Dynamic Gameboard With Movable Tiles For Adaptive Gameplay

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Solution Overview

Problem

Static game paths and obstacles in physical games lead to player boredom and loss of interest once the game is solved, as players acquire knowledge to complete it successfully.

Innovation Solution

Dynamic gameboards with electronically controlled tiles that can move between extended and recessed positions, using a server, lift control board, and user interface to create changing paths and obstacles, supported by sensors and various lift mechanisms, allowing for dynamic obstacle movements and interactive gameplay.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If the game path and obstacles are made static, then the game structure is simple and easy to manufacture, but the player loses interest after solving the game a few times

Engineering Contradiction:
Improvegameplay varietyVSAvoidsystem complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent applies the dynamics principle by making the game board elements (tiles) movable rather than static. Each tile can be raised or lowered by lift mechanisms, allowing the game path and obstacles to change dynamically during play. This transforms a static game environment into a dynamic one, preventing players from memorizing fixed paths and maintaining engagement across multiple play sessions.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system implements self-service through automated control of tile movements. The control system automatically raises and lowers tiles based on game state, eliminating the need for manual intervention to change the game configuration. This automation allows the game to adapt and transform itself during play, maintaining complexity management while enabling gameplay variety.

Inventive Principle:
Principle #25Self-service

2Adaptability or versatility

If manual intervention is used to change the game path, then the system remains simple, but the game cannot adapt dynamically during play

Engineering Contradiction:
Improvedynamic adaptationVSAvoidautomation level
Core Design Contradiction:
Adaptability or versatilityVSExtent of automation

Solution Approach 1:

The control system automatically manages tile movements without requiring manual intervention. The system monitors game state and autonomously raises or lowers tiles to create new paths or obstacles, enabling dynamic adaptation during play. This automation eliminates the need for players or operators to manually reconfigure the game board.

Inventive Principle:
Principle #25Self-service

Solution Approach 2:

The system incorporates feedback mechanisms where the control system responds to game state changes and player actions by automatically adjusting tile positions. This feedback loop enables the game to adapt dynamically to ongoing play conditions, creating continuously varying challenges without manual intervention.

Inventive Principle:
Principle #23Feedback

3Adaptability or versatility

If multiple lift mechanisms are used to control tile movements, then the game becomes highly dynamic and engaging, but the device complexity increases significantly

Engineering Contradiction:
Improvegame dynamicityVSAvoidmechanism complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The system divides the game board into multiple independent tiles, each with its own lift mechanism. This segmentation allows individual tiles to be controlled independently, enabling complex dynamic configurations while managing overall system complexity through modular architecture. Each tile unit is a self-contained module with dedicated actuation.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The lift mechanisms serve multiple functions: creating obstacles, forming paths, and dynamically reconfiguring the game board. This multi-functionality reduces the need for separate specialized components for each game element, managing system complexity while achieving high dynamicity through versatile mechanical elements.

Inventive Principle:
Principle #6Universality (Multi-functionality)

Applied Scientific Principles

This section explains which scientific principles are used to turn an abstract innovation direction into a practical engineering solution.

Function Achieved in This Case

Maintains gameplay interest by dynamically changing the game environment, providing unpredictable paths and obstacles, enhancing player engagement and extending the game's value by offering varied and adaptive challenges.

Implementation Method 1

the lift mechanism includes one of a pneumatic piston, a hydraulic piston, a lead screw, a scissor lift, a linear actuator, rack and pinon, a worm screw, a servo, and a geared servo

Methodology Applied
Scientific EffectMechanical actuation: Mechanical Force

Implementation Method 2

the lift mechanism including a scissor lift, a servo, and a spring, wherein the spring one of biases the scissor lift in the first position and biases the scissor lift in the second position

Methodology Applied
Scientific EffectElastic force: Spring

Implementation Method 3

sensors that sense movement of an object across the board, wherein the sensors relay data to the second processor

Methodology Applied
Scientific EffectPosition sensing:

Data Source

PatentUS11484779B2Dynamic gameboard
Publication Date: 2022.11.01 ZEREP HLDG LLC
  • US11484779B2 patent drawing
  • US11484779B2 patent drawing
  • US11484779B2 patent drawing

AI summary

A dynamic gameboard comprising an electronic control system and a board having a plurality of dynamic board pieces, wherein the electronic control system includes a server, lift control board and a user interface, the server having a first processor, a first memory, and a first communication device, wherein instructions are stored on the first memory to cause the first processor to direct the lift control board to instruct the plurality of dynamic board pieces to move between a first position and a second position, and between the second position and the first position, where the first position is a fully extended up position and the second position is a fully recessed down position; the lift control board having a second processor, a second memory, and a second communication device, and the user interface having a third processor, a third memory, and a third communication device.