US20110136560A1 - Method to play a game with computer-generated actions - Google Patents

Method to play a game with computer-generated actions Download PDF

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Publication number
US20110136560A1
US20110136560A1 US12/653,102 US65310209A US2011136560A1 US 20110136560 A1 US20110136560 A1 US 20110136560A1 US 65310209 A US65310209 A US 65310209A US 2011136560 A1 US2011136560 A1 US 2011136560A1
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player
dare
question
cpu
specific
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US12/653,102
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Andrey Novokhatski
Ivan Kravets
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LESSY VENTURE INVESTMENTS Ltd
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LESSY VENTURE INVESTMENTS Ltd
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F9/00Games not otherwise provided for
    • A63F9/18Question-and-answer games
    • A63F9/183Question-and-answer games electric
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/6027Methods for processing data by generating or executing the game program using adaptive systems learning from user actions, e.g. for skill level adjustment
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8064Quiz
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F9/00Games not otherwise provided for
    • A63F9/24Electric games; Games using electronic circuits not otherwise provided for

Definitions

  • This invention relates to interactive multi-player games, and in particular to a method to play a game with computer-generated actions.
  • a large number of games may be played by players drawing cards, and then performing an action specified on the card. Prior to drawing the card, the player generally doesn't know what action the player will be required to perform. Such games encompass a wide range of games, including adult games, Truth or Dare, and any game where players draw cards, and then perform the actions specified on the cards.
  • Truth or dare games are a popular interactive type of game which involves players choosing whether to answer a potentially embarrassing or personal question, or in the alternative perform a potentially daring, embarrassing or personal task.
  • a common problem associated with truth or dare games is the inability of a player to specify the comfort level such player would like to see questions and dares limited to. Some players may be more adventurous than others, just as some players may be comfortable with more intimate or personal questions than others. Thus, it would be desirable to provide a means for each player to specify his or her comfort level which would act as a limit to the types of questions and dares such player would encounter during the course of the game.
  • an object of the present invention to provide a method to play a game with computer-generated actions which permits each player to specify what types of actions such player is comfortable performing.
  • Design features allowing this object to be accomplished include an action database, at least one category associated with each action, and the method steps of inputting player preferences into the CPU (including declined categories), and the CPU generating a player-specific list of actions.
  • Advantages associated with the accomplishment of this object include each player being able to remain within his or her comfort zone when playing a game of truth or dare, and the ability to input a preference rating for each category.
  • Design features enabling the accomplishment of this object include a level value associated with each action, the level value being directly proportional to the daring or intensity of the action, and the method steps of the CPU selecting an action for each succeeding game round, each action being more daring or intense than those occurring in previous game rounds, by selecting during succeeding game rounds questions of increasing level values.
  • Design features allowing this object to be accomplished include a computer display and a printer connected to a computer. Benefits associated with the accomplishment of this object include increased flexibility of time and location, as well as means, of playing the truth or dare game.
  • Design features allowing this object to be accomplished include a question database, dare database, at least one category associated with each question and with each dare, and the method steps of inputting player preferences into the CPU (including declined categories), and the CPU generating a player-specific list of questions and a player-specific list of dares.
  • Advantages associated with the accomplishment of this object include each player being able to remain within his or her comfort zone when playing a game of truth or dare, and the ability to input a preference rating for each category.
  • Design features allowing this object to be accomplished include a computer display and a printer connected to a computer. Benefits associated with the accomplishment of this object include increased flexibility of time and location, as well as means, of playing the truth or dare game.
  • Design features enabling the accomplishment of this object include a level value associated with each question and dare, the level value being directly proportional to the daring or intensity of the question or dare, and the method steps of the CPU selecting a question and a dare for each succeeding game round, each question and dare pair being more daring or intense than those occurring in the previous game round, by selecting during succeeding game rounds questions and dares of increasing level values.
  • Sheet one contains FIG. 1 .
  • Sheet two contains FIG. 2 .
  • Sheet three contains FIG. 3 .
  • Sheet four contains FIG. 4 .
  • Sheet five contains FIG. 5 .
  • Sheet six contains FIG. 6 .
  • Sheet seven contains FIG. 7 .
  • Sheet eight contains FIGS. 8 and 9 .
  • Sheet nine contains FIGS. 10 and 11 .
  • Sheet ten contains FIG. 12 .
  • Sheet eleven contains FIG. 13 .
  • Sheet twelve contains FIG. 14 .
