Patent Abstract:
The invention relates to chess game playing method, in particular to a novel type of a chess game between two pairs of players. The inventive chess game playing device comprises at least two playing fields ( 7 ) which are divided into squares of two alternating colours, two sets of chess pieces, each of which consists of two groups ( 8, 9 ) of chess pieces ( 10 - 15 ) and two chess-clocks ( 2 ) each of which is provided with a timer ( 39 ) connected to two displays ( 3, 4 ) and to a control unit ( 41 ) which is used for switching said displays ( 3, 4 ). The chess game playing device also comprises means for exchanging data related to the location of the chess pieces ( 10 - 15 ) on the playing fields ( 7 ), each chess-clock ( 2 ) comprises a device for locking the control unit ( 41 ), wherein all timers ( 39 ) are interconnected.

Full Description:
FIELD OF THE INVENTION 
       [0001]    The invention relates generally to a chess game, more specifically to a novel chess game, in particular to a method and device for playing a chess game between two pairs of players. 
       BACKGROUND OF THE INVENTION 
       [0002]    In a traditional method of playing chess between two players the players alternatively move chess pieces on a game board (playing field) comprising 64 equal squares of alternating light and dark colors. Chess clocks are used to limit the time for thinking over the moves in chess competitions, each of the chess clocks having a timing unit connected to two displays and a control unit. At the start of the game each player has the same number of chess pieces and pawns, one player having light-color (white) pieces and the other player having dark-color (black) pieces. Each set of chess pieces includes: one king, one queen, two rooks, two bishops, two knights and eight pawns. White starts the game; the right to play with white pieces is generally decided by a game of chance. A player must move one piece at a time, with the exception of castling. Omission of moves is prohibited. This combination of chess game features has been retained almost in all variants of improved chess games, because they are substantially aimed at structural embodiments or insignificant modification of chess game rules. Consider three examples of improved chess game variants. A first variant disclosed in U.S. Pat. No. 6,203,016 BA (Cl.7 A63F 3/02, 1999) is a method of playing chess intended to add more interest to the game process owing to insignificant modification in the above rules. The second variant disclosed in U.S. Pat. No. 6,382,626 BA (Cl.7 A63F 3/02, 2000) is a device and method for playing chess, wherein central pawns differ from the other pawns not only in size, but also in a way of moving across the chess board. In a third variant disclosed in U.S. Pat. No. 6,702,287 (Cl.7 A63F 3/02, 1999) a device and method for playing chess use a game board having 110 black and white squares. Similarly to the traditional chess game, at the start of the game the players have equal number of pieces and pawns, one player having light-color pieces, and the other one having dark-color pieces. A feature of this device is that each of the chess sets includes seventeen additional pieces which are not obligatory chess pieces. 
         [0003]    The aforementioned devices and methods of playing chess between two players suffer from low audience appeal associated with the lack of team contest. This is explained by the fact that the current chess game process is mathematically formalized to a great extent, i.e. it is practically devoid of “mystery”. To put it differently, the current chess game is reduced to a contest between two players who only repeat, in the best case, computer-predicted chess moves at critical moments of the game. That is why a team game in which a single chess game is played between two teams, each consisting of a plurality of players, is of main interest for chess fans. Rather many attempts to overcome this problem have been made for the moment. By way of example, in U.S. Pat. No. 5,586,762 (Cl.6 A63 F 3/02, 1994) four sets of chess pieces are used for a chess game played between several teams at a time, each of said sets being provided with marks distinguishing pieces of one group from pieces of the other groups; and a square game board comprises a central matrix of sixty-four squares and four side regions, each including sixteen squares. Players alternatively move a piece according to the standard rules of chess, attempting to advance pawns to the edge rows of the squares in the central matrix. U.S. Pat. No. 6,260,848 BA (Cl.7 A63F 3/02, 2000) describes a device for playing chess between four players, comprising a game board of 144 squares of two alternating colors. In some prior art devices adapted for playing a game between more than two players, several game boards are used. For example, WO 38805 A1 (Cl.7 A63F 3/02, 1999) discloses a device for playing chess which differs from the traditional game in that three or four players play on three or four game boards at the same time. However, the aforementioned and other known methods of playing a chess game between two teams suffer from low entertaining appeal. This is primarily explained by the fact that players members of the same team can cooperate and this excludes the basic feature of pair game—the need of taking an independent decision by each player in the pair at a respective time in the game. Other deficiencies of traditional systems will be discussed in the following description. In light of the aforementioned, the object of the invention is to overcome the shortcomings mentioned above. 
