Abstract:
The present invention senses a player&#39;s coordination and reaction time levels while operating a video game, or a video game of chance, and automatically adjusts various parameters affecting the game play, to minimize or eliminate the effect that said player&#39;s skill has on a game outcome. In certain circumstances, the present invention may actually provide an element of control over the game outcome, but the intent of the invention is to bridge the entertainment gap that currently exists between skill based video game entertainment and the traditional formats of video games of chance—resulting in a much broader demographic appeal for video games of chance.

Description:
BACKGROUND 
   1. Field of Invention 
   This invention relates generally to video games and video games of chance. More specifically, the present invention relates to video gaming devices that provide a player with a sense of control over the outcome of a video game or video game of chance, even though said games may actually be configured to have a randomized win or loss result. 
   2. Description of Prior Art 
   Video games and video games of chance are widely known in prior art. Typically, the winning conditions for video games are skill based, and the winning conditions for video games of chance—such as video slot machines—are determined by a randomizing computer program. There is a new direction in video slot machines, as disclosed in my issued U.S. Pat. No. 6,811,482, incorporated herein by reference, which is oriented to blending the player interactivity offered by video games with the universal appeal of cash payouts offered by video games of chance. 
   Video game systems—as opposed to video gaming (games of chance) systems—typically provide skill-based entertainment, wherein a player is rewarded with points or credits following successful interaction with the game elements. 
   As disclosed in the following patents, herein incorporated by reference in their entirety, the basic premises of chance games, combined chance and skill, and multiple player chance games are disclosed. In U.S. Pat. No. 6,811,482 issued to this inventor, I disclosed a “Video Game of Chance Apparatus that provides a “video game style” virtual 3D world with 3D images within it that creates a feeling of game interaction and control for a player in a game of chance. In U.S. Pat. No. 4,695,053, as issued to Vazquez, Jr., et al, a combination skill and chance based gaming device is disclosed that provides certain machine predetermined winning combinations of symbols in combination with others that are player selectable. In U.S. Pat. No. 5,342,049, as issued to Wichinsky, et al., A gaming machine is disclosed that combines a random selection feature with a skill feature to allow the player to utilize his ability to manipulate the skill feature to improve his chances of winning on the gaming machine. In U.S. Pat. No. 4,593,904, as issued to Graves, a multiple player interactive gaming system is disclosed that allows players at remote gaming terminals to interact with an identical series of choices. 
   Since it is a requirement in most regulatory jurisdictions that games of chance not incorporate skill as a factor in determining the win or lose outcome of a game of chance, the present invention provides a unique and novel means to sense a player&#39;s reaction times and hand-eye coordination levels, and instantly adjust the game event parameters in a video game—or a video game of chance—to allow players of all skill levels to experience said games in similar ways so that the win or lose outcome of said games is not necessarily affected by said player skill levels. 
   OBJECTIVES AND SUMMARY OF THE PRESENT INVENTION 
   The objective of the present invention is to provide a to provide an automatic skill level sensing and equalizing gaming apparatus that incorporates the feeling of control that a player experiences when playing a skill based video game, yet have the capability to maintain the random outcome requirements of standard video games of chance. In certain circumstances, the present invention may actually provide an element of control over the outcome, but it is the feeling of control—not necessarily actual control—that provides the unique entertainment value. The intent of the invention is to bridge the entertainment gap that currently exists between skill based video game entertainment and the traditional formats of video games of chance—resulting in a much broader demographic appeal for video games of chance. 
   The present invention as further described herein, senses a player&#39;s hand-eye coordination level and reaction times, and adjusts various parameters affecting game play to minimize or eliminate the effect that said player&#39;s skill and coordination level has on a game outcome. 
   At the start of each game, an array of randomly or fixedly spaced images may be created which could appear to the player as either fixed or moving “targets” that can be selected with a targeting control input device such as a touch screen, trackball, joystick, or other human interface device. When the player aims at a target with said human interface device, and presses a button, or touches the screen to confirm said locked-on condition, a virtual projectile, or other virtual collision element, may be activated. Further, if the player does not react to the targets in a predetermined time frame, the game software may automatically complete the game. 
   Another objective of the present invention is to provide an automatic skill level sensing and equalizing, two-way video gaming apparatus, for accommodating a plurality of players. Said gaming apparatus may include a central data processing station and a plurality of remote display gaming units. A two-way data link may be provided for connecting the central data processing station to the remote display gaming units. Each of the remote display gaming units may be capable of receiving image generation and position data from the data link and displaying a plurality of images in response to said data. A control means may be provided on each remote display gaming unit to allow a player to interact with the displayed images, and the results of said interactions may then be transmitted through the data link to the central data processing station. All these interactions may then be compared and a winner, or set of winners, may be selected based on the interactions and an established algorithm for winner selection. For example, the player who successfully fires virtual projectiles at the highest number of targets associated with his remote display unit in a game of chance may win the jackpot. 
   The above described objectives and many other features of the present invention will become better understood by reference to the following detailed description when taken in conjunction with the drawings. 

