Abstract:
A game system having a dispenser unit to house a plurality of prizes or tokens and to dispense one or more of the prizes or tokens, a plurality of prizes or tokens disposed in the dispenser unit, an automated identification and data capture (AIDC) device associated with each prize or token and encoding information reflecting a type or value of the prize or token to which it is associated, an AIDC scanner to generate a digital signal corresponding to the information encoded on the AIDC device associated with the prize or token when the prize or token is in proximity to the AIDC scanner, and a computer processor connected to the dispenser unit and the AIDC scanner, wherein the computer processor directs the dispenser unit to dispense a prize or token in response to digital signals generated by the AIDC scanner and sent to the computer processor.

Description:
CROSS-REFERENCE TO RELATED APPLICATIONS 
       [0001]    Priority is hereby claimed to provisional application Ser. No. 62/243,817, filed Oct. 20, 2015, which is incorporated herein. 
     
    
     BACKGROUND 
       [0002]    This disclosure relates to a game system that tracks and manages an inventory of prizes and/or tokens and restocks its inventory based on the value of prizes won by players. 
       SUMMARY OF THE INVENTION 
       [0003]    Disclosed herein is a game system comprising at least one dispenser unit dimensioned and configured to house a plurality of prizes or tokens and to dispense one or more of the prizes or tokens. A plurality of prizes or tokens are disposed in the dispenser unit. An automated identification and data capture (AIDC) device is associated with each prize or token. The AIDC device encodes information reflecting the type or value of the prize or token to which it is associated. There is then at least one corresponding AIDC scanner dimensioned and configured to generate a digital signal corresponding to the information encoded on the AIDC device associated with the prize or token when the prize or token is in proximity to the AIDC scanner. Lastly, a computer processor is operationally connected to the dispenser unit and the AIDC scanner, wherein the computer processor directs the dispenser unit to release one or more prizes or tokens in response to digital signals generated by the AIDC scanner and sent to the computer processor. 
         [0004]    The AIDC device is optionally a passive or active radio-frequency identification (RFID) device, and the AIDC scanner is a RFID scanner. 
         [0005]    The game system may optionally further comprise an input/output (I/O) board operationally connected to the dispenser unit and the computer processor, wherein the I/O board is dimensioned and configured to dispense prizes or tokens from the dispenser unit in response from commands given by the computer processor. 
         [0006]    In another version, the game system comprises a plurality of dispenser units, each dimensioned and configured to house a plurality of prizes or tokens and to dispense one or more of the prizes or tokens. A plurality of prizes or tokens are disposed in each of the plurality of dispenser units. There is then a plurality of AIDC scanners corresponding in number to the dispenser units, wherein one each of the AIDC scanners is associated with one of the dispenser units. (That is, there is one scanner per dispenser unit and vice-versa.) The computer processor directs each dispenser unit to release one or more prizes or tokens in response to digital signals generated by the associated AIDC scanner. 
         [0007]    All references to singular characteristics or limitations of the present disclosure shall include the corresponding plural characteristic or limitation, and vice-versa, unless otherwise specified or clearly implied to the contrary by the context in which the reference is made. 
         [0008]    All combinations of method or process steps as used herein can be performed in any order, unless otherwise specified or clearly implied to the contrary by the context in which the referenced combination is made. 
         [0009]    The game system disclosed herein can comprise, consist of, or consist essentially of the essential elements and limitations described herein, as well as any additional or optional components, or limitations described herein. 
     
    
     
       BRIEF DESCRIPTION OF THE DRAWINGS 
         [0010]      FIG. 1  is a schematic diagram of a version of the game system disclosed and claimed herein. 
           [0011]      FIG. 2  is a top plan schematic diagram of a six-player version of the game system disclosed and claimed herein. 
