Abstract:
A method includes, at a server, comparing (a) a geographic position of a mobile wireless device held by a person who is a target in a game with (b) an indication of a targeted position related to the target as shown on a mobile wireless device being held by a person who is an attacker in the game. The method further includes, depending on a result of the comparing of the geographic position and the indication, recording that the attacker has hit the target in the game.

Description:
RELATED APPLICATION 
       [0001]    This application claims priority to U.S. provisional application Ser. No. 61/502,943, filed on Jan. 30, 2011, the contents of which are incorporated herein by reference. 
     
    
     BACKGROUND 
       [0002]    This description relates to mobile device action gaming. 
       SUMMARY 
       [0003]    In general, in an aspect, at a server, a comparison is made of (a) a geographic position of a mobile wireless device held by a person who is a target in a game with (b) an indication of a targeted position related to the target as shown on a handheld device being held by a person who is a attacker in the game. Depending on a result of the comparing of the geographic position and the indication, recording that the attacker has hit the target in the game. 
         [0004]    Implementations may include one or more of the following features. The indication includes a reticle. The geographic position is provided to the server wirelessly. The indication is provided to the server wirelessly. The attacker and the target are members of different teams. Recording that the attacker has hit the target includes designating that the target has been captured by the attacker. Designating that the target is been captured by the attacker includes designating that the target has become a member of the attacker&#39;s team. After being captured by the attacker, the target is enabled to escape. Enabling the target to escape includes providing an interactive feature of the mobile wireless device of the target. The interactive feature includes designating an area on a display of the target&#39;s mobile wireless device that is be touched repeatedly. The target is deemed to have escaped if the target touches the designated area of the target&#39;s mobile wireless device enough times within a specified timeframe. Each of the people and other people can buy virtual items for use in the game. The virtual items include weapons, ammunition, and armor. 
         [0005]    In general, in an aspect, at a server, determining, from an image captured by a camera of a mobile wireless device of surroundings of the mobile wireless device, whether a target of an attacker who is holding the mobile wireless device is present in the image. If so, the mobile wireless device held by the attacker is notified. 
         [0006]    Implementations may include one or more of the following features. The determining includes image recognition of the image and a comparison of the recognized image to a known image of the target. The image recognition includes facial recognition. The image recognition includes object recognition. The determining is done at the mobile wireless device. 
         [0007]    In general, in an aspect, at a server, constructing a three-dimensional representation of a battlefield of a game, based on an image captured by a camera of a mobile wireless device of surroundings of the mobile wireless device. 
         [0008]    Implementations may include one or more of the following features. Constructing a three-dimensional representation of a battlefield of a game is also based on images captured by the cameras of multiple handheld devices of surroundings of the handheld devices. The geographic position and the targeted position are displayed on a map that is served to the mobile wireless device. The map includes a street map provided by a third party. On the device of at least one of the people, indications are displayed of the locations of other players. The displaying includes displaying only friendly players or only enemy players. The map includes a map of a battlefield. 
         [0009]    In general, in an aspect, information is provided from a server wirelessly to mobile wireless devices being used in an action game by players belonging to a team for presentation to the respective players on displays of the devices. The presentations to each of the different players are configured specially for that player. The information that is provided to a particular one of the mobile wireless devices is configured for presentation to one of the players of a composite of the presentations to the other players of the team. 
         [0010]    Implementations may include one or more of the following features. One of the players is serving as a commander of the team and the presentation is in a commander mode on the mobile wireless device of that player. The attacker is enabled to use virtual artillery as a weapon on making the hit. The server determines trajectories of shots fired from the virtual artillery. The target can use virtual armor to resist an attack by the attacker. The server maintains a global scoreboard for scores achieved by players and teams in the game. A participant in the game can buy upgrades. In-game advertising can be displayed to participants in the game. Performance of players in the game can be shown on social-network online sites. Experience points can be attributed to the attacker, the experience points being based at least in part on an experience level of the target. A training mode is enabled in which no scores are kept. On the server rankings are maintained for players, and players are advanced in rank based on their performances. A player or team can conquer a territory by hitting or excluding players of other teams from the territory. 
