EP1846126A1 - Methods for the unambiguous association of at least one autonomous storage unit with at least one player in a score keeping device - Google Patents
Methods for the unambiguous association of at least one autonomous storage unit with at least one player in a score keeping deviceInfo
- Publication number
- EP1846126A1 EP1846126A1 EP05701249A EP05701249A EP1846126A1 EP 1846126 A1 EP1846126 A1 EP 1846126A1 EP 05701249 A EP05701249 A EP 05701249A EP 05701249 A EP05701249 A EP 05701249A EP 1846126 A1 EP1846126 A1 EP 1846126A1
- Authority
- EP
- European Patent Office
- Prior art keywords
- game
- player
- storage unit
- memory unit
- autonomous
- Prior art date
- Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
- Ceased
Links
- 238000000034 method Methods 0.000 title claims abstract description 37
- 230000005540 biological transmission Effects 0.000 claims description 9
- 239000004020 conductor Substances 0.000 claims description 9
- 230000005055 memory storage Effects 0.000 claims description 6
- 238000013500 data storage Methods 0.000 claims description 2
- 230000006870 function Effects 0.000 description 10
- 230000000694 effects Effects 0.000 description 3
- 238000012545 processing Methods 0.000 description 3
- 238000004891 communication Methods 0.000 description 2
- 238000007792 addition Methods 0.000 description 1
- 238000013459 approach Methods 0.000 description 1
- 238000013475 authorization Methods 0.000 description 1
- 239000000969 carrier Substances 0.000 description 1
- 238000005352 clarification Methods 0.000 description 1
- 230000001276 controlling effect Effects 0.000 description 1
- 230000006378 damage Effects 0.000 description 1
- 238000012217 deletion Methods 0.000 description 1
- 230000037430 deletion Effects 0.000 description 1
- 230000001419 dependent effect Effects 0.000 description 1
- 238000013461 design Methods 0.000 description 1
- 230000005684 electric field Effects 0.000 description 1
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- 230000035772 mutation Effects 0.000 description 1
- 238000012797 qualification Methods 0.000 description 1
- 230000001105 regulatory effect Effects 0.000 description 1
- 238000012546 transfer Methods 0.000 description 1
Classifications
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/90—Constructional details or arrangements of video game devices not provided for in groups A63F13/20 or A63F13/25, e.g. housing, wiring, connections or cabinets
- A63F13/95—Storage media specially adapted for storing game information, e.g. video game cartridges
-
- A63F13/10—
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/45—Controlling the progress of the video game
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/70—Game security or game management aspects
- A63F13/73—Authorising game programs or game devices, e.g. checking authenticity
-
- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
- G07F17/3244—Payment aspects of a gaming system, e.g. payment schemes, setting payout ratio, bonus or consolation prizes
- G07F17/3251—Payment aspects of a gaming system, e.g. payment schemes, setting payout ratio, bonus or consolation prizes involving media of variable value, e.g. programmable cards, programmable tokens
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/33—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
- A63F13/335—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using Internet
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/20—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform
- A63F2300/201—Playing authorisation given at platform level
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/20—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform
- A63F2300/206—Game information storage, e.g. cartridges, CD ROM's, DVD's, smart cards
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/63—Methods for processing data by generating or executing the game program for controlling the execution of the game in time
- A63F2300/636—Methods for processing data by generating or executing the game program for controlling the execution of the game in time involving process of starting or resuming a game
Definitions
- Storage unit to at least one player in one
- the invention relates to a method for unambiguously assigning at least one autonomous storage unit to at least one player in a game storage device for storing a game score or a player qualification.
- a method for savegame storage, a game-state storage device and a computer-executing device that represents the game-state storage device are known from DE 100 63 412 A1.
- the method described there or the apparatus performing this method it is possible to store scores in games with multiple players with an arbitrarily complex structure or set of rules in an objective and secure manner.
- the procedure frees the players from the often cumbersome, error-prone and thus the joy of playing lasting impacting administrative tasks that bring complex games with them.
- Such a method is particularly advantageous when the players develop game situations over a long period of time and increasingly enrich the game situations with new game elements and thus make them progressively more complex.