       SUMMARY OF THE INVENTION 
       [0004]    The object of the present invention is to provide a method of playing a chess game which can be played by at least two pairs of players, and a device for carrying out the method. 
         [0005]    The object is attained in a device for playing a chess game comprising: at least two playing fields which are divided into squares of two alternating colors; two sets of chess pieces, each set consisting of two groups of chess pieces; and two chess clocks, each chess clock including a timing unit connected to two displays and to a control unit; said device for playing a chess game further comprises means for exchanging data related to positions of chess pieces on the playing fields, and each chess clock comprises a device for locking the control unit, wherein all timing units of the chess clocks are linked together. 
         [0006]    The above device can be used to implement a method of playing a chess game including alternatively moving, by players, members of a first or second team, a chess piece on a playing field during a time limit allotted to each player, said method further comprising: using in said set of chess means respective locking devices, e.g. a device for locking the switching of a chess clock by a player; setting a time limit for the first and second team, and setting the turn of moves of a chess piece by players by locking access to a predetermined chess means at a respective time. 
         [0007]    A distinctive feature of the present invention is a chess computer included as at least one player in a first or second team. Other features and advantages of the invention will become apparent from the following detailed description, as well as from claims  1  to  16 . 
     
    
     
       BRIEF DESCRIPTION OF DRAWINGS 
         [0008]    The invention will be further explained with reference being made to the attached drawings wherein: 
           [0009]      FIG. 1  is a general plan view of a chess table; 
           [0010]      FIG. 2  is a schematic diagram of a device for playing a chess game between two pairs of players in a first embodiment; 
           [0011]      FIG. 3  is a schematic diagram of a piece position sensor; 
           [0012]      FIG. 4  is a first embodiment of circuitry of two chess clocks; 
           [0013]      FIG. 5  is a second embodiment of circuitry of two chess clocks; 
           [0014]      FIG. 6  is a circuit showing how chess clocks are connected to a piece position sensor; 
           [0015]      FIG. 7  is a schematic diagram of a device for playing a chess game between two pairs of players in a second embodiment; 
           [0016]      FIG. 8  is a schematic diagram of a device for playing a chess game between two pairs of players in a third embodiment; 
           [0017]      FIG. 9  is a schematic diagram of a device for playing a chess game between two teams, each team including a chess computer as a player; 
           [0018]      FIG. 10  is a schematic diagram of a device for playing a chess game between two pairs of players, wherein one of the players in each team is a chess computer; 
           [0019]      FIG. 11  is a general view of portable devices for playing chess between two pairs of players; 
           [0020]      FIG. 12  is a flow diagram illustrating an algorithm of playing a chess game. 