         [0011]    The server manages the game so that a target that has more game experience than an attacker is harder for the attacker to hit and can escape more easily. The server manages the game so that the more experience points a target has, the more experience points an attacker receives for a successful hit. A voice or text private communication channel is provided between players. A player can instruct another player through the communication channel. Recording of the hit comprises recording the hit if the geographic position and the indication are close enough to a shot&#39;s path to be a hit. The target is verified to be present based on location information on the server. The participants in the game wear a visible token that identifies them or a team to which they belong. Direct communication between the mobile wireless devices is enabled, using wireless networking, ad-hoc networks on 802.11a/b/g/n, or bluetooth. The direct communication supplements, extends, or heals a main communication channel. Participants in the game are enabled to indicate a target by choosing a location on a map and hitting it with a shot that takes an interval of time to strike and affects a defined region of the target, thus simulating indirect fire with an explosive. A player in the game is enabled to buy, as part of the game, virtual versions of ransom, intelligence, medical insurance, or medical treatment. 
         [0012]    These and other aspects, features, and implementations, and combinations of them, can be expressed as methods, systems, apparatus, means and steps for performing functions, business methods, program products, and in other ways. 
         [0013]    Other features and advantages of the invention will be apparent from the description and from the claims. 
     
    
     
       DESCRIPTION 
         [0014]      FIGS. 1-21  are screenshots. 
           [0015]      FIG. 22  is a block diagram of an example architecture of the game system. 
           [0016]      FIGS. 23-24  illustrate examples of the how the mobile wireless devices are used to play the game. 
       
    
    
       [0017]    Here, we describe a game that can be played by two or more players using their handheld devices such as iPhones or other phones, or other mobile wireless devices. In some respects the game resembles laser tag. The players are ranked globally based on their success in playing the game. Their scoring achievements in the game can be posted on a social networking site such as Facebook. 
         [0018]    In some examples, each player of the game is a member of a single team at a given time and is trying to hit (in a virtual non-physical sense using a virtual non-physical weapon) members of other teams, through the medium of her mobile wireless device. Players use their mobile wireless devices to locate, target, and shoot at other players on a virtual battlefield. Players have a variety of weapons to choose from, including guns and artillery. Players also have a variety of armor to choose from, which decreases a player&#39;s chance of being hit by an opponent. 
         [0019]    The object of the game is to hit members of other teams and in that way to score points. Because accuracy in shooting is tracked, a player is encouraged to have a high hit-to-miss ratio for shots. 
         [0020]    When ready to play the game, a player starts the mobile wireless device game application (for example, by invoking an icon displayed on the mobile wireless device) and logs into a game account maintained for the player on the server. If the player does not have a game account, one can be created through the game application. 
         [0021]    Once logged into the player&#39;s account on the server, the player is shown the battlefield. In some implementations, the displayed battlefield is a map of the player&#39;s real world surrounding area that is continually updated with the player&#39;s real world location along with the real world location of any enemies (on other teams) and allies (on the player&#39;s team). The map can be an actual map of the area from a provider such as Google. In some implementations, the server can construct a three-dimensional representation of the battlefield based on input from the players&#39; mobile wireless devices and transmit the representation to the players&#39; mobile wireless devices. The server can use information from the mobile wireless devices&#39; cameras, GPSs, accelerometers, and compasses to construct the battlefield. 
         [0022]    In addition to the battlefield, the server causes a display on a player&#39;s mobile wireless device of game-style representations of the player and of other players. When a player sees a game-style representation of an enemy on the player&#39;s mobile wireless device who the player wants to attack, the player touches the game-style representation of the enemy on the player&#39;s mobile wireless device screen. An attack panel is displayed along the bottom half of the map. The player can choose a weapon and ammunition on the attack panel. Once a weapon and ammunition are chosen, the map display could show if the enemy is in range of the weapon. If the enemy is out of range, the player could either move closer to the enemy until the enemy is in range, or wait until the enemy moves into range. Once in range, the player could be shown a targeting reticle on the enemy on the mobile wireless device screen. As the player or enemy moves, the reticle could automatically move to remain on top of the enemy. If the player decides not to attack, the player can press the cancel button to remove the attack screen. If the player wants to attack, the player touches the attack button. 
