Patent Description:
Chessboards that include an electronic system (i.e., smart chessboards) are well known. These chessboards typically provide an artificial intelligence (AI) opponent that a user competes against. Some of these boards can connect to a personal computer and/or the Internet. In operation, the smart chessboard operates to track the position of pieces on the chessboard and identify moves, for example, the move that should be made on behalf of the AI opponent. The smart chessboard may also identify to the user a move that they can select during competition. However, the AI assistance is provided in the form of an instruction for the player to follow. While this may allow the user to win a particular match these overt hints may not provide any lasting improvement in the user's strategic understanding of the game of chess. That is, a repeated set of matches played using the moves recommend to the user by the AI assistant may not provide the user with any improvement in their ability to arrive at the best move unaided. Furthermore, they can stunt the player's development by not allowing the player to make mistakes that would otherwise be instructive and allow the player to more rapidly develop their chess playing skills. These drawbacks result in a lower level of enjoyment that can cause individuals to lose interest in the game of chess over time.

Where a chessboard can connect to a computer and/or the Internet, the user's attention may be drawn to a PC or a portable electronic device running an application associated with the chessboard. This creates an undesirable result of increasing a players "screen time" during a match rather than having the match create a desired disconnect from these electronic devices.

The detection of a user's interaction with game pieces (for example, touching a game piece) is also known. However, the detection of a user's game-piece selection is not available in chess pieces.

Attention is also drawn to the disclosure of <CIT>.

Therefore, there is a need for chessboards that provide in-match feedback to increase a user's skill level and understanding of the game of chess while maintaining their focus on the tangible chess game board and chess pieces.

According to a first aspect of the invention there is provided an electronic chess set as claimed in claim <NUM>.

According to a second aspect of the invention there is provided a method of assisting a human player in a chess match as claimed in claim <NUM>.

This invention is not limited in its application to the details of construction and the arrangement of components set forth in the following description or illustrated in the drawings. The use of "including," "comprising," or "having," "containing", "involving", and variations thereof herein, is meant to encompass the items listed thereafter and equivalents thereof as well as additional items.

Referring now to <FIG>, a chess set <NUM> is illustrated in accordance with various embodiments. The chess set <NUM> includes a chessboard <NUM>, a first plurality of chess pieces <NUM>, and a second plurality of chess pieces <NUM>. A subset of each of the first plurality of chess pieces <NUM> and the second plurality of chess pieces <NUM> is identified with reference characters, respectively, for purposes of this description. According to the illustrated embodiment, the first plurality of chess pieces <NUM> includes a knight 105A, a first rook 105B, a king 105C and a second rook 105D. The second plurality of chess pieces <NUM> includes a first bishop 107A, a king 107B, a rook 107C and a second bishop 107D. As illustrated in <FIG>, a human player <NUM> is in contact with the second rook 105D.

The chessboard <NUM> includes a playing surface <NUM>, a first user interface <NUM> and a second user interface <NUM>. In the illustrated embodiment, the playing surface <NUM> includes a checkboard pattern with a plurality of individually identifiable locations, for example, the square <NUM>. Depending on the embodiment, the playing surface <NUM> can include printed graphics, an illuminated grid, illuminated squares, a combination of any of the preceding or any of the preceding in combination with other features used to provide the plurality of individually identifiable locations in a manner visible to the user.

The user interfaces <NUM>, <NUM> are located adjacent the playing surface <NUM> in the illustrated embodiment. The first user interface <NUM> is associated with the first plurality of pieces <NUM> (the white pieces) and the second user interface <NUM> is associated with the second plurality of pieces <NUM> (the black pieces). According to the illustrated embodiment, each of the two user interfaces <NUM>, <NUM> include the same elements. As illustrated, these include a first button <NUM>, a second button <NUM>, a pair of handicap-select buttons <NUM>, a handicap-level indicator <NUM> and chess-piece selection icons <NUM>.

