fsj; said overturning being detected by the electronic system (300) monitoring only the variation of the resting face of the die (100) on the scenario (S); said die (100) being sampled in the two time instants preceding and following the overturning [t, tj]. More precisely, said first look-up table TN(dN), starting from a known initial configuration of all the faces [F1, Fso, Fxo, FN]IO in the initial observation point (Xo,Yo)t=o G S, allows to determine, at each overturning of the die between two contiguous faces Fsi, Fsj, the new orientation of the faces of the die, that is, it allows to determine, for each interval [t, tj], the transition relative to the faces of the die with respect to the reference system (XY):
[0082] To obtain this result, the look-up table TN(dN) predicts and provides, for each possible transition Fsi, —> Fsj and for each possible initial configuration at the instant t of the face Fxi facing said reference system (XY), the results of the new face Fxi, still facing said reference system (XY), at the instant following the overturning tj. Said look-up table TN(dN) thus implementing the following recursive function:
[0083] Fxj = TN (Fsi, Fxi, Fsj) where
[0084] - Fsi, Fsj are detected remotely by the die (100); - Fxj is known from the preceding transition. In fact, the transition of the face Fxi
[0085] Fxi is progressively updated starting from the known face Fxo of the initial configuration [F1, Fso, Fxo, FN]to assumed by the die (100) at the point of origin of the initial point tracking (Xo,Yo)to e S and this allows to determine and update cyclically, at each subsequent transition, the identifier of the new face Fx facing the reference system (XY) integral with the scenario (S).
[0086] The determination of the face Fxj facing the reference system (XY) at the instant following the overturning of the die (100), is crucial, according to the proposed system, for the determination of the orientation of all the remaining N-2 faces of the die (100). This is because, knowing both said face Fxj and the face Fsj resting on the scenario (S) following the overturning, it is possible to automatically determine the orientation of all the remaining N-2 faces of the die (100). It is in fact known that, initially knowing the geometry and the arrangement of the faces [F1, Fs, Fx, FN] of a die (100), it is sufficient to know at any instant t the spatial arrangement of at least two contiguous faces, as in the case in question the pair [Fs, Fx], to uniquely determine the orientation of all the other remaining
[0087] N-2 faces, for obvious structural reasons. Consider, by way of non-limiting example, the cubic commercial dice with N= 6 in which the faces are as known distributed so that the sum of the opposite faces corresponds by definition to 7, that is, according to the following organization for pairs of opposite faces (1,6), (2, 5), (3, 4). It follows that the proposed system, determining and updating the following information at each overturning of the die
[0088] (100):
[0089] - new face Fsj resting at instant tj (obtained through detection by the die),
[0090] - new face Fxj facing the reference system XY at the same instant tj (calculated by means of the look-up table TN(dN)), allows to obtain, for the aforementioned structural reasons, the configuration of all the remaining N-2 faces of the die and, therefore, to derive, at each transition with overturning, the final configuration of the faces [F1 ,..., Fsj, Fxj,..., FN]tj.
[0091] Coming to the practical aspects, the tables in Figures 11a, b, c are divided into subsets of rows associated with each resting face Fsi. Each of these subsets contains all the combinations between a possible face resting at the instant preceding the overturning ti and all the possible Z faces Fxi adjacent to said face Fsi which, at that same time instant, can be oriented towards the reference system (XY). Said Z value corresponding to 4 in the case illustrated in table T6(d6), related to the die with N= 6 faces, and corresponding to 3 in the case of table T4(d4), related to the die with N=4 faces. More in general, said value Z e{3, 4} depending on the triangular or square shape factor which can characterize the N faces of a generic die, according to the proposed patent. For each of these subsets of rows, comprising all the aforementioned possible joint combinations (Fsi, Fxi) at the instant preceding the overturning t, the table TN(dN) defines, for all the possible values assumed, at the instant following the overturning tj, from the new resting face Fsj, communicated to the device (300) by the die (100), the new value of the face Fxj, which will be oriented towards the reference system (XY) that characterizes the scenario (S) and the grid (G).
[0092] In punctual use, the table TN(dN) is addressed by rows based on:
[0093] - face Fsi resting at the instant t preceding the overturning, said information being obtained through detection by the die;
[0094] - face Fx oriented towards the reference system (XY) at the instant t preceding the overturning, said information being known since it is updated recursively with each overturning of the die (100).