   
     BRIEF DESCRIPTION OF THE DRAWINGS 
       FIG. 1  is a logical block diagram of the hardware elements and software functions of the skill equalizer according to the invention. 
       FIG. 2  is a logical block diagram of a gaming apparatus according to the invention providing multiple player capability. 
   

   DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENT 
   The preferred embodiment of the present invention, as presented in the software logic and hardware component flow chart in  FIG. 1 , is an automatic skill level equalizing gaming apparatus that senses a player&#39;s hand-eye coordination level and reaction times, and adjusts certain parameters affecting game play to minimize or eliminate the effect that said player&#39;s hand-eye coordination level and reaction times have on a game outcome. The invention utilizes a software program  5 , configured to operate on a standard microprocessor based computer  8 , well known in prior art, to generate an image  6  within a gaming area  12 , as well as render gaming area  12 . A currency acceptor  4  may be electrically coupled to computer  8  to allow games to played for money. 
   The most successful video game genres include first person shooters, flying, driving, and fighting games. The present invention as disclosed is equally effective in all of these genres in equalizing game play for players of all skill levels. I have chosen a shooting style of game play to illustrate the novel and unique elements of the invention, however, the technology will remain essentially the same for all video game genres. 
   In the present invention, a “3D” graphics card  10  may be utilized as an integral part of computer  8 , and software program  5 , to generate a three dimensional virtual world referred to herein as gaming area  12 . Graphics card  10  is well known in prior art, so there is no need to go into great detail herein. Software program  5  runs on microprocessor  9  within computer  8 . Said software program  5  is configured to create a computer generated, virtual world, gaming area  12 . Computer  8  may also generate and display variable sized virtual worlds as said gaming area  12 . Gaming area  12  is presented to a player on display means  18 . Display means  18  may be a video monitor, a television, or any other electronic or mechanical means capable of displaying computer generated graphic images. 
   Referring now to  FIG. 1 , an image bank  11  is provided within said software program  5  that acts as a library from which software program  5  generates any image  6  to present within gaming area  12  on display means  18 . Image  6  can be a graphical representation of anything at all. The trajectory initiation, direction, and termination functions of any image  6  are software configurable as any moving or stationary position within and throughout gaming area  12 . 
   The player may then use a human interface device  15  to aim a position indicator such as a virtual cursor  13 , generated by game software  5 , toward an image  6 , and input a collision event command signal using a trigger  16  incorporated into human interface device  15 , to launch a virtual projectile  17  toward any image  6 . Human interface device  15  may be a joystick, trackball, touch screen, button, or other human interface means as the player control means integrated within any video game device well known in prior art. Said cursor  13  may also be represented graphically as a weapon, a car, a plane, a character, or anything else. Said virtual projectile  17  may also be represented graphically as a weapon, a car, a plane, a character, or anything else. 
   When a player interacts with an image  6  by aiming cursor  13  toward said image  6 , and pressing trigger  16 , collision proximity detection algorithm  37  integrated into software program  5 , may then be configured to determine the “relative proximity” of said cursor  13  to said image  6 , and then also compare the relative proximity of cursor  13  to any other “image N”  6   a , and then adjust the effective size of any virtual projectile  17 , or the effective size of cursor  13 , so that a collision event  40 , defined by software program  5 , is completed between image  6  and virtual projectile  17 , or cursor  13 . 
   The basic mathematical structure of the collision proximity detection algorithm  37  works equally well for both two dimensional and three dimensional video games. Said collision proximity detection algorithm  37  establishes all XY or XYZ position points from the center of a virtual projectile  17 , or the center of a cursor  13 , or the center of an image  6 , or the center of an “image N”  6   a , and is structured logically as follows: 
   
     
       
             
             
             
           
         
             
                 
             
           
           
             
               IF 
               Cursor 13 is located at: 
               XY position D 
             
             
               AND 
               Image 6 is located at: 
               XY position E 
             
             
               AND 
               Image “N” 6a is located at: 
               XY position F 
             
             
               AND 
               Virtual Projectile 17 launches from: 
               XY position G (or D) 
             
             
               AND 
               The distance from D to E is less 
             
             
                 
               than the distance from D to F 
             
             
               THEN 
               Virtual Projectile 17 will travel from: 
               G to E position to result 
             
             
                 
                 
               in a Collision Event 40 
             
             
               OR 
               Cursor 13 will effectively expand to 
             
             
                 
               contact position E. 
             