       
    
    
     DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS 
       [0021]    In further description of the preferred embodiments of the invention, the underlined terms will be replaced with abbreviations shown in brackets.  FIG. 1  shows a chess table (CT)  1  on which chess clocks (CC)  2  having two displays: a display (DIS)  3  and DIS  4  are arranged; a count down process at DIS  3  is started by pressing a button  5 , and a count down process at DIS  4  is started by pressing a button  6 . At the count down start at DIS  3 , DIS  4  registers the time accumulated during the game, and vice versa, at the count down start at DIS  4 , DIS  3  registers the time accumulated during the game. Depicted on the chess table  1  is a playing field (PF)  7 , a square field divided into squares of two alternating colors. Light-color squares are referred to as white fields, and dark-color squares are referred to as black fields. The set of chess pieces includes two groups of chess pieces. A first group  8  includes light-color (white) pieces, and a second group  9  includes dark-color (black) pieces. Each group of chess pieces includes: a king  10 , a queen  11 , two rooks  12 , two bishops  13 , two knights  14  and eight pawns  15 . In addition to PF  7 , two fields  16  and  17  can be depicted on the CT  1 , comprising conventional signs used to designate each field, e.g. when recording separate game moves. According to the rules of algebraic chess notation, the field  16  comprises letters of Latin alphabet (from “a” to “h”), and the field  17  comprises ciphers (from “1” to “8”). In addition, each chess piece has its letter notion: King K, Queen Q, rook R, bishop B, knight N; notation p for pawns is used only to record positions, and omitted in records of the game. To indicate white and black fields, light-emitting diodes  18  are provided on the surface of the CT  1  in parallel with the fields  16  and  17 .  FIG. 2  shows a general view of a device for playing a chess game between two pairs of players at two CTs  1 . A first player (FP A )  19  and a second player (SP A )  20  are members of a first team (team A); a first player (FP B )  21  and a second player (SP B )  22  are members of a second team (team B); communication between players in each team is prohibited. A feature of the device is that the CCs  2  located on two CTs  1  communicate through various communication means described below. To transmit information about a move that was made, each player can use data exchange means (DEM) adapted to exchange data, between players  19 ,  20 , about positions of chess pieces  10 ,  11 ,  12 ,  13 ,  14 ,  15  on the playing fields  7 . In the present case, one of the DEMs comprises two linked digital displays (DDIS) to show the position of a chess piece, in particular, a first DDIS 1    23  and second DDIS 2    24 . DDIS 1    23  and DDIS 2    24  communicate via a link  25 . Another DEM, comprising a third DDIS 3    26  and a forth DDIS 4    27  communicating via a link  28 , serves to exchange chess moves between FP B    21  and SP B    22 . Piece position information may be entered in a respective DDIS either automatically or by a player entering a respective algebraic chess notation with the aid of an input device. It should be noted that a variety of electronic devices that can be used as DEM are commercially available. They include, in particular, a mobile telephone (MT) and pocket personal computer (PPC). PPC can be also referred to as a personal digital assistant, palm personal computer, portable computer. Consider a peculiarity of using the latter in the DEM. An input device in the PPC relies either on its keys or on the screen with a special sensitive layer and a protective film applied thereon. A player may enter piece position information by writing a chess notation on the screen. A dedicated software installed in the PPC recognizes the handwritten letters and digits and then sends them to another PPC via link  25  or  28 . A plastic stylus is used to write text data and operate on the PPC screen by touching the screen surface (which is pressure sensitive). If both PPCs have an IR-port, Bluetooth or Wi-Fi module, links (channels)  25 ,  28  between them can be wireless. DEM can be also a pen with a miniature TV camera connected to a means for recognition letters or digits written on paper. If no means of such kind is available, a digital pen, PC Notes Taker, can