According to one embodiment, the chessboard <NUM> includes a multilayer construction that includes a top plane located at the top of a frame (not illustrated). According to further embodiments, the frame includes a hollow interior region located beneath the top plane. According to some embodiments, the interior region is suitable for housing an integral electronic system, for example, as illustrated and described with reference to <FIG>.

In some embodiments, the top plane itself has a multi-layer construction. In one embodiment, the playing surface <NUM> and the user interfaces <NUM>, <NUM> are included as graphics printed on a top surface layer of the top plane. Depending on the embodiment, the top surface layer can include one or more semi-transparent plastic sheets with opaque graphics. As described in greater detail herein, these layers can include one or more layers that include electronic sensing and/or circuitry. Therefore, the bottom layer of the top plane can include conductive ink capacitive touch circuitry. This can include inks that are opaque and conductive. When fully assembled and located above a lighting array (also within the frame of the chess board <NUM>), each of the individually identifiable locations, for example, the square <NUM> can both detect capacitive properties of the chess pieces <NUM>, <NUM> and display information about the game via the playing surface <NUM>. The display of information can include the representation of different display-elements, for example, as illustrated and described with reference to <FIG>.

As is described in greater detail herein, the information displayed via the playing surface <NUM> can include the communication of moves to the user. In various embodiments, the moves are displayed in response to the human user's selection of any one of the plurality of chess pieces, for example, a selection by the user <NUM> touching the second rook 105D as illustrated in <FIG>. In general, the moves that are displayed to the user <NUM> can be selected for display based on the handicap-level desired for the user. That is, the handicap-level corresponding to a desired level of assistance for the user. To provide the user with an increased understanding of possible moves, a legend is employed with the chess set <NUM> to distinguish the strength of various moves. <FIG> provided additional background concerning the preceding.

<FIG> illustrates the system of coordinates used to uniquely identify each square on the chessboard. Each square of the chessboard is identified by a unique coordinate pair - a combination of a letter and a number. The vertical columns of squares are labeled a through h from white's left to right. The horizontal rows of squares are numbered <NUM> to <NUM> starting from white's side of the board. Thus, each square has a unique identification of a letter followed by a number. For example, the square <NUM> is unique identified by the alphanumeric ID of "h7".

Referring to <FIG>, a legend <NUM> for the respective display-elements used to represent various move-categories when displayed by the chessboard <NUM> is provided in accordance with one embodiment. The legend includes a leftmost column that refers to the unique identifier where one of the move-categories appears in <FIG>. The center column of the legend <NUM> describes a strength of the move-category. The leftmost column illustrates the display-element that is used to represent the move-category. In the illustrated example, the leftmost column includes a first display-element <NUM>, a second display-element <NUM>, a third display-element <NUM> and a fourth display-element <NUM>.

In <FIG>, the display-element that is employed to differentiate between move categories is a polka dot pattern in which the size of the dots increases as a strength of the move-category increases. As indicated in the legend <NUM>, the first display-element <NUM> includes a field of the largest polka dots. The first display-element <NUM> is representative of an excellent move and can be found at position A6 on the playing surface <NUM> in <FIG>. The second display-element <NUM> includes a field of the polka dots having the next largest size. The second display-element <NUM> is representative of an inaccurate move and can be found at position D1 on the playing surface <NUM> in <FIG>. The third display-element <NUM> includes a field of slightly smaller polka dots. The third display-element <NUM> is representative of a mistake and can be found at positions B1, C1 and A4 on the playing surface <NUM> in <FIG>. The fourth display-element <NUM> includes a field of the smallest polka dots. The fourth display-element <NUM> is representative of a terrible move and can be found at positions A2, A3 and A5 on the playing surface <NUM> in <FIG>. As is described in greater detail below, the illumination of move-categories can employ color to distinguish one move category from the other move categories. In various embodiments, the color illumination is provided by a controlling an operation of RGB LEDs included in a lighting array. According to one embodiment, the illumination is controlled to maintain moves in a selected move-category illuminated but not distinguished to more rapidly increase the user's understanding of the game of chess. As one example, moves categorized as blunders can be illuminated in a red color with the other highlighted moves all illuminated in a white color. This example can assist a player in avoiding blunders while providing them with the freedom to choose among the other available moves without aid.