       
    
    
     DETAILED DESCRIPTION 
       [0012]    An exemplary game system includes a bin that holds winnable prizes or tokens  15  that can be exchanged for winnable prizes having predetermined values. The prizes/tokens can be embodied in any form desired (e.g., pucks, chips, coins, balls, tickets, toys, etc., or a combination thereof), and the values can be set as desired (e.g., a number of points/tickets, a monetary value, etc.). For example, the prizes can include a set of pucks, chips, or coin-like tokens with different preset or dynamically-adjustable point values (e.g., 25, 50, 100, etc.), and points can be collected and redeemed by players for particular goods (e.g., toys, food, services, admissions to events, etc.) or money. To identify, track, and manage prizes and/or tokens as they are dispensed and restocked, the system preferably uses automated identification and data capture (AIDC) technology (e.g., radio-frequency identification (RFID), bar codes, magnetic stripes, etc.) to store and communicate data used to identify a prize or token and/or its value (e.g., serial number, point value, description, etc.). For example, each prize or token can include an AIDC identifier, such as an RFID tag, indicating whether a token is worth 25, 50, 100, or other denominations of points. The term AIDC is used broadly herein and explicitly includes all methods of automatically identifying objects, collecting data about them, and entering that data directly into computer systems without human involvement or intervention, including Radio Frequency Identification (RFID), magnetic stripes, Optical Character Recognition (OCR), QR codes, smart cards, and the like. A large number of companies supply the commercial market for AIDC technologies, including Alien Technology (Morgan Hill, Calif.), Confidex (Tampere, Finland), Impinj, Inc. (Seattle, Wash.), Intermec Technologies (Seattle, Wash.), Invengo (Herndon, Va.), Metal Craft, Inc. (Mason City, Iowa), Omni-ID (Rochester, N.Y.), Smartrac (Amsterdam, The Netherlands), and many others. 
         [0013]      FIGS. 1 and 2  are schematic diagrams of an exemplary game according to the present disclosure. The same reference numerals are used in both figures to identify the identical elements.  FIG. 1  is a schematic diagram that omits the details of the game being played.  FIG. 2  is a top plan schematic diagram of a non-limiting, exemplary, rotational-type game according to the present disclosure that can accommodate up six players simultaneously. Shown  FIG. 2  is game  10  having a central platform  12  onto which is deposited prizes  15  (see  FIG. 1 ) that are vied for by the players. The game play itself is not critical to the system. As depicted in the exemplary game illustrated in  FIG. 2 , six player stations  17  are shown schematically as a simple arm or crane that a player uses to sweep a prize or token  15  off the platform  12  and across a scanner  16 , such as an RFID scanner. Again, this is simply an exemplary version and the actual game play can take any desired form. The prizes  15  are stored and dispensed from a plurality of dispenser units  14 ′, housed within a centrally located dispenser  14 . 
         [0014]    As shown in  FIG. 1 , a plurality of AIDC tagged prizes or tokens  15 , such as RFID-encapsulated prizes or tokens, are stored in a plurality of dispenser units  14 ′. As shown in  FIG. 2 , the dispenser units  14 ′ are disposed in a dispenser  14 , situated in the center of the platform  12 . Thus, the dispenser  14  is comprised of a plurality of dispenser units  14 ′. The dispenser units  14 ′ are operationally connected to a power supply  22 , motherboard  20 , and I/O board  18 . The power supply line between the power supply  22  and the motherboard is depicted as connection  39 ; the power supply line between the power supply  22  and the I/O board is depicted as connection  37 . All of these foregoing elements are also operationally connected to the RFID scanners  16 . In this fashion, the game can track the rate and value of prizes being awarded to the player(s) and restock the platform  12  accordingly. The dispenser units  14 ′ are dimensioned and configured to hold the prizes/tokens  15  and to dispense the tokens in response to game play in a pre-programmed static or dynamic fashion. 
         [0015]    The power supply  22 , motherboard  20 , and I/O board (input/output board)  18  are provided as illustrated in  FIG. 1 . The power supply  22 , motherboard  20 , and I/O board  18  are of conventional design and are commercially available from a host of suppliers. The power supply  22  is operationally connected to the motherboard  12  via power cord  39 , and is operationally connected to the I/O board via power cord  37 . The term “motherboard” is used generically herein to designate a computer processor, i.e., the main printed circuit board that contains and executes the logic that controls the play of the game and the dispensing of prizes. A host of suitable computer processors are available commercially and include, by way of example and not limitation, the AMD A8-7670K, AMD FX-8320E, and AMD Sempron 3850, available commercially from Advanced Micro Devices, Sunnyvale, Calif., and the Intel Xeon E5-2670, Intel Core i3-6100, Intel Pentium G4400, Intel Core i7-6700K, Intel Core i5-4690K and others with Intel&#39;s “Pentium” and “Core” brands of processors (Intel Corporation, Santa Clara, Calif.). 