         [0023]    The server will determine whether a shot was successful based on a number of factors including the players&#39; distance and relative motion, the shooter&#39;s orientation, the shooter&#39;s weapon and ammunition used, and the presence of enemy armor (all of which can be known to the server). If the server determines that the hit was successful, the server will also record a successful attack in the global rankings for the player, the enemy&#39;s mobile wireless device will vibrate indicating a hit, and the shooter&#39;s mobile wireless device will display a successful attack message. If the player misses, the server will record a miss for that player, and the player&#39;s mobile wireless device will display a missed message. If the hit was successful, the enemy is the to be captured and is now on the player&#39;s team. The enemy can attempt to escape by rapidly pressing a button on the enemy&#39;s mobile wireless device screen. If the escape is successful, the enemy is returned to the enemy&#39;s prior team, and a message is shown on both players&#39; mobile wireless device reporting the result. If the escape is unsuccessful, the enemy remains captured. 
         [0024]    The game relies on a server to centralize data storage and computation, and to keep the computational burden low on the mobile wireless devices to enable a more responsive game experience for the players. Processing by the game server includes, but is not limited to, tracking the location of players, determining if an enemy is in proximity to a shot, facial recognition of players, object recognition—including target objects and locations, construction of a three-dimensional representation of the game battlefield based on, among other things, the mobile wireless devices&#39; camera input, tracking and awarding experience points to players for successful completion of objectives such as capturing an enemy player. Because the server tracks the location, orientation, and movement of the players&#39; handheld devices, and updates the players&#39; mobile wireless devices&#39; screens based on the tracked information, mobile wireless mobile wireless device the server can maintain a common frame of reference on behalf of the mobile wireless devices. 
         [0025]    The server maintains a global scoreboard on which players&#39; achievements are tracked, such as number of successful hits on enemies, accuracy of shots, and number of times a player has been captured. The server also maintains experience points for each player, which are awarded to a player based on the experience points of a captured enemy player. The more experience a captured enemy player has, the more experience points the server awards to the capturing player. These scores can be displayed on the players&#39; mobile wireless mobile wireless devices. These scores can also be displayed on a player&#39;s social networking site such as Facebook, so that other members of Facebook who do not participate in the game can see the scores. 
         [0026]    Real-world maps can be stored on the server and sent to the mobile wireless devices at appropriate times based on the devices&#39; GPS data. Alternatively, a third party map provider such as Google can perform the same task. 
         [0027]    The mobile wireless devices have cameras that can be used to take pictures or video of players, targets, locations, and the general surrounding area. Pictures or video of players, targets, and locations can be analyzed by the game server to identify a target. Pictures or video of the general surrounding area can be used by the server to construct a three-dimensional representation of the battlefield. 
         [0028]    A mobile wireless device can be set to display only players that are on the same team as the player using the mobile wireless device, only enemies, or both. The mobile wireless device can be set to display a map of the player&#39;s surrounding area generated by the server or a third party provider such as Google. The mobile wireless device can be set to display a three-dimensional representation of the battlefield computed by the server and transmitted to the mobile wireless device. The mobile wireless device can be set to display an aggregate or composite of the displays of the other mobile wireless devices. 
         [0029]    This can be used to simulate a player acting as a commander in the game and to take action based on the aggregate display. A commander can use an artillery weapon to fire at targets based on the aggregate display. 
         [0030]    The server can host or communicate with an in-game store that allows a player to buy, for example, better weapons with longer ranges, more ammunition, and armor. A player can buy these upgrades using actual money, a third party electronic currency provider such as PayPal, or virtual currency such as Facebook virtual currency system Credits. The game server can also award these upgrade options based on the player&#39;s experience point total. 
         [0031]    Players can possess game-simulated armor. A player with armor is harder to hit than a player without armor. Different types of armor afford different levels of protection, corresponding to different levels of difficulty in being hit. 
         [0032]    Third parties can purchase in-game advertising that can be used as a revenue-generating mechanism for a game-implementer. 