be used to enter graphic information or hand-written text in a computer. The main feature of this embodiment is that a player writes with the digital pen on a plain paper, and the exact copy of the record appears immediately on the screen of an appropriate PPC  23 ,  24 ,  26 ,  27 . This result is provided by the fact that the pen sends an IR signal to a receiver integrated in a base unit. The base unit is a detachable device comprising an IR receiver, which is attached to the piece of paper. DEM can be also one or more display boards  29  connected to the PF  7  and comprising a piece position sensor_(PPS). If two PFs  7  are used, a link  30  should be provided between them.  FIG. 3  shows an embodiment of PPS  31  circuitry. The PPS  31  includes a microcomputer (MC)  32  and a comparator module (CM)  33  comprising sixty four voltage comparators. The microcomputer  32  operates on digital data encoded as zeroes and ones at the output of the CM  33 . Analog part of the PPS  31  comprises sixty four pairs of conductive plates  34 ,  35  overlying each of the white and black fields of the PF  7 . Plates  35  are connected to output of a generator  36 , while each of the plates  34  is connected to a respective input of the voltage comparator included in the CM  33 . Furthermore, light-emitting diodes  18  and a wireless adapter (WLA 1 )  37  that replaces the wire link  30  by a wireless one are connected to output of the MC  32 . The wireless adapter includes a transceiver coupled to an output of the MC  32  via a digital modulator and to an input of the MC  32  via a clocking unit. The latter is used to recover digital data present at the output of the MC  32  at the instant of transmission thereof to another PF(s)  7 . It should be noted that the transceiver may be a standard Bluetooth 1.1. device, such as D-Link DBT-900AP. The generator  36  of the microcomputer  32  and CM  33  are supplied from own power supply (PS). For normal functioning of the PPS  31 , the lower part  38  of chess pieces must be conductive. PPS  31  operates in the following manner. Initially, the MC  32  stores original positions of chess pieces. After each move of a piece discrete signals appear at output of a respective comparator, and MC  32  determines from them a new position of the piece on the PF  7 . All the moves of chess pieces on a PF  7  are accompanied by generation in the MC  32  of signals which are transmitted via WLA 1    37  to another PFs  7 . After each change in a chess piece position on the PF  7  two light-emitting diodes (LED)  18  light, one of the LEDs being in the vicinity of the field  16 , and the other one in the vicinity of the field  17 . The LEDs light on several PFs  7  at once, the mode of LED activation being specified by the MC  32  software. Generation of a discrete signal at the comparator&#39;s output is caused by a change in the variable voltage at its input after a piece move. Each move of a chess piece alters the capacitance between plates  34 ,  35 , hence the value of the variable voltage part output from the generator  36  to the input of a respective comparator changes as well. Response voltage of comparators in the CM  33  is chosen such that in case of appearance of a chess piece, a discrete signal corresponding to logical one appears at the respective comparator output. The capacitance C N  between plates  34 ,  35  changes when a chess piece is present owing to the additional parallel connection to C N  of two series-connected capacities C F   1  and C F   2 , where C F   1  is the capacity whose plates are plate  34  and the lower part  38 , and C F   2  is the capacity whose plates are plate  35  and the lower part  38 .  FIG. 4  shows two circuits of CCs  2  for generating all electric signals required for operation of the CCs  2 . Each circuit includes: a timing unit (TU)  39  coupled to a displaying module  40  comprising two displays: DIS  3  and DIS  4 , and to a control unit (CU)  41 . The latter comprises (initially) open contacts  42 ,  43  coupled to buttons  5 ,  6 . Operation parameters of CC  2 , e.g. time limit T C , are set by closing contacts  44 . The TU  39  includes two counters for accumulating the game time, the counters being connected to a common pulse generator whose frequency is set by a quartz resonator  45 . It should be noted that the timing unit  39  can be a timing microprocessor (TMP), such as SMC  6280  available from Seiko Epson. In this