The quantity and type of move-categories can vary depending on the embodiment. According to one embodiment, a total of seven move-categories are employed including the categories blunder, mistake, inaccuracy, good, excellent, best and brilliant. Further, all move-categories may not be highlighted where, for example, moves in fewer than all the defined move-categories are available given the selected game piece and game state. In some instances, there will be no moves displayed, for example, where the selected game piece is in a position that is blocked from movement by other pieces on the playing surface <NUM>.

While the above description concerning the display-elements <NUM>, <NUM>, <NUM>, <NUM> describes a dot-size as a distinguishing feature, the use of RGB LEDs allows the different display-elements to be distinguished by color either alone or in combination with other features. The use of a lighting mask allows the other features to include both patterns and shapes that distinguish various display-elements from one another. The patterns and shapes can also be combined with color variations and/or light intensity. In some embodiments, light intensity can be varied to attract the user's attention to a move that is important for them to understand (for example, blinking or pulsing). According to some embodiments, display-elements can be established to clearly identify a rank among moves in a single move-category.

Referring now to <FIG>, an electronic system <NUM> for inclusion in a chess set is illustrated in accordance with various embodiments. In some embodiments, the elements included in the electronic system <NUM> are all housed in the chessboard <NUM> illustrated in <FIG>. The electronic system <NUM> includes a processor, a touch sensitive system <NUM>, a lighting array <NUM>, a power source <NUM>, a memory <NUM>, a wireless communication system <NUM> and a user interface <NUM>. The electronic system <NUM> can include one or more power busses and one or more communication busses. The communication busses can be used for the communication of instructions/commands and data between the illustrated components and other components included in the device depending on the embodiment. The power busses can be used to distribute operating power at one or more voltage levels to the elements of the electronic system <NUM>.

Depending on the embodiment, the processor <NUM> can include one or more of a microcontroller, microprocessor or other processing element. According to one embodiment, the processor includes an integral BLUETOOTH low energy wireless communication system. In general, the processor <NUM> executes stored instructions to control the overall operation of the chessboard, a processing of input received from the touch sensitive system <NUM>, operation of the lighting array to provide information to the user in response to receipt of a touch input or provide other feedback to the user(s). The processor <NUM> operates to perform other functions and operations depending on the embodiment. For example, the processor <NUM> can operate to process various types of inputs, for example, commands, instructions or prompts received via the user interfaces <NUM>, <NUM> and/or from a user's electronic device. According to one embodiment, the processor <NUM> is included in a microcontroller that also includes capacitive-touch I/O, a BLUETOOTH communication system and memory.

The touch sensitive system <NUM> can employ different touch-sensitive technology depending on the embodiment. According to some embodiments, a capacitive sensing system is employed. A capacitive sensing system can include a capacitive sensing array in contact with the playing surface <NUM>, for example, as a part of the top plane initially described with reference to <FIG>. The capacitive sensing circuit can employ self-capacitance or mutual capacitance depending on the embodiment. In addition, the capacitive circuitry can be laid out as individual sensors with one sensor per playing square (for example, including a sensor for the square <NUM>). Alternatively, the capacitive sensing system can include sensing by row and column at an 8x8 resolution or higher resolution grid if desired. According to these embodiments, each of the chess pieces <NUM>, <NUM> is conductive. The preceding can be achieved by a variety of ways depending on the embodiment. For example, the chess pieces <NUM>, <NUM> can be manufactured from a conductive material. According to another embodiment, the chess pieces <NUM>, <NUM> are manufactured from a non-conductive material but include a conductive exterior finish, for example a conductive paint, lacquer or other surface coating.