- trading card games such as the well-known Pokemon card game, in which cards are issued
- game pieces with certain characteristics, for example, "good” and “evil” fantasy monsters or robots with predetermined characteristics and characteristics
- these figures interact in a fixed manner with other characters and secondly can be combined in the game action to new characters, ie subject to a player operated by the "mutation".
- the resulting game characters i.
- the "mutated beings” in connection with these games represent in an increasing way the very individual skill or sophistication of the player who created and runs the character, the player slips into the identity of the character and within the scope of the game
- the battles between his character and other competing figures thus represent battles in which the individual individual feelings and abilities of the player become representative, whereby the game characters take on "individual traits". Not only are they characters in a game, but they increasingly refer to their "owners.” This is what makes the appeal of such games so special.
- the game storage device thus lacks an independent of the security arrangements of the system strictly separated entity that monitors, for example, the allocation of the characters on the game level, the game thus directs and uniquely regulated in terms of the pre-agreed rules.
- the aforementioned game memory storage device or the method which governs a basically hierarchy-free, but also rigid gameplay, it does not allow out of the game acting referee and administrative function. For this reason, it does not do justice to the heightened demands of sophisticated fantasy or role plays.
- the object is achieved with a method for unambiguously personal assignment of at least one autonomous storage unit to at least one player in a game storage device for storing a game score of a game with the features of claim 1.
- the method according to the invention is characterized in that a game state generated by the player and / or supervised, uniquely characterizing it and stored in the at least one autonomous storage unit, in particular a set of features of a game character generated and / or guided by the player and / or a set of game situations created and / or managed by the player within the player community detected by the game memory storage device, in a player uniquely operative manner, is assigned a unique and playable effective identification feature.
- the game state generated by the player ie, the character set describing that game character or the game state is stored in the autonomous storage device of the player and can interact with other game characters or game states within the player community, thus acquires an identifying feature refers to the player who created this character.
- the game state thus receives a quasi label or label, which basically refers to its original author, regardless of which player is currently allowed access to this character or the game state. .,
- the method according to the invention provides an unambiguous and visible link between game state or game character exclusively within the game storyline
- a characteristic manuscript in the form of the game character created by him or the game state. He is thus clearly associated with his character in the game, regardless of whether he or another
- the game characters or the game situation carries, so to speak, the label of the one who has produced them, in other words: the character or the game state is no longer interchangeable and anonymous, the character or the game state are inseparable in principle in the game with the player and traceable to the game at any time in the game.
- a registering data exchange is carried out between the at least one autonomous storage unit and a game manager storage unit managing the at least one autonomous storage unit.
- a first register data set associated with the stored game state and stored in the game memory storage unit and a second register data set comparable to the first register data set, in particular identical and associated with the stored game state are stored, stored and processed in the autonomous memory unit.
- This registering data exchange prevents an unauthorized and uncontrolled assignment of identification features by the player to certain game conditions, in particular to his game characters.
- this is an official authorization of the game state by the game leader storage unit.
- the game manager storage unit is thus a necessary condition for the game state to be assigned to the player. Allow the identical register records in the game manager storage unit and the autonomous storage unit In this case, a proof that is always easy to carry out and to be furnished about a lawful assignment of the identification feature.
- the registering data exchange is carried out in the following manner.
- a first component of a memory identifier is transmitted from the at least one autonomous memory unit to the game manager memory unit.
- a first component of a game master identification is transmitted from the game manager storage unit to the autonomous storage unit.
- the first component of the memory identifier is linked to a second component of the game master identifier to form the first register data record.
- the first component of the game master ID is linked to a second component of the memory ID to the second register data record and assigned to the game state.
- register records now form the player-specific identification feature of the game state, i. the character or the game situation.
- the component of the register data record originating from the game controller storage unit forms an officially centrally assigned certification of the identification feature, while the components of the register data records transmitted by the autonomous storage unit provide the player-specific portion of the register data record.
- the register data set is therefore only complete and valid if both components are transmitted, exchanged and linked together.
- the identifier can not be assigned either by the autonomous storage unit or by the game controller storage unit alone. This complicates any violations of the rules of the game.
- the first register data set is processed in the game manager storage unit.