         [0016]    The term “I/O board” is likewise used generically herein to designate any device that transfers data to or from a motherboard and to or from a peripheral device. Every transfer is an output from one device and an input into another. As shown in  FIG. 1 , the motherboard  20  receives data from the scanners  16  regarding the number and value of the prizes/tokens  15  dispensed to players during the play of the game  10 . This is accomplished via data links  31  between the scanners  16  and the motherboard  12 . That data is then transferred to the I/O board  18 , based on the pre-determined prize award rates and/or values pre-programmed into the motherboard  20 . This is accomplished via data link  33  between the motherboard  12  and the I/O board  18 . This results in the dispensing units  14 ′ to dispense additional prizes/tokens  15  onto the platform  12  to replenish the supply of prizes  15  as they are won by the players during game play. Data regarding the number of prizes dispensed and their value are fed back from the I/O board  18  to the motherboard  20  where the data are stored and can be accessed remotely for analysis (either in real time or at some later point in time). Like computer processors, I/O boards are widely available from a host of commercial suppliers, such as Omega Engineering, Inc. (Stamford, Conn.). 
         [0017]    As shown in  FIG. 2 , the platform  12  can have one or more access points or player stations  17  for one or more players, with one play station for each player; six player stations  17  are shown in  FIG. 2 . Each player station  17  can be gated or otherwise restricted to suit the particular game such that a player is challenged to perform particular tasks or provide desired responses to cause one or more prizes or tokens  15  to be dispensed from dispenser unit  14 ′ to the player via the access point. For example, the platform  12  may serve as part of a “play area” or “playing field,” and each player station  17  may interface with an actuated arm that can be intermittently activated by a player to sweep or grab at a portion of the prizes/tokens  15  on the platform  12  (or an intermediate space separating the surface of the platform  12  from the player). The platform  12  is optionally moving, such as rotating, thereby spinning the prizes  15  on the platform and making the game more challenging for the players. If the one or more prizes/tokens  15  are at the right place at the right time, they can be swept or grabbed and dispensed to the player. 
         [0018]    When a prize/token  15  is dispensed to a player, it passes over a scanner  16 . As shown in  FIGS. 1 and 2 , a separate scanner  16  is shown for each player station  17 , and thus there are six scanners  16 , one for each player station. The scanner  16  is operationally connected to the motherboard  20  and the I/O board  18 , which in turn is connected to the prize dispensing units  14 ′, as described previously. The scanner  16  is dimensioned and configured to generate a digital signal representing each prize or token sensed by the scanner and the value of the prize or token. 
         [0019]    The player can then take the prize or token  15  from the game and redeem it for other items or otherwise “spend” it, or accumulate “points” to redeem for a larger prize, etc. The game can additionally or alternatively require a level of luck, skill, or a combination thereof, such that prizes  15  are, for example, only allowed to be dispensable at certain times or as a result of other actions or events. The probability that a prize or token  15  will be dispensable (or dispensed) can be set and adjusted as desired by programming the motherboard  20  accordingly. For example, prizes may be awarded solely on the skill of the players, or awarded in manner partially independently of actions taken by the player(s), or awarded independently of any and all actions taken by the players (i.e., games of chance). 