Where capacitive sensing is employed, the change in capacitance is sensed by the touch sensitive system <NUM> when a user makes contact by touching a selected one of the chess pieces <NUM>, <NUM>. The processor <NUM> employs the information concerning the change in capacitance to determine a location on the playing surface <NUM> where the selected chess piece is located. With this information the processor identifies the set of moves that are currently available for the selected chess piece.

According to another embodiment, the touch sensitive system <NUM> employs a membrane keypad, for example, a flexible membrane keypad that is included in the top plane. The flexible membrane can include a checkerboard pattern, for example, as typically found in a chessboard. So, while the membrane is referred to as a "keypad" the "keys" can be provided as an alternating grid of light and dark squares without any indicia. According to this embodiment, the chess pieces <NUM>, <NUM> are not conductive. Instead, the user applies a downward force to press the selected chess piece onto the playing surface <NUM>. This pressure flexes the membrane to complete an electrical contact located beneath the top surface of the membrane. Here too, the processor <NUM> employs the information received from the touch sensitive system <NUM> to determine a location on the playing surface where the selected chess piece is located. With this information the processor identifies the set of moves that are currently available for the selected chess piece. The operations of the system described herein concerning a display of available moves and available move-categories on the chessboard <NUM> can be provided in each of the various embodiment of the touch sensitive system <NUM>.

The lighting array operates to provide backlighting to the playing surface <NUM>. For example, the lighting array <NUM> is employed to illuminate the playing surface <NUM> with one or more available moves in a manner that also conveys the move-category (for example, a strength of a move). In some embodiments, the backlighting can also be employed to assist in defining the playing surface and/or operation of the user interfaces <NUM>, <NUM>. The lighting array <NUM> includes a plurality of LEDs in accordance with one embodiment. In some embodiments, the lighting array <NUM> includes color RGB LEDs.

The power source <NUM> can include one or more batteries, for example, lithium or alkaline batteries. Further, the power source <NUM> can include a replaceable power source or a rechargeable power source depending on the embodiment. Where a rechargeable power source is employed, the power source <NUM> can include recharging circuitry to regulate charging operations. The recharging circuitry can include a wired electrical connection available from an exterior of the chessboard <NUM>. According to another embodiment, wireless inductive charging is used to recharge the power source <NUM> included in the electronic apparatus <NUM>.

The memory <NUM> is configured to store software instructions <NUM> in accordance with various embodiments. The software instructions can include one or more algorithms or other programs, for example, algorithms for determining a chess piece selected by the user, determining each of the moves available for a given state of a chess match, determining the move-strength and associated move-category of available moves, determining a player's selection of a game piece and displaying the moves available to the player for the selected game piece given the game-state and in view of the player's handicap. In one embodiment, the memory <NUM> is included in the processor <NUM>. In another embodiment, the memory <NUM> includes memory internal to the processor <NUM> and memory external to the processor <NUM>.

Depending on the embodiment, the wireless communication system <NUM> can include BLUETOOTH, BLUETOOTH LE or Wi-Fi communication. The wireless communication system <NUM> can be included as a standalone element or included in the processor <NUM> depending on the embodiment. According to some embodiments, the wireless communication system <NUM> can operate to communicate with a user's personal electronic device when the chessboard <NUM> is in use.

In operation, the electronic system <NUM> receives a user input via either or both of the user interfaces <NUM>, <NUM> to establish the parameters for a chess match. Operations that provide the electronic system <NUM> with information employed during the match can include: identifying whether the match is between the user and another human or an AI opponent, for example, using the first button <NUM>; locating the chess pieces on the board at the start of a match, for example, using the second button <NUM> and the chess-piece selection icons <NUM>; and establishing a handicap level for either a human player or an AI opponent using the handicap-select buttons <NUM>.