  • Sheet thirteen contains FIG. 15 .
  • FIG. 1 is a top level schematic of the apparatus and method.
  • FIG. 2 is a depiction of the question database showing representative questions.
  • FIG. 3 is a depiction of the dare database showing representative dares.
  • FIG. 4 is a depiction of the category database showing representative categories.
  • FIG. 5 is a representative questionnaire to be completed by each player prior to commencement of play.
  • FIG. 6 is an exemplary list of Beth's cards containing questions or dares determined by the preferences contained in a questionnaire completed by Beth, an exemplary player.
  • FIG. 7 is an exemplary list of Beth's cards containing questions or dares further determined by the availability of other players required for dares requiring players other than Beth.
  • FIG. 8 is an exemplary round one Beth question card front.
  • FIG. 9 is an exemplary round one Beth question card rear.
  • FIG. 10 is an exemplary round one Beth dare card front.
  • FIG. 11 is an exemplary round one Beth dare card rear.
  • FIG. 12 is a schematic of the method to generate a player-specific question list for a given player.
  • FIG. 13 is a schematic of the method to generate a player-specific dare list for a given player.
  • FIG. 14 is a schematic of a four-round game, and depicts the method to generate a player-specific round 1 question, a player-specific round 2 question, a player-specific round 3 question, and a player-specific round 4 question.
  • FIG. 15 is a schematic of a four-round game, and depicts the method to generate a player-specific round 1 dare, a player-specific round 2 dare, a player-specific round 3 dare, and a player-specific round 4 dare.
  • a large number of games may be played by players drawing cards, and then performing an action specified on the card. Prior to drawing the card, the player generally doesn't know what action the player will be required to perform. Such games encompass a wide range of games, including adult games, Truth or Dare, and any game where players draw cards, and then perform the actions specified on the cards.
  • FIG. 1 is a top level schematic of the instant apparatus and method to play the instant truth or dare game.
  • CPU (central processing unit) 2 is in communication with questions database 4 , dare database 6 , and category database 21 as indicated by arrows 14 .
  • questions database 4 questions database 4
  • dare database 6 dare database 6
  • category database 21 categories of questions and dares declined by the player
  • ratings for those categories not declined by the player are indicated by arrow 16 .
  • CPU 2 then filters out the questions and dares in categories declined by questionnaire 8 , checks that available players exist for those dares which require more than one player and further filters out such dares for which at least one additional player isn't available, and from the resulting lists of questions and dares generates one question and one dare for each player, for each round of play, as indicted by arrows 18 .
  • FIG. 2 is a depiction of question database 4 showing representative questions 5 , from which all player questions are drawn. In the preferred embodiment, there could be hundreds or thousands (or more) questions 5 in question database 4 .
  • each question 5 Associated with each question 5 is its level 20 , and one or more associated categories 22 .
  • question level 20 values ranged from 0 to 100. Lower levels 20 are assigned to milder questions and dares; higher levels 20 are assigned to more daring or intense questions and dares. It is intended for the milder questions and dares (having lower level 20 values) to occur earlier in the game, and as the game progresses, the questions and dares become more daring or intense, with correspondingly higher level 20 values.
  • FIG. 3 is a depiction of dare database 6 showing representative dares 7 , from which all player dares are drawn. In the preferred embodiment, there could be hundreds or thousands (or more) dares 7 in dare database 6 .
  • each dare 7 Associated with each dare 7 is its level 20 , and one or more associated categories 22 .
  • dare levels 20 ranged from 0 to 100. Lower levels 20 are assigned to milder questions and dares; higher levels 20 are assigned to more daring or intense questions and dares. It is intended for the milder questions and dares (having lower level 20 values) to occur earlier in the game, and as the game progresses, the questions and dares become more daring or intense, with correspondingly higher level 20 values.
  • FIG. 4 is a depiction of the category database 21 showing representative categories 22 . In the preferred embodiment, there could be a greater number of categories 22 than are illustrated in FIG. 4 .
  • a category abbreviation 23 is associated with each category 22 . Prior to play, each player fills out a questionnaire listing categories 22 , and for each category 22 either declines the category 22 by entering a value of “X”, or ranks it between ⁇ 3 and +3 ( ⁇ 3 being least pleasant; +3 being most pleasant).
  • FIG. 5 is depicts a representative questionnaire 8 to be filled out by each player prior to commencement of play—Beth in this case.