case the TU  39  operation algorithm is stored in the TMP memory in its manufacture. In addition to the aforementioned components, CC  2  comprises a locking device (LD)  46  for locking the control unit  41 . The locking device  46  comprises a trigger  47  and two logical coincidence circuits (LCC)  48 ,  49 , the upper input of the LCC  48  on the circuit being a control input of the LD  46 . It is seen from the drawing that in this embodiment of the CC  2 , TUs  39  are linked together via the LD  46 . The circuit further comprises LED  50  and LED  51 . The former is to indicate activation of DIS  3 , and the latter is to indicate activation of DIS  4 . CC  2  is supplied from a battery  52 .  FIG. 5  shows a second embodiment of CC  2 . In this embodiment LD  46  is implemented in the TU  39  software and includes an input/output device (I/O) connected via a bus  53  to a wireless adapter (WLA 2 )  54  whose parameters are matched with that of WLA 2    54  of the other CC  2 . Thus, I/Os of TUs  39 , such as TMP, are linked together via wireless link  55 . The CC further includes additional LEDs  56 ,  57  to indicate activation of the LD  46 .  FIG. 6  shows an embodiment of a chess clock wherein WLA 2    54  is matched with WLA 1    37  included in one or more PPS  31 . Such connection enables locking an appropriate button  5 , 6  of the CC  2  when a player in one team erroneously repeats a move on his PF  7 . This event can be indicated by one of LEDs  56 ,  57 . Another possible function of LEDs  56 ,  57  is to indicate locking activation mode, in which mode the depression of e.g. the button  5  when LED  57  is activated will not result in switching the CC  2 .  FIG. 7  shows a device for playing a chess game between two pairs of players, wherein playing fields and chess clocks are implemented in the following service computers (SC): SC 1    58 , SC 2    59 , SC 3    60 , SC 4    61 . Each of the SCs comprises: a virtual playing field (VPF) generation unit  62 , a virtual chess piece (VCP) set generation unit and a virtual chess clock (VCC) generation unit  63 . These units generate, on a display of each SC, a set of chess means in the form of a VPF  62  with VCPs and VCCs  63  located thereon. It should be noted that one of the SCs or PPS  31  may comprise a LD for locking a piece move on the PF  7  or VPF  62 , such as a DEM locking unit for locking DEM related to positions of chess pieces on the PF  7  or VPF  62 . To exchange data, SCs  58 ,  59 ,  60 ,  61  are linked together through a network channel, such as Ethernet or local wireless network. In the former case, SCs  58 ,  59 ,  60 ,  61  can be linked together using adapters, T-connectors and a hub  64 . It should be noted that the local network can be a computer network concentrated in a single building, the residence of the World Chess Federation (FIDE). If SCs  58 ,  59 ,  60 ,  61  are linked by the Internet  65  ( FIG. 8 ), they can be generally located at any point on the Earth. In conclusion it may be said that if every SC includes means for locking a piece move on the VPF  62 , the control inputs thereof are also linked via a hub  64  or the Internet  65 .  FIG. 9  shows a device for playing a chess game between two teams, each team including three players, wherein one the players in each team is a chess game computer (CGC). Therefore, a first team (team A) includes a first player (FP A )  19 , a second player (SP A )  20  and a third player (TP A ) such as a first chess game computer (CGC 1 )  66 , and a second team (team B) includes a first player (FP B )  21 , a second player (SP B )  22  and a third player (TP B ) such as a second chess game computer (CGC 2 )  67 . To exchange data between SC 1    58 , SC 2    59 , SC 3    60 , SC 4    61 , internal wireless adapters such as D-Link DW L-G520 are used, operating at frequencies in the range from 2.4 GHz to 2.483 GHz and having an external antenna  68 . Chess game computers CGC 1    66  and CGC 2    77  are, in turn, connected to an external wireless adapter  69  such as Eline ELW-9610SXg-Wireless LAN Broadband Router 9610SX-g54M having an external antenna  70 .  FIG. 10  shows a device for playing a chess game between two teams, each including two players, wherein one of the players in each team is own personal CGC connected to MC  32  included in PPS  31 . The latter comprises in particular a PF  7 . Therefore, team A includes a first player FP A    19  and second player, CGC 1    66 , and the team B includes a first player FP B    21  and second player, CGC 2    67 .  