[0095] Furthermore, said table TN(dN) is addressed by columns based on: - new face Fsj resting at the instant tj following the overturning, said information being obtained through detection by the die (100).
[0096] The table, thus used, therefore allows to automatically obtain the information related to the new face Fxj facing the reference system (XY) at the instant tj following the overturning of the die (100), that is, according to the following recursive formula: Fxj = TN (Fsi, Fx, Fsj).
[0097] Said information Fxj, combined with the information of the new face Fsj resting at the instant tj following the overturning obtained from the die (100), allowing to obtain, for the aforementioned geometric and structural findings, the orientation of the remaining faces of the die (100), i.e. the final configuration of all the faces of the die [F1 Fsj, Fxj,..., FN with respect to the reference system (XY), following each overturning along the traced path (T).
[0098] Finally, it should be noted that the tables of Figures 11a, b, c comprise undefined cells represented in grey or black. Said groups of cells are in fact related to so-called impossible combinations for trivial structural reasons, namely: - the face of the die (100) resting on the game scenario (S) at the instant tj following overturning cannot, of course, be identical to the face of the die (100) resting on the game scenario (S) at the instant tj preceding overturning, i.e. Fsi Fsj;
[0099] - as anticipated, the possible faces that can be reached by overturning, starting from a face Fsi, are not all the N faces that characterize the die (100), but only a subset thereof; said subset being defined by the Z faces adjacent to said face Fsi and which, therefore, share an edge therewith. As anticipated, Z e{3,4} depending on the triangular or square shape factor that can characterize the die (100) according to the proposed patent. With particular reference to Figures 12a, b, c of the accompanying drawings, the look-up tables V6(d6), V4(d4) usable, respectively, for 6 and 4-face dice and, more in general, the look-up table VN(dN), allow to track the position of the die (100) and, for greater precision, allow to progressively update the position referred to the grid (G); said position being updated at each overturning of the die (100) between two contiguous faces Fsi, — > Fsj. Said overturning and relative movement being detected by the variation of the face Fs resting on the surface (S) transmitted by the die (100) to the external electronic device (300); said die (100) being sampled in the two time instants preceding and following each overturning [ti,t .
[0100] More precisely, said look-up table VN(dN), starting from the initial position (Xo,Yo)to e S, and taking as reference the axes (XY) of the grid (G), allows to determine, for each overturning between two contiguous faces Fsi — > Fsj, the movement of the die (100) with respect to the previous position. Said deviation being defined with respect to the reference system (XY) of the grid (G), i.e. in terms of the cells (201) that characterize said grid.
[0101] The proposed system allows to update, with each overturning, the position assumed by the die (X, Yi)ti (Xj, Yj)tj applying to the position at the instant t, that is, ( , Yi)ti, the variation in position (Dxyj) obtained by means of the table VN(dN) and associated with the overturning of the die (100) between the two contiguous faces Fsi Fsj, that is, according to the formula: (Xj, Yj)tj = (X, Yi)ti + (Dxyj) where said deviation (Dxyj) is defined in terms of cells (201) of the grid (G). To obtain this result, the look-up table VN(dN) provides, for each possible transition Fsi Fsj and for each configuration of the face Fxi, the value of said deviation (Dxyj), that is, according to the following recursive function:
[0102] (Dxyj) = VN (Fsi, Fxi, Fsj). Said deviation (Dxyj) being expressed as a variation of cells (201) of the grid (G) with respect to the reference system (XY). Said deviation being defined by relative increments (+ / -) with a pitch equal to one cell (201). Said cell (201) may be characterized by triangular or square shape factors depending on the die (100) and the corresponding grid (G); said shape factors thus defining three or four permissible directions of movement during each overturning on adjacent cells.
[0103] In fact, it should be noted that, since the grid (G) is composed of cells (201) of shape and surface corresponding to the faces of the die (100), replicating such cells according to the reference system (XY), each rotation of the die can always correspond to only one movement (Dxyj) of a single cell (201) according to the grid (G), said movement occurring in one of the Z possible directions, based on the different Z possible faces Fsj adjacent to the face Fsi; where Z e {3,4}.