- the game leader storage unit acts as a local game leader storage unit for a limited amount of autonomous storage units and thus a limited number of players.
- the first register data record is transmitted by the game leader unit to a superordinate player database.
- the game manager storage unit functions as a local registration device for a limited amount of autonomous storage units or a limited player pool, while the actual management of the register data sets is performed by a non-local or global player database.
- the first register data record in the game manager storage unit can both be processed and transmitted to the higher-level player database.
- the game manager storage unit forms both a local game manager storage unit and an intermediary to the global player database.
- the first and second register records are checked for match. This avoids that either in the autonomous memory unit alone or in the game manager memory unit or the player database alone unauthorized manipulation of the register records can be performed.
- the first and the second register data record additionally form an always current history of the player-specific game states, which can always be checked for correctness.
- a savegame storage apparatus for executing a method comprises at least one game manager storage unit integrated into the game score storage apparatus and a total of stored and processed game states in association first register data set in the game manager memory unit and a second register data set identical to the first register data record and associated with the stored game state in the autonomous memory unit with a clear assignment to at least one player.
- the game manager storage unit is formed in an expedient embodiment as a game card in the form of a transponder chip card that can be read by a card reader connected to a game console.
- the chip card contains a card-shaped basic body with a memory chip integrated into the main body and a device for data transmission connected to the memory chip.
- Smart cards are a well-known and easy-to-use storage medium that is particularly easy for a select group of people, i. the game master, can be personalized and secured.
- the device for data transmission is designed as an electrical contact field.
- the device for data transmission is designed as a non-contact transponder device.
- the embodiment as a transponder device is particularly advantageous here. It is robust against deliberate destruction, i. Vandalism and allows a smart card operation by means of an executed via the transponder device power supply in the form of a high-frequency electric field without a built-in chip card battery or rechargeable battery device.
- the game memory storage unit is designed as a modular component of a game console. This embodiment makes it possible to equip a game console directly with the aforementioned functions of the game leader storage unit.
- the game console has an interface for a network connection, in particular an Internet connection and / or a connection with a superordinate device for data storage.
- a network connection in particular an Internet connection and / or a connection with a superordinate device for data storage.
- FIGS. 1 to 6 are used for clarification.
- the same reference numerals are used for identical or equivalent method steps or parts.
- FIG. 1 shows an exemplary game console with autonomous storage units in an embodiment known from the prior art
- FIG. 2 shows a series of exemplary game characters in an exemplary fantasy / role-playing game with a player-specific memory recognition before the start of the registering data exchange
- FIG. 3 shows an exemplary sequence of a registering data exchange between a game manager storage unit and an autonomous storage unit
- FIG. 4 exemplary game figures from FIG. 2 after execution of the registering data exchange according to FIG. 3, FIG.
- FIG. 5 is a schematic exemplary network configuration of two game manager storage units in conjunction with associated game consoles or computers and a parent player database.
- FIG. 6 shows an exemplary embodiment of a game conductor storage unit in the form of a chip card
- Fig. 7 shows an exemplary game console with a game ladder memory unit in the form of a plug-in module.
- the game console has keyboards 6 or similar game control input means.
- the game itself can be tracked or played on a built-in game console display 7.
- a number of different interfaces or outputs 8 allow communication of the game console with an external computer or data network, in particular the Internet.
- the players each have one autonomous memory device 10 inserted into a reading device 9.
- the autonomous memory device 10 is implemented in the form of chip cards in the example shown in FIG.
- the reading device 9 is therefore a chip card reader.
- the chip cards also floppy disks or other data carriers can be used, which are expediently designed for read / write operations and therefore allow any number of updates.
- Each of the two autonomous storage devices stores game situations or game states 21 that are output as a result of a game executed on the game console.
- the game states may be, in particular, data generated by the players A and B, respectively, for game characters or game characters that, for example, fight or interact with each other on the game console.
- the access to the data contained on the autonomous storage devices 10 may be secured in the device of Fig. 1 by a PIN, a password or otherwise, so that unauthorized use of the autonomous storage devices by the other player is prevented.
- the players A and B may leave the data of the game states 21 to each other or exchange each other. This is possible either by the one player the other his state of play easy transfers. However, any information is lost that the game states of A and B have been generated.