         [0033]    The game can be played in a training mode in which players can learn to play the game and improve their skill. In this mode the game server does not track information about a player for purposes of scoring, such as attempted shots, captures, and being captured. Thus, a player can play in training mode without concern that the player&#39;s global scores will be negatively affected. 
         [0034]    A player can be assigned a named rank indicating a rookie when the player first creates an account on the game server. As the player gains more experience points, the game server can assign a higher rank to the player. 
         [0035]    The game can be played in territory-conquer mode. In this mode, a team of players have an objective of controlling a location on a map, for example, by capturing or excluding players of all other teams from the controlled territory. The players on the team can be awarded experience points based on the difficulty in conquering the location. 
         [0036]      FIG. 1  shows what a player sees when first starting the application on a hand-held or other mobile wireless device, if the player does not have an account. The application is shown running on a mobile wireless device although other hardware platforms are possible. An account creation screen  100  contains an area for the player to enter a desired username  101  and a numeric personal identification number (PIN)  102 . If the player does not want to create an account, the player presses the Cancel button  104 . If the player does want to create an account, the player presses the Create button  103 . The logo  105  for the application is displayed above the desired username field  101 . 
         [0037]    The top of the display shows icons related to the mobile wireless device that is hosting the application. A cell phone carrier identifier  107  is displayed between a signal strength indicator  106  and the type of data connection  108 . The current time  111  is centered at the top of the display. The top right of the display shows a tracking icon  110  to indicate that the mobile wireless device&#39;s location services are active and a meter indicating the remaining battery power  109 . 
         [0038]      FIG. 2  shows that a player is entering a name and PIN to create an account. The bottom of the account creation screen  100  is overlaid with a keypad  203  for the player to type a PIN  202 . The player can discard the typed PIN by pressing the PIN cancel button  200 . As shown, the player has entered a username  201 . The player presses the Create button  103  when ready to create the new account. 
         [0039]      FIG. 3  shows that the application is connecting to a server to create the new account. A Connecting message window  300  is overlaid on top of the account creation screen  100 . A Connecting message  301  is displayed along with an animated connection icon  302 . 
         [0040]      FIG. 4  shows what a player sees when launching the application, if an account has been created and the username and PIN have been entered. A login screen  400  contains an area for a player to enter a username  401  and PIN  402 , both of which, in the illustrated example, have already been filled in. The player either entered them since launching the application, or the application by default keeps the last entries used. The player presses the Sign In button  403  to sign in to the game server. If the player does not have an account yet, the player can press the Create a new account button  404  to access the account creation screen  100 . 
         [0041]      FIG. 5  shows what a player sees when playing the game and in Fight mode so that the player can attack. The Fight screen  500  displays a map  501  and a game-style representation of the player  507 . The location of the player and the area surrounding the player are shown based on the location of the player&#39;s handheld device in the real world. The player&#39;s device&#39;s location is being tracked, by the GPS or other similar facility on the handheld device, as shown by the tracking icon  110  and is sent over the data network  108  to the game server  2201  in  FIGS. 22-24 . 
         [0042]    The Fight screen  500  is shown with an attack control area  511  overlaid on the bottom portion of the map  501 . The attack control area  511  was displayed as a result of the player touching the game-style representation of an enemy  502 . The strength and accuracy of the GPS signal  508  is shown around the game-style representation of the player  507 . A game-style representation of an enemy player  502  is displayed on the map  501  with a status display  503  indicating the enemy&#39;s name  504 , status as an Enemy  505 , and how many experience points  506  the enemy has. Experience points are awarded and stored on the server each time a player hits an enemy. The more experience points an enemy has when he is hit, the more experience points the shooter receives. A colored Team indicator  509  shows that the player is on the team of that color. If the player wants to center the map more closely on the player&#39;s position, the player presses the Show me button  510 . This is useful if the player scrolled the map so that the player was no longer visible. 