FIG. 11  shows two portable devices (PD)  71  for playing a chess game, that are linked via a wireless link  72  including removable external antennas  73 . The portable devices  71  are designed for playing chess between at least two pairs of players. In addition to the removable external dipole antenna  73 , the portable device  71  also comprises an internal antenna. Portable devices  71  for playing chess are designed for amateur chess players and for secondary schools as an effective chess game tutorial and means for improving intelligence level of students. The device comprises a PPS, an electronic CC  2  having DIS  3  and DIS  4 , and LEDs  50 ,  51 ,  56 ,  57 . A basic feature distinguishing the device from that shown in  FIG. 1  is that PPS  31 , CC  2 , PF  7 , MC  32  and WLA 1    37  are all integrated in a single housing. Another distinctive feature of PD  71  is an additional row of LEDs  18  replacing the field  16 . PD  71  further comprises internal wireless adapters operating under the conventional Bluetooth or Wi-Fi standard. Both standards generate electromagnetic radiant flux at a frequency within the range from 2.4 to 2.48 GHz. The term “Wi-Fi” refers to a variety of wireless local network standards. The internal wireless adapters and link  72  enable communication between means included in the PD  71 , such as PPS  31  and CC  2 . In an embodiment of PD  71 , the integrated MC  32  can perform the functions of not only PPS, but also of TU  39 . In this case all of the aforementioned locking devices can be implemented in the MC  32  software. Here, the turn of moves of chess pieces  8 , 9  by players is specified by a special service routine stored in memory of MC  32  and matched with a service routine of another PD  71 . A device for playing a chess game operates in accordance with an algorithm shown in  FIG. 12 . The algorithm can be practiced using a dedicated and standard software stored in read-only memories of the following means:  2 ,  23 ,  24 ,  26 ,  27 ,  32 ,  39 ,  58 ,  59 ,  60 ,  61 ,  66 ,  67 ,  71 . The device for playing chess starts its operation after step  74  of generating a turn N(N=1, 2, . . . ) of plies to be made by players. The term “ply” (or half a move) refers to N-th move made by one party only. To simplify the following description the following notations will be used: N W  is a ply made by white pieces, and NB is a ply made by black pieces. A ply turn routine can be also stored in read-only memories of the following means:  2 ,  23 ,  24 ,  26 ,  27 ,  32 ,  39 ,  58 ,  59 ,  60 ,  61 ,  66 ,  67 ,  71 . Saying it differently, the turn of moving pieces by players is specified by storing a service routine in a memory of a respective chess means. The turn of plies N w , N b  is determined beforehand in accordance with the rules set for given chess game. Consider possible variants of the turn of plies in a chess game between two teams, each team including two players, i.e. a team A (white pieces) includes players FP A    19  and SP A    20 , and a second team B (black pieces) includes FP B    21  and SP B    22 . From here on, the turn of N-th ply for given player will be indicated in brackets, i.e. record SP A (2N w ) means that a player SP A  with white pieces must make all even plies N w : N w =2, 4, . . . N w   E , where N w   E  is the last ply with white pieces in the game. It should be noted that the turn of moves can be generally specified using not only a deterministic law, but a random law either. The latter may include such factors as player&#39;s rating “r”; number k (k=2, 3, . . . ) of players in a team; total running time t spent by a player during the game, etc. In the latter case, the record may be: SP A (N w =F(t,k,r)), where F(t,k,r) is the probability that the right to ply will be given to the player SP A  having rating “r”. It is evident that the choice of the function type may influence the strategy of cooperation between the players in the same team. For example, if probability F(t,k,r) increases with reduction in t value, to obtain preference in the pair game a player with a higher rating must play faster than his partner in the team. The invention will be further described with reference to a device for playing a chess game between two teams, a first team including players FP A    19  and SP A    20 , and a second