Referring now <FIG>, a flow diagram of a process <NUM> that employs an integral electronic system to control a display of moves in a chess match is illustrated in accordance with one embodiment. The process <NUM> illustrates a series of operations that can be employed to determine each of the moves available for a given state of a chess match, determine a player's selection of a game piece and customize the highlighting of the moves available to the player for the game piece given the game-state and in view of the player's handicap. In some embodiments, the process employs a touch-based identification of the chess piece selected by the user.

In <FIG>, the following operations are included in the process <NUM>: determining an assistance level for the player(s) <NUM>; determining a current game-state <NUM>; determining available moves based on the current game-state <NUM>; assigning a move-category to each of the available moves <NUM> and displaying a feature set for available moves when a player selects a game piece <NUM>. The process <NUM> also includes a decision point to determine whether the game is over <NUM>.

The process <NUM> begins at the act of determining an assistance level for the players in a chess match <NUM>. The players can include a human user and an AI opponent or two human players competing against one another. Where the match is played by two human users, the assistance level can correspond to a handicap level that the user(s) select at the start of a match. Where the match is between a human user an AI opponent the user selects a handicap level for himself and a handicap level for the AI opponent. In various embodiments, the handicap level can provide nuanced differences in the manner in which the available moves are highlighted for the human user(s). For example, the element of user-driven discovery is present in embodiments where moves are not presented unless a user actually selects a chess piece. Even then, the moves that are displayed are only those that are available for the selected chess piece.

Additional refinement is available because a user's handicap level can result in different forms of highlighting to selectively distinguish, or not, the various categories of moves. That is, in some embodiments, a separate color is used to distinguish moves in each move-category from moves in other move categories. Optionally, fewer than all available move-categories are distinguished as a result of the handicap selected for the user. According to these embodiments, the moves in all move categories can be illuminated in a manner that distinguishes the moves in at least one move-category from the moves in the other move categories. In some embodiments, moves in a plurality of move-categories are separately distinguished from one another using colored illumination (i.e., illumination using a unique color for each move-category) and moves in a plurality of different move-categories are all illuminated in a common color that does not distinguish these move-categories from one another. In addition, the electronic system <NUM> can operate to evaluate a user's skill in a prior match or matches and automatically adjust a player's handicap level for subsequent matches.

The user input(s) at the start of the match can also include setting up the board by positioning all pieces at a starting point. This can include locating each piece on the playing surface <NUM> and providing the electronic system <NUM> with inputs that allow the system to identify the starting location of each piece on the board. In addition, the user input can include identifying the player whose turn it is, whether castling options are available in the match, whether pawn promotion is available and whether en passant capture is available in the match.

With the assistance level known, the process <NUM> moves to determining the current game-state <NUM>. At the start of a match, the user input concerning the match setup is employed by the electronic system <NUM> to determine a current location of each piece on the playing surface <NUM>, for example, using the coordinate system illustrated and described with reference to <FIG>. Following the initial move and thereafter, the electronics system <NUM> detects a change in location of a chess piece upon completion of a move. In one embodiment, the electronic system <NUM> employs capacitive sensing to determine the change in location of a chess piece upon completion of a move. In another embodiment, the user first presses the chess piece downward on the playing surface at the original location of the piece to activate a first membrane switch and does the same at the location of the chess piece upon completion of the move. With the chess pieces in these known locations the electronic system <NUM> determines the current game-state at the act <NUM>.

With the game-state known, the process <NUM> moves to determining available moves based on the current game-state <NUM>. Here, the electronic system <NUM> employs the pre-defined moves associated with each chess piece, respectively, along with the current location of the game pieces on the playing surface <NUM> to determine the availability of moves for each of the chess pieces currently located on the playing surface <NUM>. The user input concerning the availability and definition of specialty moves such as castling, pawn promotion and en passant capture is also employed. According to one embodiment, the act of determining the current game state <NUM> and the act of determining available moves based on the current game-state <NUM> are combined in a single act. According to one embodiment, the process can include a determination of available future moves one or two turns ahead based on predicted moves. This approach can speed up the processing and display of moves when a match is being played in a fast-play format.