         [0043]    When the player is ready to attack another player, the player presses the Attack button  512 . If the player decides he does not want to attack, or wants to get rid of the Attack screen  511 , the player presses the Cancel button  513 . An armament display area  514  shows the weapon currently being used  515  and the amount and type of ammunition  516  the weapon  515  is armed with. A weapon scroll bar  520  can be pressed to change weapons  515 . An ammunition scroll bar  521  can be used to change ammunition  516 . A Fight button  517  is illuminated to show that the game is in Fight mode. A Stats button  518  or a Profile button  519  can be pressed to go to other screens and modes. 
         [0044]      FIG. 6  shows a game statistics screen where a player can view her current game-related statistics as tracked by the game server. The Stats screen  600  displays a Stats label  601  at the top center. Below that are areas that display the different statistics and their values. 
         [0045]    The Experience display area  612  contains an Experience label  602  and a current Experience value  603 . This value is based on how many times the player has hit an enemy. The more experience the enemy has when hit, the more experience points the player receives. Experience points are tracked by the game server. 
         [0046]    The Overall accuracy display area  613  contains an Overall accuracy label  604  and a current Overall accuracy value  605 . The game server computes the current Overall accuracy value  605  by dividing the player&#39;s total number of successful attacks by the total number of attacks and multiplying the result by one-hundred. 
         [0047]    The Total captures display area  614  contains a Total Captures label  606  and a current Total captures value  607 . The current Total captures value  607  corresponds to the number of times the player has captured another player. The Times captured display area  615 , contains a Times captured label  608  and a current Times captured value  609 . The current Times captured value  609  corresponds to the number of times the player has been captured by an enemy. 
         [0048]    The illuminated Stats button  610  shows that the application is in Stats mode. If the player wants to post the statistics to a social network site such as Facebook, the player can press the Share button  611 . Pressing the Share button  611  will enable the selection of one or more social networking sites by the player. The player&#39;s statistics and game achievements will be transmitted to the selected social networking sites to be displayed on the player&#39;s profile upon authentication by the social networking site. 
         [0049]      FIG. 7  shows a profile screen where a player can view and edit the player&#39;s profile information relating to the game. The Profile screen  700  contains a Profile label  701  at the top center. There is an area for the player to view the player&#39;s username  702  and change the player&#39;s password  703 . There is an area for the player to view and edit the name visible to other players  704  and an area to view and edit an optional Hometown  705 . There is an area to view the player&#39;s team  706  and an area to view and edit the player&#39;s team role  707 . The player&#39;s team is randomly assigned by the game server and can only be changed if a player is captured. The player&#39;s team role  707  is set to “Noob” by default, which means a rookie; a “newbie.” The illuminated Profile button  708  shows that the application is in Profile mode. After the player had edited any desired information, the player can save the information to the server by pressing the Save profile button  709 . The player can sign out of the game by pressing the Sign out button  710 . 
         [0050]      FIG. 8  shows what a player sees while the game saves the profile information. A Saving profile window  800  is overlaid on top of the Profile screen  700 . The Saving profile window  800  contains a Saving profile message  801  and an animated icon  802  showing that the profile is being saved. An animated network activity icon  803  at the top of the device display shows that the device is communicating with the server. 
         [0051]      FIG. 9  shows what a player sees after the profile information has been saved. A Saved screen  900  is overlaid on a portion of the Profile screen  700 . The Saved screen contains a Saved message  901  and a small graphic  902  to indicate that the player&#39;s information has been saved on the server. 
         [0052]      FIG. 10  shows what a player sees when she returns to Fight mode. The illuminated Fight button  517  indicates the mode that the screen is in. The Fight screen  500  does not have the attack control area displayed and thus shows the map  501  with an expanded map view  1000 . The service provider  1002  for the map data is displayed. The player position  507  and an enemy player  502  are shown near one another. Here, the strength and accuracy of the GPS signal  1001  is shown around the player&#39;s position  507  as a smaller diameter circle as compared with the GPS strength and accuracy signal indicator  508  in  FIG. 5 . The smaller diameter indicates a more accurate GPS fix on the mobile device&#39;s location. The player can press the Show me button  510  to center the map  501  more closely on the player&#39;s position  507 . 