team including players FP B    21  and SP B    22 . The turn of plies will be as follows: FP A (2N w −1), SP A (2N w ), FP B (2N b −1), SP B (2N b ). With a device having the structure shown in  FIG. 2 , after a time limit T 0  has been set by closing contacts  44  on both CCs  2  and with the CCs running (step  75 ), count down starts simultaneously at two CCs  2  (step  76 ). The count down at CCs  2  can be synchronized by various methods, e.g. using a single master oscillator that provides pulses to the other CCs  2  via a wireless link  55 . In another embodiment master oscillators included in MC  32  can be symphonized via this link. At both CCs  2  the count down of accumulated time T after activation (step  76 ) terminates at DIS  3  after duplicating on both PFs  7  the chess move and pressing button  6  at both CCs  2 . At the instant of count down completion, DIS  3  registers value (T 0 −t*), where t* is the time spent for one move, then count down starts at DIS  4 . It terminates after pressing buttons  5  (not obligatory at the same time). Thus, after specifying the above turn of moving chess pieces  10 ,  11 ,  12 ,  13 ,  14 ,  15  by players FP A , SP A , FP B , SP B , the device will function in the following manner. Assume that the game is played on two PDs  71 , wherein FP A , FP B  play at a first PD (PD 1 ), and SP A , SP B  play at a second PD (PD 2 ). Assume further that the player FP A    19  gets the right to 9-th ply during the game; at this instant his DIS  3  reads: 17 min 42 sec, LED  57  at PD 2  and LEDs  56 ,  57  at PD 2  are activated, i.e. light. Lighting of the LEDs means that button  5  at PD 1  and buttons  5 ,  6  at PD 2  are locked, i.e. depression of the buttons will not result in switching the CC. Then according to the specified turn the player FP A  makes 8-th ply with white knight (N w =9) “9.Nc3-e2” and presses the button  6  of the CC  2  (“Yes” at step  78 ); at the instant of this depression DISs  3  of both CCs  2  read: 14 min 36 sec. After transmission of the ninth ply via link  72  and respective activations of LED  18  at PD 2  the player SP A  repeats the ply “9. Nc3-e2” at his PD 2  and then presses button  6  of his CC  2  (“Yes” at step  79 ). Only after this event both CCs  2  switch simultaneously (step  81 ) i.e. the right to ply N b =9 passes to the player FP B  (step  81 ). Note that immediately after repeating the 9-th ply by the player SP A  LED  56  at PD 2  goes out, and after pressing the button  6  it lights again. As mentioned above, in case of incorrect repetition of the ply, LED  56  will remain activated, and both CCs  2  will remain in the original count down state at DIS  3  despite the depression of the button  6  at PD 2  by SP A . Due to a delay τ (τ&gt;0) in the repetition of 9-th ply by the player SP A , at the instant of his depression of the button  6  DISs  3  of both CCs  2  read: 14 min 35 sec (τ=1 sec), i.e. emphasize again that count down of time t* of one ply for team A is not over until the player SP A  repeatedly presses the button  6 . Then, according to the specified turn the player FP B  gets the right to make 9-th ply with a black piece; at this instant DIS  4  reads: 18 min 14 sec; LED  57  is disabled (the other LED  57  and two LEDs  56  are activated). After making the ply with a black pawn “9 . . . e7-e5”, the player FP B  shortly presses the button  5  of the CC  2  (“Yes” at step  78 ); at this instant DISs  4  of both CCs  2  read: 17 min 7 sec, i.e. the FP 2  spent 1 min 7 sec for thinking over the move. After transmitting the 9-th ply via link  72 , the SP B  repeats the ply “9 . . . e7-e5” on his PD 2  and then presses the button  5  of his CC  2 . Only then both CCs  2  switch simultaneously (step  79 ), i.e. the right to make 10-th ply (N w =10) after disabling the LED  57  at PD 2  passes to the player SP A  (step  81 ). Due to a delay in repetition of 9-th ply by the player SP B  at the instant of his short-time depression of the button  5  DISs  4  of both CCs  2  read: 17 min 5 sec (τ=2 sec). The aforementioned steps are then repeated in respect of 10-th ply “10.c2-c3” with the only difference that the ply is made by the player SP A , and the player FP A  repeats the ply. The same steps are also repeated in respect of 10-th ply with a black piece (N w =10) “10 . . . Kb8-c6”, i.e. the player SP B  makes the ply and player FP B  repeats the ply. After expiration of the time limit T 0  (T 0 =0) at one of the time limit displays (“Yes” at step  77 ), the game terminates (step  82 ). Note that the functions of LEDs  56 ,  57  can be performed by LEDs  50 ,  51 , e.g. by intermittently lighting to indicate the locking mode. Now consider some structural features of technical means used to implement steps  78 ,  79  and step  81 . Step  81  is implemented on the basis of a device for locking the switching of the CC  2  included therein. In the simplest case this device is used to lock the CC switching when the switching has been made by a single player only. The locking device can be implemented either in software ( FIG. 5-FIG .  