- the game states 21 are therefore interchangeable with the players A and B. For this reason, it is impossible in principle, for example, to estimate the game strengths of the player A or B, or to unambiguously assign the game states 21 on the external storage devices 10 or within the game console 5 to the players A and B.
- the player A could in extreme cases all game states 21, ie all game characters, game characters, fantasy characters, etc. have generated, etc., while the player B acts only with the game states generated by the player A. It is understood that among these
- Player A by the player A his security-relevant access data, so e.g. his PIN to the player B reveals that B can use the playing conditions of A. In this case, however, system integrity would be damaged and dependent on the gameplay. But this is to be avoided under all circumstances.
- Fig. 2 shows some exemplary game states 21 in the form of exemplary game characters of a fantasy role-playing game.
- the game states 21 shown symbolically in the figure can be stored in the form of on the external memory devices 10 and optionally in the
- Game console fed data can be given.
- an implementation of the game pieces in the form of playing cards is possible, which are writable or readable in a suitable manner.
- the cards may be manually writable or printable, or have fields for individual labels to be affixed or otherwise affixed, while the playing characteristics of the characters are simply indicated by a text.
- the playing cards can also have, for example, a magnetic strip or a chip which stores the playing characteristics of the playing piece.
- a game character would be virtually identical to an external storage device 10, while usually an external storage device 10 can store multiple game states 21, ie several game characters.
- the game states 21 of FIG. 2 are associated with memory identifiers 50, which each refer to the player who has generated this game state or this game character.
- the player character “Harp Spirit” is created by the player A and provided with a number of certain characteristics that allow him to interact with other characters in a pre-agreed manner in an electronically engineered fantasy game Example, not a character, but a certain game situation generated, which intervenes as a "last offer” in any other specific way in the game.
- the memory identifier 50 refers to the player B.
- the memory identifiers 50 of FIG. 2 are essentially individually generated by the players A, B, C and D, respectively, and assigned to the game states 21. They contain at least clear information that sufficiently identifies the respective player, ⁇
- unique user numbers or nicknames but not necessarily the real name of the actual participant.
- FIG. 10 An exemplary registering data exchange and creation of a register data set is shown in FIG.
- the data exchange is performed between the autonomous storage unit 10 and the game manager storage unit 30.
- the game state 21 with the memory 50 is stored on the autonomous memory unit 10.
- the memory identifier 50 in this embodiment consists of two substantially identical ones
- Ingredients 50a and 50b These components identify the player, here by way of example the player A, in a clear manner.
- the data within the memory identifier 50 or the components 50a and 50b need not be the security-relevant user data of the subscriber in the strict sense. You only have to satisfy the basic condition that the player is clearly identified within the game, at least for the savegame storage device.
- the game manager memory unit 30 has, in a manner analogous thereto, a stored game master ID 51 which uniquely identifies the game manager memory unit.
- the game master ID 51 basically like the memory ID 50, also consists of two substantially identical components 51a and 51b. Again, it is in no way necessary that the game master ID 51 contains security-related data. It only has to be clearly identifiable within the course of the game in a manner that complies with the rules of the game. For example, it may be a fancy name that plays an important role in the game being played.
- the game manager storage unit is uniquely identified by an X with respect to the player A or with respect to all other players.
- the registering data exchange is now carried out by way of example such that the first component 50a of the memory identifier 50 is transmitted to the game manager memory unit 30. In parallel with this, or even with a certain expedient time offset, the first component 51a of the Spielleiterkennung 51 transferred to the autonomous storage unit. As a result of this data exchange, a register data record is now present both in the game controller storage unit 30 and in the autonomous storage unit 10.
- the first register data set 40 is stored in the game manager storage unit 30 and consists of the first one
- the second register data set 41 is stored in the autonomous memory unit 10 and consists of the first component 51a of the game master identification 51 and the second component 50b of the memory identifier 50.
- the second register data record 41 is assigned to the memory register 50 Game state 21 initially assigned immovable and identifies this in the autonomous memory unit 10 and beyond its activities within the running game.