         [0053]      FIG. 11  shows the result of the player pressing the Show me button to center the map more closely on the player&#39;s position. The Fight screen  500  shows the player&#39;s position  507  closer to the center of the map  501 . An enemy  502  is near the player. Here, the strength and accuracy of the GPS signal  1100  is shown around the player&#39;s position  507  at an even smaller diameter and with concentric circles. The smaller diameter indicates an even more accurate GPS location fix than the strength and accuracy of the GPS signal  1001  in  FIG. 10 . The concentric circles indicate a GPS lock from multiple GPS satellites. 
         [0054]      FIG. 12  shows how the player finds out the name of the player&#39;s current location. On the Fight screen  500 , the player can tap on the player&#39;s position  507  to bring up a display naming the current location  1200 . The strength and accuracy of the GPS signal  1201  displayed around the player  507  has changed again. This indicates animation of the inner part of the concentric circles as a visual cue to the player of a strong, accurate, and multi-satellite GPS lock. An enemy  502  is near the player. 
         [0055]      FIG. 13  shows a screen indicating that two players are battling in the game. This screen appears as the result of a player hitting the attack button  512  in  FIG. 5  when an enemy player is in range of the player&#39;s weapon. The VS (short-hand for “versus”) battle screen  1300  displays a large VS graphic  1301 , along with the player&#39;s name  1302  and the name of the enemy  1303 . The VS battle screen  1300  is displayed on the player&#39;s when an attack has been initiated by that player against an enemy. The VS battle screen is not displayed on the target enemy&#39;s screen. 
         [0056]      FIG. 14  shows a screen that is the result of the player being too far away from the enemy to hit him with the player&#39;s current weapon. An attack-out-of-range screen  1400  displays a message  1401  indicating that the player is too far away to hit the enemy with the player&#39;s current weapon. The attack-out-of-range screen  1400  contains an acknowledgment button  1402  that the player presses when ready to attack again. 
         [0057]      FIG. 15  shows the result of a network error occurring after hitting the acknowledge button. A network error screen  1502  is overlaid on the attack-out-of-range screen  1400 . The network error screen  1502  contains a message  1500  indicating that a network error has occurred, along with a network error acknowledgement button  1501 . 
         [0058]      FIG. 16  shows a screen that is the result of a failed attack by the player. A failed-attack screen  1600  contains a large MISSED message  1601  and a missed-attack acknowledgment button  1602 . The chance of success of an attack is based on a comparison of the shooter and target&#39;s experience levels, modified by a randomization factor. A target that has a greater experience level as compared to a shooter will be harder to hit. 
         [0059]      FIG. 17  shows a screen that is the result of a successful attack by the player. A successful-attack screen  1700  contains a large SUCCESS message  1701  and a message indicating which enemy was captured and that the enemy is now on the attacking player&#39;s team  1702 . The player can press the successful-attack acknowledgement button  1402  when ready to continue. 
         [0060]      FIG. 21  shows a screen that a captured player sees when the player is initially captured. A guards-arriving screen  2100  shows a message  2101  that the guards are arriving within a timeframe, here two seconds. The guards do not actually exist but are mentioned in the message  2101  to make the game seem more realistic to the players. The captured player can try to escape by repeatedly tapping the escape button  2103 . A progress bar  2102  fills in from left to right. The objective is to tap the escape button  2103  quickly and repeatedly to fill the progress bar  2102  before the timeframe in the message  2101  elapses. Each tap fills a portion of the progress bar  2012 . The more experience points the capturing player has compared to the captured player, the less time the captured player will have to escape. 
         [0061]      FIG. 18  shows a screen that a captured player sees if the player escapes. An escape screen  1800  displays a “You escaped!” message  1801 . A filled progress bar  1802  indicates that the player filled the bar within the allotted timeframe by repeatedly tapping the escape button  2103  in  FIG. 21 . 
         [0062]      FIG. 19  shows a screen that a player sees when a previously captured enemy escapes and defects back to his original team. When an enemy is captured, the enemy becomes part of the attacking player&#39;s team. When an enemy escapes, the enemy becomes part of the enemy&#39;s old team. A previously-captured screen  1900  displays a previously captured message box  1903  with a message about which enemy escaped  1901  along with a previously-captured acknowledgment button  1902 . 