[0104] Coming to the practical aspects, the tables in Figures 12a, b, c are divided into subsets of rows associated with each resting face Fsi of the die. Each of these subsets contains all the combinations between a possible face resting at the instant preceding the overturning t and all the possible Z faces Fxi adjacent to said face Fsi which, at that same time instant, can be oriented towards the reference system (XY). Said Z value corresponding to 4 in the case illustrated in table V6(d6), related to the die with N= 6 faces, and corresponding to 3 in the case of table V4(d4), related to the die with N=4 faces. More in general, said Z G {3,4} depending on the triangular or square shape factor that can characterize the N faces of a generic die, according to the proposed patent. For each of these subsets of rows, comprising all the aforementioned possible joint combinations (Fsi, Fxi) at the instant preceding the overturning t, the table VN(dN) defines, for all the possible values assumed, at the instant following the overturning tj, from the new resting face Fsj, communicated to the device (300) by the die (100), the value of the deviation (Dxyj) which occurred during the overturning; said deviation value being relative, i.e. defined in terms of (triangular or square) cells (201) of the grid (G) and being referred to in relative terms (+ / -) with respect to the position previously assumed, i.e. according to the following relationship:
[0105] (Xj, Yj)tj = (XiYi)ti + (Dxyj) In practical use, therefore, the table VN(dN) is addressed by rows based on:
[0106] - face Fsi resting at the instant t preceding the overturning, said information being obtained through detection by the die;
[0107] - face Fxi oriented towards the reference system XY at the instant t preceding the overturning, said information being known since it is updated recursively with each overturning of the die (100).
[0108] Furthermore, said table VN(dN) is addressed by columns based on:
[0109] - new face Fsj resting at the instant tj following the overturning, said information being obtained through detection by the die (100). The table VN(dN), thus addressed and used, therefore allows to automatically obtain the information related to the deviation (Dxyj) and, thanks to this parameter, determine / update the new position assumed by the die (100) at the instant tj, following the overturning.
[0110] Finally, it should be noted that the tables of Figures 12a, b, c comprise undefined cells represented in grey or black. Said groups of cells are in fact related to so-called impossible combinations for trivial structural reasons, namely:
[0111] - the face of the die (100) resting on the game scenario (S) at the instant tj following overturning cannot, of course, be identical to the face of the die (100) resting on the game scenario (S) at the instant tj preceding overturning, i.e. Fsi Fsj;
[0112] - as anticipated, the possible faces that can be reached by overturning, starting from a face Fsi, are not all the N faces that characterize the die (100), but only a subset thereof; said subset being defined by the Z faces adjacent to said face Fsi and which, therefore, share an edge therewith. As anticipated, Z e{3, 4} depending on the triangular or square shape factor that can characterize the die (100) according to the proposed patent. With reference to the accompanying figures, and particularly to Figures 13, 14, 15, 16, some possible applications of the tracking system referred to in the proposed patent are depicted. More precisely, four embodiment alternatives are provided concerning dice characterized by a number of faces equal to N=4 (150), N=6 (130), N=8 (160), N=20 (170). Additionally, Figures 13, 14, 15, 16 visually depict the possible Z overturns on adjacent faces that each of said dice can perform, starting from a resting face Fsi at the instant t preceding overturning. Said value of Z e {3, 4}, as can be seen from the figures, depends on the triangular (150), (160), (170) or square (130) shape of the faces of the die (100).
[0113] With reference to the accompanying drawings, and particularly to Figures 17, 18, two practical examples (200) and (250) are proposed of how the grid (G) can be constructed depending on the different types of die, that is, depending on the number of faces N and the triangular or square shape factor of the faces which characterize the die.
[0114] In particular, the grid (200) allowing to map dice (110), (120) and (130), characterized by a square shape factor of the faces, and the grid (250) allowing to map dice (150), (160) and (170) characterized by a triangular shape factor of the faces. Said grids (200) and (250) having cells of square (201) or triangular (251) shape, respectively, based on the shape factor of the faces of the dice to be tracked.