- the first register data set 40 in the game manager storage unit 30 forms a registration entry or a unique data signature for monitoring and controlling the activities of the player or the game state which he / she directs within the course of the game, i. within the procedures, game steps or data operations that take place there.
- the game state 21 is thus officially certified at the level of game play and "baptized" by an agreement between the player A and the game leader X.
- FIG. 5 shows a related example.
- the network game is managed by a superordinate database 60 which, for example, stores game results or game progress or keeps highscore lists.
- the game manager storage units 30 each interact via a network access 61, which may be formed by a network-capable game console or a computer, within a network 65, which may be in particular the Internet or another local or non-local network, such as a LAN.
- the game director storage units 30 manage a series of registration data sets 40 of a limited player circle, for example, the game data set register data YE and YF assigned to the players E and F, respectively, which are under the game master Y. Accordingly, the register records XA and XB designate game states of the players A and B under the game supervision of the game leader X. The game masters X and Y thus manage the game action of their respective area. In this case, the superordinate database 60 registers and manages the game in the areas of responsibility of the game managers X and Y. It is readily possible for the database 60 itself to be a game manager storage unit with the functions described above.
- the network game can be structured hierarchically in any way. Thus, it is readily possible to carry out comparable registering data exchanges between the database 60 and the game manager storage units 30 as between the game manager storage units 30 and the autonomous storage units 10. Thus, some players or those created by them
- the other processing of the register data sets in particular the display, disclosure, deletion or assignment, is fundamentally independent of any rudimentary security-relevant aspect of the system integrity.
- the treatment of the register data sets or the associated game states is subject exclusively to the game rules to be implemented. It can therefore be as arbitrary, sneaky, clear, complicated or tricky as the appeal of the game requires.
- the register data sets can be managed quite differently than in the area of the game manager X or within the overlapping database 60.
- the tab data sets can be disclosed and displayed in the area of the game leader X for all players, whereby each player can uniquely identify each game state, for example the game characters of the other players. But it is also possible to obscure the register records completely or only more or less generally or depending on the gameplay display, but otherwise release the associated game states for each player. In this case, for example, any access to a game state by a player other than the one who has registered the game state in question suggests an advantage or disadvantage for his or her own position in the high score. Finally, it is also possible for the players to decide themselves by setting certain parameters about which register records are displayed in what form at all. In any case, all game states are always linked by the registering data exchange with the players through the register data sets so that an assessment of the playing strengths of each individual player is always possible.
- the game ladder memory unit can be realized in a different way.
- Fig. 6 shows an embodiment in the form of a game board 70 in the form of a chip card.
- a memory chip 80 and a device for Data transmission 85 integrated in a card-shaped main body 75.
- the chip card can also have a keypad 86, for example in the form of a simple membrane keyboard.
- the smart card can be executed according to the known prior art for smart cards.
- the device for data transmission 85 can be realized in the form of a contactless transponder.
- the physical access and thus the safekeeping of the chip card or the data stored on it is in no case a component of the above-mentioned in-game operations, thus security-relevant and must be protected in the interest of system security against data loss or unauthorized access.
- the security methods customary or known for chip cards and chip card readers i. Passwords or PIN prompts, biometric matching and / or data encryption.
- the smart card provides an easy way to easily exchange game manager features for a variety of different games.
- the chip card can have on its card body a designation of the game, for example in the form of a logo.
- an embodiment of the game ladder memory unit in the form of a game console or computer system more or less firmly integrated module, in particular a ladder or a plug-in card.
- the game controller functions at least certain basic functions that are unchanged during the game, can be implemented in the form of software routines that are permanently installed in a corresponding manner on the printed circuit board or in the module arranged memory modules, in particular ROM, PROM, EPROM.
- the game manager storage unit in the form of a program or software module installed in a game console, a local computer or a host computer and protected by the usual security means.
- FIG. 7 shows an exemplary embodiment of a game ladder memory unit in the form of a plug-in module 90 for use in a modified game console 100.
- the game console 100 corresponds substantially to the embodiment known from the prior art, shown in FIG. 1, in terms of its external device structure. It also has the keyboards 6 and the display 7 and reading devices 9 for the autonomous memory devices 10. Furthermore, an interface 110 is provided for communication with the external network 65, in particular the Internet. The interface is designed in accordance with the standards customary in the prior art.