         [0020]    Each player station  17  includes a scanner  16  (such as an RFID scanner) that scans each prize/token  15  as it is dispensed to the players. The particular location of the scanner  16  depends on the type of AIDC technology being used. For example, an RFID scanner should be placed such that the prizes/tokens  15  being dispensed are within a given proximity of the scanner  16  so as to register the prize/token  15  upon its release to the player. Preferably, there is at least one scanner  16  for each player station  17 , such that the number of prizes/tokens  15  being dispensed and their values can be tallied for each player station. This information is useful to determine, for example, whether one of the player stations seems uncharacteristically “easy” relative to others (due to some type of systematic error in the functionality of the game). The identity and values of the prizes/tokens  15  are tabulated via a data stream generated by the scanners  16 , which is transmitted to the motherboard  20  via data links  31  for storage, retrieval, and analysis, such as for bookkeeping purposes. Transmission of the data can be accomplished by any means or protocol now known or developed in the future, either via a “hard connection,” i.e., through wired connections (e.g., via an USB connection) or wirelessly (e.g., using Bluetooth or Wi-Fi). These operations connections are depicted schematically in  FIG. 1  as connections  31  and  33 . 
         [0021]    Each dispenser unit  14 ′ may be stocked with prizes or tokens of a particular value or type, either of the same value or differing values. The motherboard  12 , using information from the scanners  16 , determines which prize values should be released into the platform  12  from the various dispenser units  14 ′ according to a pre-programmed schedule linked to the manner of the game play. When a prize/token  15  is won by a player pursuant to the game being played, the system is dimensioned and configured to activate one or more dispenser units  14 ′ to release one or more prizes/tokens  15  of the same, greater, or smaller values. For example, if a 100-point prize/token  15  is earned during game play, the system can replenish platform  12  by releasing another 100-point prize/token  15 , or releasing a set of prizes/tokens with point values adding up to 100 (such as two 50-point prizes, four 25-point prizes, or a 50-point prize and two 25-point prizes, etc.). Alternatively, the system can instead release a combination of prizes/tokens  15  adding up to more than 100 points in aggregate (such as two 50-point prizes and two 25-point prizes), or less than 100 points (such as one 50-point prize). Or, the system can be programmed to wait until a certain number of prizes/tokens, a certain total value of prizes/tokens, or a certain combination of prizes/tokens has been dispensed before releasing additional prizes/tokens. The exact payout of the game is pre-programmed into motherboard  12  (and can be changed) by the game master. 
         [0022]    The system is thus able to replenish the playing field  12  automatically and dynamically based on game play, helping to lower labor costs and ensure that an optimal quantity and quality of prizes are on the playing field at any one time. To stabilize or maintain the number of points being won, the system can keep players from winning too many (or too few) points in a time period (e.g., hourly, daily, weekly, etc.). For example, if no more than 1000 points should be won per hour, the system can progressively decrease the values of prizes/tokens  15  added to the platform  12  to stay within an acceptable range and lower the odds that players will win more points than the owner of the gaming system wishes to award. By adjusting how the dispense units  14  are replenished, the system can also change the gameplay experience of players (by changing, for example, how many prizes or tokens can be swept by an actuated arm), and/or the stakes of the game (by changing, for example, the values of prizes or tokens that can be won). If smaller value prizes are replaced with progressively larger value prizes, for example, players can be enticed to continue paying to play the game. The dispensing units  14 ′ can also be replenished based on the number of players, such that (for example) more prizes can be added if there are more players. The values of prizes can be adjusted for different players (e.g., VIP status of players can increase the winnable values), or based on how much money was paid to play the game (such that a player can pay more to increase his or her opportunity to win better prizes). 
         [0023]    The system can have many other alternative forms and variations. For example, rather than dispensing prizes or tokens, the system can add points to a player&#39;s account. A player can start by identifying himself or herself using, for example, a magnetic ID card, a biometric reading, etc. The prizes or tokens  15  can be attained through the same game play, but rather than physically dispensing the prize or token to the player, the points can be added to the player&#39;s account. 
         [0024]    Additionally, rather than requiring competitive or skill-based game play to win prizes, the system can be programmed to dispense one or more prizes per time period based a set of criteria or on chance. Further, one or more aspects of the system (such as game play itself) can be “virtual” or simulated play or interaction using computer graphics and images displayed on a screen, rather than physical interactions between game components and prizes/tokens  15 . 
         [0025]    The description set out above is merely of exemplary versions of the invention, and it is contemplated that numerous additions and modifications can be made, apart from combining the different features of the foregoing versions in varying ways.