         [0063]      FIG. 20  shows a screen that a captured player sees if the player fails to escape. A failed-to-escape screen  2000  displays a “You failed to escape!” message  1801  and a partially filled progress bar  2002  indicating that the timeframe elapsed before the captured player could tap the escape button  2103  in  FIG. 21  enough times to fill the progress bar  2002 . 
         [0064]      FIG. 22  shows the basic architecture of the system that implements the game. An architecture diagram  2200  contains blocks and connections that denote a computer-based system. A server  2201  contains, but is not limited to, the following modules: maps  2202 , a combat engine  2204 , and a store  2206 . 
         [0065]    Map data are communicated to the server  2201  from the maps module  2202  through the map-server connection  2203 . Maps are used to locate players, objects, and locations in the real world. Maps are sent to mobile wireless devices so that players can see where players are located in the real world. 
         [0066]    The combat engine  2204  performs various comparisons, described next, and communicates with the server  2201  via the combat engine-server connection  2205 . The combat engine  2204  compares various factors  2208  to determine if an attack is successful: the proximity of a target to a shooter  2209  based on position information  2210  from the player&#39;s devices&#39; position  2224 ; targeting information  2237  based on the shooter&#39;s mobile wireless device selection  2236  and orientation  2211 ; the trajectory  2212  of the shooter&#39;s fired ammunition based on projectile physics  2213  plus the relative motion of the shooter  2215  and the target  2214 ; and, the effect of the target&#39;s armor  2216 , if any, against the shooter&#39;s weapon  2238 . Other comparison factors  2217  may be used by the combat engine  2204 . 
         [0067]    The store  2206  communicates with the server  2201  through the store-server connection  2207 . The store  2206  allows the player to purchase a) in-game upgrades to more powerful weapons with longer ranges, b) more ammunition, and c) armor. A player having armor is harder to hit than a player without armor. Players can 
         [0068]    The server  2201  sends and receives  2218  data to the players&#39; devices  2221  through a wireless medium  2219 . The players&#39; mobile wireless devices  2221  have connections to the wireless medium  2220 . The mobile wireless device  2221  for Player  1 , a Shooter  2222 , tracks multiple data, including, but not limited to, the following: the mobile wireless device&#39;s  2221  position  2224  using a Global Positioning System (GPS)  2223 ; the mobile wireless device&#39;s  2221  orientation  2226  using a compass  2225 ; the mobile wireless device&#39;s  2221  speed  2227  and direction  2228  using the GPS  2223  and accelerometers  2230 ; the time when a shot was fired  2231  using a clock  2232 ; the points accumulated  2233  by the Shooter  2222 ; and, a selection  2234  based on a point indicated on the map  2235 . The mobile wireless device  2221  for Player  2 , the Target, tracks the same data as the Shooter&#39;s  2222  mobile wireless device  2221 , except for a selection  2234 . 
         [0069]      FIG. 23  shows a three-dimensional representation of how a mobile wireless device&#39;s camera can be used for targeting. A three-dimensional representation  2300  shows the interaction between a shooter&#39;s mobile wireless device  2302 , a target&#39;s mobile wireless device  2303 , and a server  2201 , when a camera is used for targeting. 
         [0070]    The shooter&#39;s mobile wireless device  2302  has a live data connection  2304  to a wireless medium  2219  which has a connection  2218  to the server  2201 . The target&#39;s mobile wireless device  2303  also has a live connection  2305  to the wireless medium  2319 . 
         [0071]    The shooter&#39;s mobile wireless device  2302  is shown casting a shadow  2315  on the playing field  2301  to indicate that the shooter&#39;s mobile wireless device  2302  is not touching the playing field  2301 . Likewise, the target&#39;s mobile wireless device  2303  is shown casting a shadow  2316  on the playing field  2301  to indicate that the target&#39;s mobile wireless device  2303  is not touching the playing field  2301 . 