- the plug-in module 90 performs the functions and method steps described above at least for the game console given here.
- the game console 100 of FIG. 7 thus forms the hardware device platform for the game controller functions.
- the game console 100 is defined by the plug-in module 90, more or less independent area of cross-network play.
- the gaming console 100 forms the location where the participating players physically log into the gaming activity running in the network 65 and from which they interact with other players in the network.
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- General Physics & Mathematics (AREA)
- Computer Security & Cryptography (AREA)
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Abstract
Description
Claims
Applications Claiming Priority (1)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| PCT/EP2005/000882 WO2006079357A1 (en) | 2005-01-28 | 2005-01-28 | Methods for the unambiguous association of at least one autonomous storage unit with at least one player in a score keeping device |
Publications (1)
| Publication Number | Publication Date |
|---|---|
| EP1846126A1 true EP1846126A1 (en) | 2007-10-24 |
Family
ID=34960201
Family Applications (1)
| Application Number | Title | Priority Date | Filing Date |
|---|---|---|---|
| EP05701249A Ceased EP1846126A1 (en) | 2005-01-28 | 2005-01-28 | Methods for the unambiguous association of at least one autonomous storage unit with at least one player in a score keeping device |
Country Status (3)
| Country | Link |
|---|---|
| US (2) | US20080305874A1 (en) |
| EP (1) | EP1846126A1 (en) |
| WO (1) | WO2006079357A1 (en) |
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|---|---|---|---|---|
| US10668367B2 (en) | 2015-06-15 | 2020-06-02 | Activision Publishing, Inc. | System and method for uniquely identifying physical trading cards and incorporating trading card game items in a video game |
| EP3426365A4 (en) | 2016-03-08 | 2019-08-07 | Chill Gaming Pty Ltd | Gaming method, system and machine comprising multiple games |
| US10179289B2 (en) * | 2016-06-21 | 2019-01-15 | Activision Publishing, Inc. | System and method for reading graphically-encoded identifiers from physical trading cards through image-based template matching |
| JP6549651B2 (en) | 2017-07-31 | 2019-07-24 | グリー株式会社 | PROGRAM, SERVER DEVICE, AND CONTROL METHOD |
Family Cites Families (7)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| JP2000157721A (en) * | 1998-11-26 | 2000-06-13 | Namco Ltd | Game device and information storage medium |
| US6577733B1 (en) * | 1999-12-03 | 2003-06-10 | Smart Card Integrators, Inc. | Method and system for secure cashless gaming |
| US7118482B2 (en) * | 2000-05-29 | 2006-10-10 | Nintendo Co., Ltd. | Game system using game cards and game machine |
| DE10063412B4 (en) | 2000-12-19 | 2005-09-01 | Robert Wilm | Apparatus for conducting games |
| US20020193157A1 (en) * | 2001-06-18 | 2002-12-19 | Canon Kabushiki Kaisha | Computer device for implementing a trading card game and control method therefor, program executed by computer device, controller, system, and game cards |
| US6967566B2 (en) * | 2002-04-05 | 2005-11-22 | Creative Kingdoms, Llc | Live-action interactive adventure game |
| JP4106013B2 (en) * | 2003-11-10 | 2008-06-25 | アルゼ株式会社 | Game system |
-
2005
- 2005-01-28 EP EP05701249A patent/EP1846126A1/en not_active Ceased
- 2005-01-28 US US11/795,545 patent/US20080305874A1/en not_active Abandoned
- 2005-01-28 WO PCT/EP2005/000882 patent/WO2006079357A1/en not_active Ceased
-
2011
- 2011-02-25 US US12/932,442 patent/US8702521B2/en not_active Expired - Lifetime
Non-Patent Citations (1)
| Title |
|---|
| See references of WO2006079357A1 * |
Also Published As
| Publication number | Publication date |
|---|---|
| WO2006079357A1 (en) | 2006-08-03 |
| US20110250973A1 (en) | 2011-10-13 |
| US20080305874A1 (en) | 2008-12-11 |
| US8702521B2 (en) | 2014-04-22 |
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