The process <NUM> continues by assigning a feature set to each of the available moves <NUM>. According to this embodiment, this act includes identifying the move-category, corresponding display-element, and display location(s) for each of the available move(s). In one embodiment, the available move-categories and associated display-elements include those illustrated and described with reference to <FIG>. However, other categories and display-elements can be employed depending on the embodiment. According to some embodiments, the process employs a point-based scoring system to rank available moves where a first range of scores is associated with a first move-strength, a second range of scores is associated with a second move strength and additional ranges are associated with different categories of move strengths. In one embodiment, the score is established using a scoring system based on a unit of measure referred to as a "centipawn" which is known in the art. According to this embodiment, a centipawn equals <NUM>/<NUM> of a pawn and <NUM> centipawns = <NUM> pawn and total scores can range from -<NUM> (signifying a black victory) to +<NUM> (signifying a white victory). According to one embodiment, the move-category is established based on a probability of winning rather than the centipawn scoring system.

In some embodiments, the electronic system <NUM> operates a process in which it searches a game tree to determine the score for a move based on a series of post-move outcomes that can result. According to one embodiment, this includes a min-max algorithm using alpha-beta pruning to decrease the number of nodes that are evaluated, for example, by evaluating available moves based on the players making an optimal move at each of the forward looking game-states. According to another embodiment, a monte-carlo algorithm is employed. According to this embodiment, the process operates by trying random moves, identifying those that are the most promising and further exploring results of those moves in more depth. In general, these approaches operate by trying moves and working backwards to determine the strength of a move that is currently available based on the game state. In a further embodiment, the move-strength for the opening series of moves in a match is determined using a library of moves that are known to be good.

The different move-categories and associated display-elements are established before the start of a match by the user, the AI chess assistant or a combination of the two. The electronic system <NUM> processes the inputs, the calculated move-strengths and operates to display the moves such that they are visible on the playing surface <NUM> in the manner that communicates the move-strength to the user. The locations of the display correspond to selected ones of the individually identifiable locations (for example the square <NUM>) on the playing surface that correspond to the destination of the selected chess piece, for example, the second rook 105D.

According to the illustrated embodiment, the feature set for available moves is not displayed until a player selects a game piece. <FIG> refers to a "player-touch. " The preceding is consistent with the rules of chess that allow a user to grasp a piece and temporarily move it to another position on the chessboard provided that they keep the selected chess piece in their grasp. The location of the chess piece is established at the location on the board where the player releases their grasp. There are multiple approaches that can be employed by the electronic system <NUM> to determine when a player selects a piece by "touch. " These can include capacitive sensing where touch alone is enough for the system to detect the selection. However, other embodiments can require that the user apply a light pressure on the chess piece in a direction of the playing surface to complete an electrical contact provided by a membrane keypad.

Once the electronic system <NUM> identifies that a move is complete, the process <NUM> moves to the act of determining whether the game is over <NUM>, for example, a checkmate or stalemate condition exists. If the game is complete, the process <NUM> ends. Alternatively, where the game is on-going, the process <NUM> returns to the act of determining the current game-state. Here, the location of each piece on the chessboard is determined following the immediately preceding move. Depending on the move (for example, whether or not a piece is captured) the updated game state can include a change in location of one or two chess pieces.

Referring to <FIG> again to describe the process <NUM>, the user <NUM> is in contact with the second rook 105D. As a result, the moves available in a plurality of move-categories as defined by the strength of the move are displayed by the electronic system <NUM> on the board <NUM>. In the illustrated example, all legal moves available with the selected chess piece are displayed using different display-elements to represent different move-categories, respectively. The display-elements can be created using a variety of approaches depending on the embodiment. In some embodiments, color RGB LEDs are employed to illuminate the playing surface and the user interfaces. In one embodiment, an LED backplane is located beneath the playing surface. Additional approaches that can be used alone or combination with the preceding or one another include having multiple LEDs per independently identifiable game-board location, the use of light guides, light guide films, mirrored surfaces, lens or other light-routing techniques.