         [0072]    Also present on the playing field  2301  is a hole  2317 . The target&#39;s mobile wireless device  2303  is shown with a rear-facing view exposing a camera  2306 , which is also present on the back of the shooter&#39;s mobile wireless device  2302  but not shown in this figure. The display  2307  on the shooter&#39;s mobile wireless device  2302  is showing the output of the camera, located on the back of the shooter&#39;s mobile wireless device  2302 . The display  2307  is overlaid with a targeting reticle  2310  and a fire button  2312 . Also shown on the display  2307  of the shooter&#39;s mobile wireless device in the image from the camera is the playing field  2311 . The targeting reticle  2310  is shown placed on the target&#39;s mobile wireless device&#39;s picture  2308  corresponding with the target&#39;s mobile wireless device  2303 . Similarly visible in the shooter&#39;s mobile wireless device&#39;s display  2307  is a picture of the target&#39;s mobile wireless device&#39;s camera  2309 , corresponding to the rear-facing camera  2306  on the target&#39;s mobile wireless device  2303 . 
         [0073]    If the shooter presses the fire button  2312  the server  2201  will determine if a hit should be registered for the shooter based on the server&#39;s  2201  internal state, the information from the shooter&#39;s mobile wireless device&#39;s  2302  camera, the location of the targeting reticle  2310  on the shooter&#39;s mobile wireless device&#39;s display  2307 , and the location of the target&#39;s mobile wireless device  2303 , which is the target in this example. The server  2201  can use additional information and calculations to perform the hit determination, such as relative experience point levels and a randomization factor. The shooter&#39;s mobile wireless device  2302  also has a speaker  2314  for audio output and a hardware button  2313  for out-of-application interaction such as switching applications. 
         [0074]      FIG. 24  shows a three-dimensional representation of how the game server can use a map for indirect fire, simulating artillery, when a target is blocked by a barrier. A three-dimensional representation  2400  shows the interaction between a shooter&#39;s mobile wireless device  2302 , a target&#39;s mobile wireless device  2303 , and a server  2201  when a barrier  2401  is blocking line-of-sight from the shooter&#39;s mobile wireless device  2302  and the target&#39;s mobile wireless device  2303 . The display  2307  on the shooter&#39;s mobile wireless device  2302  is showing a top-down map display  2405  that is generated by the server  2201 . The top-down map display  2405  contains a top-down view of the target  2403 , a label for the target  2402 , a top-down view of the barrier  2404  and a top-down view  2407  of a hole  2317 . 
         [0075]    The server  2201  records the location of the shooter&#39;s mobile wireless device  2302 , the target&#39;s mobile wireless device  2303  and the barrier  2401 . Location information may or may not be displayed on the display  2307  of the shooter&#39;s mobile wireless device  2302 . The shooter can perform targeting by touching the display  2307  of the shooter&#39;s mobile wireless device  2302  at a location on the display  2307  corresponding to a location on the playing field  2301  that the shooter wishes to fire at with a game weapon that can arc and cause indirect fire such as artillery. The server determines the result of the shot based on the tracked locations of the shooter&#39;s mobile wireless device  2302  and the target&#39;s mobile wireless device  2303 . The server contains information on the height of the barrier  2401 , enabling the server to determine how much arc is needed on the artillery&#39;s trajectory to still hit the target&#39;s mobile wireless device  2303 . 
         [0076]    In some examples, the game can be used as a social-media-game-based ice breaker. In social situations, for example at a bar or in a networking event, some people have approach anxiety that reduces their willingness to approach strangers to meet them. People can use their mobile wireless devices to locate people near them and connect with them in a social network that reduces their approach anxiety. In the system described here, a player can shoot someone, then you can look at his profile, find out in-depth information about him, and use the facilities of the game to locate, introduce, and communicate in a unobtrusive low-risk way. 
         [0077]    In some implementations, one of the weapons a player can choose to use is a knife. (A player can start with a knife as one of her initial weapons.) The knife has a very short range and does not require ammunition. In that sense, the player who uses it might not be called a shooter but rather an attacker. 
         [0078]    In some examples, non-mobile, non-wireless devices could be used to play the game. 
         [0079]    Other embodiments are within the scope of the following claims.