11 ) or hardware.  FIG. 4  shows a CC comprising a hardware LD  46 . Its operation will be described on the example of the above algorithm of playing a chess game between two pairs of players. Assume that TU  39  generates signals of count down of accumulated time T at DIS  3  or DIS  4  only when logical one is present at input A 1  or A 2  of the TU  39 , and logical zero is simultaneously present at the other input A 2  or A 1 , respectively; the CCs retain the running time T count down mode at DIS  3  or DIS  4  in case of conversion of logical one to logical zero. The order of CC activation is determined by internal program in the TU  39 . Assume that in the original state before 9-th ply output Q of the trigger  47  in both clocks has a voltage corresponding to logical one (log.“1”), i.e. log.“1” and log.“0” are applied to inputs A 1  and A 2  (LED  50  and DIS  3  are activated). Then, after a short-time depression by the player FP 1  on the button  6  of the CC (“Yes” at step  78 ) contacts  43  at his CC close, this resulting in log.“0” appearing at output Q of the trigger  47 . It is evident from the schematic diagram that only after pressing the button  6  of the second CC  2  DIS  4  will be activated and DIS  3  will be disabled on both CCs. Actually, in this case log.“1” appears at input A 2  of the TU  39  of both CCs (at this instant log.“0” is present at two inputs A 1 ), which is the necessary condition for switching the VCC  63 . Using the circuits shown in  FIGS. 7 to 11 , the VCC  63  will be automatically switched immediately after a chess move, e.g. using a mouse pointing device. In this case the turn of moving, by players FP 1    19 , SP,  20  and FP 2    21 , SP 2    22 , chess pieces on respective SC 1    58 , SC 1    59 , SC 1    60 , SC 1    61  is specified by locking a respective input device, such as a keyboard or a mouse pointing device. With the circuits shown in  FIGS. 7 to 11 , delay τ in switching the VCC  63  will be generally determined by the time of propagation of a respective signal between service computers and chess game computers SC 1    58 , SC 1    59 , SC 1    60 , SC 1    61 , CGC 1    66  and CGC 2    67 , and the time of processing the signal. In conclusion it may be said that various embodiments of portable device  71  for playing chess are possible. In one of the variants buttons  5 ,  6  for switching the CC  2  can be omitted, the switching being performed automatically, but only if steps  78 ,  79  (making i-th ply by a player of team A or B in accordance with the specified turn (step  78 ) and its repetition (step  79 ) by a second player of team A (B) at the other portable device  71 ) have been executed. As this takes place, microcomputers of portable devices  71  functioning as e.g. PPS  31 , TU  39 , control unit  41  and devices for locking them must be in the mode of active communication via wireless link  72 . 
       INDUSTRIAL APPLICABILITY 
       [0022]    The invention can be used for organization of a world championship under the aegis of FIDE in pair category. High competition among computer companies for participation in this kind of chess games is explained by the fact that a variant of the game can be conducted not only between the pairs including two human players, but also between the pairs, each including a human player and a computer. In the latter case the human player may preliminary “train” his “partner”. Methods and means of such “training” may be used in manufacture of common computers. The invention can be used as a tutorial instead of the ordinary chess recommended by UNESCO to be used in schools worldwide. The invention can be also used in organization of mass production of portable devices for playing chess between at least two pairs of players.

Technology Classification (CPC): 0