In <FIG>, a move of the second rook 105D from its current location to the location of black's bishop at A6 is identified as an excellent move because black's bishop is captured. This is indicated with the first display-element <NUM> displayed at the location A6. A single move (moving the selected piece to the location D1) is identified as an inaccurate or okay move. This is indicated using with the second display-element <NUM> displayed at the location D1. Moves of the second rook 105D to any of A4, B1 or C1 are identified as mistakes as indicated with the display of third display-element <NUM> at those three locations on the playing surface <NUM>. Moves to any of A2, A3, A5 are identified as mistakes as indicated with the display of fourth display-element <NUM> at those three locations on the playing surface <NUM>.

According to further embodiments, the electronic system <NUM> operates to provide adaptive assistance. In these embodiments, the system evaluates the handicap of the players during play in view of the current likelihood of winning to determine whether an in-match adjustment will provide the benefit of a more competitive match. The handicap can be changed based on the amount that a player is either ahead or behind of their opponent. Where the system <NUM> operates to adjust the handicap during play, the distinction of the various move-categories is modified such that the highlighting remains consistent with the handicap level of the player.

While shown and described with reference to a chess set, embodiments described herein can also be employed to assist a user to increase their level of skill and enjoyment of different games that use different games pieces. These can include board games like Monopoly, Go, backgammon and Chinese checkers as a non-exhaustive list of examples. In each case, the electronic system <NUM> is integrated into a frame that includes the game board. The playing surface can include a transparent layer and a mask and may also include a conductive layer. Where touch sensitive capacitive game-piece detection is employed conductive game pieces can be employed in any of these embodiments. A lighting array can be included beneath the playing surface. According to these embodiments, the electronic system <NUM> includes algorithms employed to determine each of the moves available for a given state of the game, determine a player's selection of a game piece and display the moves available to the player for the game piece given the game-state and in view of the player's handicap.

Claim 1:
An electronic chess set (<NUM>), comprising:
a plurality of game pieces (<NUM>, <NUM>);
a chessboard (<NUM>) having a playing surface (<NUM>) including a plurality of individually identifiable locations (<NUM>) visible to a user on the chessboard (<NUM>), each of the locations (<NUM>) configured to receive any one of the plurality of game pieces (<NUM>, <NUM>);
an illumination system (<NUM>) configured to illuminate each of the plurality individually identifiable locations (<NUM>); and
an electronic system (<NUM>) coupled to the illumination system (<NUM>), the electronic system (<NUM>) including a processor (<NUM>), characterized in that:
the electronic system (<NUM>) is configured to determine when the user is in contact with a selected one of the plurality of game pieces (<NUM>, <NUM>) and, in response to a determination that the user is in contact with the selected game piece (<NUM>, <NUM>), control an operation of the illumination system (<NUM>) to illuminate the playing surface (<NUM>) to provide a visual identification of a plurality of valid moves available for the selected piece (<NUM>, <NUM>) based on a current location of the plurality of game pieces (<NUM>, <NUM>) for a chess match being played on the chessboard (<NUM>),
wherein the plurality of valid moves each have an associated move strength selected from a plurality of move-strength categories including at least a first set of moves having a first move strength and a second set of moves having a second move strength, the first move strength being different than the second move strength, and
wherein the illumination system (<NUM>) is configured to illuminate the playing surface (<NUM>) to illuminate at least one move selected from the first set of moves and at least one move selected from the second set of moves, the at least one move selected from the first set of moves uniquely identified via the illumination system (<NUM>) from the at least one move selected from the second set of moves.