[0115] With reference to the accompanying drawings and particularly to Figure 19, finally, the method of using the tracking system according to the proposed invention is illustrated in the form of an algorithm; said method comprising the following steps: a) Acquisition, by the device (300), of the initial configuration of the die (100) at instant to, said configuration comprising the identification of the type of die, that is, the number of faces (dN) and comprising the initial orientation of the faces with respect to the reference system (XY) and the initial position of the die (100) on the game scenario (S):
[0116] - dN
[0117] - [F1, Fso, Fxo, FN]IO
[0118] - (Xo,Yo) e S b) Initialization of the configuration of the die (100) preceding overturning at instant t; said initialization comprising the following assignments:
[0119] - ti=to
[0120] - Fxi= Fxo;
[0121] - Fsi= Fso;
[0122] - (X, Yi)tF (Xo, Yo)to c) For each transition with overturning of the die (100) in a time interval [t, tj], acquisition of the new face Fsj of the die (100), resting on the game scenario (S) following overturning, and identification in the table TN(dN) of the new value of the resting face Fx according to the following formula Fxj = TN (Fsi, Fxi, Fsj); s d) Verification of the admissibility of the value Fxj identified in the table TN(dN) and, if negative, reporting the error; e) In the case of a permissible value of Fxj, identification in the table VN(dN) of the deviation (Dxyj) = VN (Fsi, Fxi, Fsj) and determination of the new position assumed by the die (100) on the grid (G) according to the following formula: (Xj, Yj)tj = (Xi,Yi)ti +o (Dxyj); f) Updating the configuration of the die faces and the stored position, based on the new configuration and position following overturning:
[0123] [Fi, Fs, Fx, ..., FN] = [Fi, Fsj, Fxj, FN
[0124] (X,Y) = (Xj, Yj)tjs g) Initialization of the values of Fs, Fx, (X, Y) for the next transition:
[0125] - Fxi = Fxj;
[0126] - Fsi = Fsj;
[0127] - (X, Yi)ti= (XjYj)tj 0 Industrial applicability
[0128] There are multiple applications of the proposed invention in the game industry, since it allows to transform traditional board games into so-called hybrid board games. In particular, the proposed system allows the tracking of dice without the use of complex and expensive sensorized game boards and can even be easily applied and adapted to various5 game scenarios and traditional game boards, minimizing the constructive impact and maintaining relative ease of use and convenience for users. From the constructive point of view, the proposed tracking system can be further made with technical equivalents, with supplementary materials or devices fit for the purpose and the scope of application. Conformation and dimensions ofthe constituent parts may vary in a suitable, but consistent way with the proposed solution. By way of non-limiting example, it is noted that the geometric shapes of the involved parts may be varied while maintaining the above- mentioned functionalities. At the hardware level, for example, the number and type of sensors installed on the board (1000) can be changed, including any and additional types of sensors for detecting the spatial orientation assumed by the die itself, therefore, alternative or additional to the aforementioned accelerometer, such as a gyroscope, inertial sensors, etc. Furthermore, the technology used for the wireless transmission of data between the die and the receiving electronic device and, in particular, the type of protocol used, can be changed, without however falling outside the scope of the characteristics and functions peculiar to the system proposed and claimed below. By varying these implementations, it will be necessary to change the conditioning, acquisition and communication circuits between elements, without, however, departing from the purpose and scope of application of the proposed solution. Finally, the invention may also be partially realized.
Claims
Claims1. T racking system for board games characterized by a game board depicting a game scenario (S) provided with a reference system (XY); said system allowing to track the position and orientation of a die (100) with N faces [F1,..., Fs, Fx,..., FN], where N e {4, 6, 8, 20}, where Fs is the face resting on said scenario (S) and where Fx is a face facing said reference system (XY); said die (100) moving on said scenario (S) by overturning on the edges comprised between said face Fs and one of the adjacent Z faces, with Z e {3, 4}, said die (100) moving along a trajectory (T) originating from an initial position (Xo, Yo)to £ (S) and from an initial configuration of the faces [F1, Fso, Fxo, FN]IO; said tracking system for board games allowing, for each overturning of the die (100) in a time interval [ti, t , with initial position (X, Yi)ti and initial configuration of the faces [F1 Fsi, Fxi..., FN to determine:- the new configuration of the faces [F1, Fsj, Fxj, ...,FN]tj and- the new position (Xj, Yj)tj said tracking system for board games comprising:- an electronic board (1000) integrated in said die (100); said electronic board (1000) being used to remotely detect and transmit the faces Fsi, Fsj of the die (100) resting on the game scenario (S) during said time interval [t, tj] ;- an external electronic device (300), provided with a memory (M), on which means are installed to store and update the position (Xj, Yj)tj of the die (100) and the new configuration of its faces [F1, Fsj, Fxj, ...,FN]^ ; said means comprising two look-up-tables:- TN(dN) which, for each possible combination of Fsi, Fxi and Fsj, determines the new value Fxj according to the recursive function:Fxj = TN (Fsi, Fxi, Fsj);- VN(dN), which, for each possible combination of Fsi, Fxi and Fsj, determines the new position (Xj, Yj)tj according to the recursive function:(Xj, Yj)tj = (Xi, Yi)ti + (Dxyj) , where (Dxyj) = VN (Fsi, FXi, Fsj);- a grid (G) superimposed on said game scenario (S); said grid (G) being obtained by replicating, starting from the initial position (Xo,Yo)to e S, the shape of the face Fs of the die (100) along the axes of the reference system (XY).