             
                 
             
           
        
       
     
   
   The effective cursor size bounding box  39  indicates this effective enlargement of a cursor  13  within gaming area  12 . Further, the trajectory initiation, direction, and termination functions of any virtual projectile  17  are software configurable within the invention software program  5  as either fixed or random positions within and throughout gaming area  12 . Software program  5  may also be configured such that if a player does not react to an image  6  within a predetermined time frame of generation of said image  6  by software program  5 , the software program  5  may be configured with algorithms to automatically complete the game for the player. 
   The invention may also be used to adjust the game play to minimize or eliminate the effect that a player&#39;s reaction time has on a game outcome, utilizing the software logic and hardware component flow chart as shown in  FIG. 1 . Specifically, when a player interacts with an image  6  by aiming cursor  13  toward said first image  6 , and pressing trigger  16 , “reaction time detection  47 ” algorithm integrated into software program  5 , may then be configured to determine the “time of initial movement” of said cursor  13  toward said image  6  by a player, and then compare that time to a “preset minimum or maximum time of initial movement  24 ” database—and then adjust the rate of movement of any image  6 , so that when said projectile  17  is launched by a player by activating trigger  16 , a collision event  40 , detectable by software program  5 , is completed between image  6  and virtual projectile  17  or cursor  13 . Software program  5  may also be configured such that if a player does not react to an image  6  within a predetermined time frame, the software program  5  may be configured to automatically complete a game for the player. 
   A payout chute  14  may be electrically coupled to computer  8  to dispense currency to a player. 
   In a multiple player environment as disclosed in  FIG. 2 , a client/server computer network, well known in prior art, is configured such that more than one player may individually interact with any image  56  through any human interface means  65  coupled to any remote gaming computer  58 , fitted with a microprocessor  47 . A currency acceptor  48  is electrically coupled to gaming computer  58  to allow players to play games for money. The timing of each player&#39;s interaction with, as well as the position of image  56  at said time of interaction, may then be transmitted to the central data processing server  51  by client software program  52  on remote gaming computer(s)  58 . These interactions may then be analyzed by server software  50  on central data processing server  51 , and the proper winning interaction or interactions determined by an algorithm that compares all said player interactions, or set of interactions. All of the remote gaming computer(s)  58  may then be provided with win or loss information with respect to each set of interactions from the central data processing station  51  through data link  57 . Each individual remote gaming computer(s)  58  may then respond to said win/loss information and provide the player a gain or reduction in credits or currency. 
   All of the image generation capabilities and game characteristics embodied within software program  52  are actually incorporated within server software  50  on central data processing station  51  and the client software program  52  on remote gaming computer(s)  58 —but said image generation capabilities and game characteristics are divided between the two systems. In a multi-player environment, certain tasks that are normally handled by one software program are necessarily split up between several software programs, and several pieces of hardware. For example, in a multi-player configuration, server software  50  may transmit image generation data over data link  57  to client software program  52 . Client software program  52  would then use 3D engine  59  to render an image  56  from image bank  61  on remote gaming computer  58  to video display  49 , in a computer generated gaming area  53 . Human interface device  65  and trigger  66  in the multi-player configuration described in  FIG. 2 , would be used in the same way as the embodiment of the invention as described in the specification for  FIG. 1 , but would be coupled to remote gaming computer  58 , and through client software program  52 , would provide target image  56  interaction data to central data processing server  51  over data link  57 . A pay table  67 , incorporated into server software  50 , may activate payout functions on client software program  52  to enable a currency dispenser  58  to dispense currency to a player. 
   Having thus described exemplary embodiments of the present invention, it should be noted by those skilled in the art that the within disclosures are exemplary only and that various other alternatives, adaptations, and modifications may be made within the scope of the present invention. Although the present invention has been described in connection with details of the preferred embodiment, many alterations and modifications may be made without departing from the invention. Accordingly, it is intended that all such alterations and modifications may be considered as within the spirit and scope of the invention as defined in the appended claims.