2. Tracking system for board games according to claim 1, wherein said electronic board (1000) comprises:- an orientation sensor (1001 );- a processing unit (1002);- a battery (1004);- a memory (1003) provided with a look-up table that maps matches between said sensor (1001) and the orientation of the faces of the die (100);- a remote communication system (1005).
3. Tracking system for board games according to claims 1 and 2, wherein said orientation sensor (1000) comprises at least one electronic component selected from: gyroscopes, accelerometers, inertial switches, capacitive sensors or localization devices.
4. Tracking system for board games according to claims 1 and 2, wherein said processing unit (1002) is selected from a CPU, a microcontroller or a PIC.
5. Tracking system for board games according to claim 1, wherein said look-up-table TN(dN) comprises NxZ rows and N columns; said look-up-table TN(dN) being indexed by rows according to:- Fsi;- Fxi; said look-up-table TN(dN) being indexed by columns according to:- FSj.
6. Tracking system for board games according to claim 1, wherein said look-up-table VN(dN) comprises Nazi rows and N columns; said look-up-table VN(dN) being indexed by rows according to:- Fsi;- Fxi; said look-up-table VN(dN) being indexed by columns according to:- FSj.
7. Tracking system for board games according to claim 1, wherein said grid (G) comprises square shaped cells (201) if N=6.
8. Tracking system for board games according to claim 1, wherein said grid (G) comprises triangular shaped cells (251) if N G {4,8,20}.
9. Tracking system for board games according to claim 1, wherein said grid (G) is obtained by:
6. graphic decorations on the game scenario (S);7. a graphic layer that can be superimposed on the scenario (S);8. a direct or indirect light projection on the game scenario (S);9. by extrusion of grooves or incisions on the game scenario (S);10. reliefs by means of delimiters, superimposable magnetic elements, metal wires.
10. Method for tracking the position and orientation of a die (100) with N faces, using the tracking system for board games as described in one of claims 1-8, said method comprising the following steps: a) Acquisition of the initial configuration of the die (100), said configurationcomprising: the number N of the faces of the die (100); the initial position (Xo,Yo)to e (S) of the die (100); the initial configuration of the faces [F1, Fso, Fxo, FN]IO of the die (100); b) Initialization of the memory configuration (M); said initialization comprising the following assignments: ti=to;FXF Fxo;Fsi= Fso;(Xi, Yi)ti= (Xo,Yo)to. c) Acquisition of the face Fsj transmitted by the die (100) and identification of the value Fxj in the table TN(dN); d) Verification of the admissibility of the value Fxj and, if negative, reporting the error and return to pointe); e) Determination of the new position assumed by the die (100) on the grid (G) according to the following formula: (Xj, Yj)tj = (X, Yi)ti + (Dxyj); where (Dxyj) = VN (Fsi, Fxi, Fsj) represents the deviation between two successive positions (X, Yi)ti and ( , Yj)tj; f) Updating in the memory (M) the tracking information of the die (100) according to the following assignments:(X,Y) = (X, Yj)tj g) Initialization, in the memory M of the values of Fs, Fx, (X, Y) for the subsequent transition of the die (100):Fxi = Fxj;Fsi = Fsj;(X, Yi)ti= ( ,Yj)tj.
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