  • each player Prior to play, each player completes a questionnaire listing categories 22 , and for each category 22 either declines the category 22 by entering a value of “X”, or ranks it between ⁇ 3 and +3 ( ⁇ 3 being least pleasant; +3 being most pleasant).
  • Questionnaire 8 also contains spaces to enter the desired number of rounds in the game, and the sex of the player filling in the questionnaire.
  • the questionnaire 8 depicted in FIG. 5 shows a place to enter number of rounds in the game, it is intended to fall within the scope of this embodiment that the number of rounds in the game may also be entered directly into CPU 2 as a global parameter for all the players in a given game.
  • Beth has declined some categories 22 entirely by entering an “X” for such categories.
  • the declined categories 22 are “Wildly embarrassing”, “Embarrassing dare outdoors”, “Physically challenging dares”, “Undress below the waist”, and “Spank/get spanked”.
  • Beth has ranked the remainder of the categories 22 according to Beth's associated degree of pleasantness/unpleasantness on a scale of ⁇ 3 to +3, as explained above. For example, Beth has ranked “Kiss a person of the opposite sex” as +3, or very pleasant; and kiss a person of the same sex” as +1, or mildly pleasant. In contrast, Beth ranked “Eating something unusual” as ⁇ 3, or very unpleasant.
  • the data on questionnaire 8 is entered into CPU 2 , which then for each player filters out all questions 5 in question database 4 , and all dares 7 in dare database 6 , associated with categories declined by such player.
  • FIG. 6 depicts Beth's questions and dares determined by Beth's preferences list 30 .
  • the FIG. 6 list contains questions 5 or dares 7 after all questions 5 and dares 7 have been filtered out of question database 4 and dare database 6 which were associated with any of the categories 22 which Beth declined in her questionnaire 8 .
  • each specific question 5 and dare 7 has an associated level 20 .
  • the questions 5 and dares 7 contained in Beth's cards determined by Beth's preferences list 30 are ordered in ascending levels 20 indicating ascending order of daring or intensity, which roughly corresponds to their order of play.
  • Beth's cards determined by Beth's preferences list 30 contains only a few questions and dares; in the preferred embodiment it is envisioned that such player-specific question and dare lists could contain hundreds or thousands or more questions and dares.
  • Beth's cards determined by Beth's preferences list 30 illustrated in FIGS. 6 and 7 contain both questions 5 and dares 7 ; in practice a player-specific question list is determined independently from a player-specific dare list, as will be described below.
  • FIGS. 6 and 7 list in succeeding columns the level 20 associated with each question 5 and dare 7 , whether the line corresponds to a question (“Q”) or dare (“D”), the text of the question or dare, and the category abbreviation 23 .
  • FIG. 7 shows the state of Beth's player-specific card list following this second filtration: Beth's cards further determined by the availability of other players list 32 .
  • the second to the last dare “Kiss a person of the same sex” has been deleted from Beth's cards further determined by the availability of other players list 32 , because no other same-sex available player exists to kiss—all other females declined category 22 “Kiss a person of the same sex” in their questionnaires 8 , and so this dare 7 must be filtered out of Beth's cards further determined by the availability of other players list 32 for lack of at least one other female player who hasn't declined the category 22 “Kiss a person of the same sex”.
  • FIGS. 8 and 9 depict an exemplary round one Beth question card 40 .
  • FIG. 8 depicts question card front 42 .
  • question card front 42 identified the player (Beth in this case), that the card is in fact a question card 40 , and the round number (Round 1 in this case).
  • FIG. 9 depicts question card rear 44 .
  • question card rear 44 contained a question 5 .
  • FIGS. 10 and 11 depict an exemplary round one Beth dare card 50 .
  • FIG. 10 depicts dare card front 52 .
  • dare card front 52 identified the player (Beth in this case), that the card is in fact a dare card 50 , and the round number (Round 1 in this case).
  • FIG. 9 depicts dare card rear 54 .
  • dare card rear 54 contained a dare 7 .
  • Question cards 40 and dare cards 50 may be virtual (that is, shown on a computer display) or hard-copy, printed out from a printer attached to a computer which includes the CPU 2 which generated each player's questions 5 and dares 7 .
  • the instant method of playing a truth or dare game comprises six main steps: 1. completing a questionnaire pertaining to each player and inputting its contents into CPU 2 ; 2. generating a player-specific question list for each player; 3 generating a player-specific dare list for each player; 4. generating a question pertaining to each player for each game round; 5 generating a dare pertaining to each player for each game round; and 6. playing the game.
  • Step 1 Completing a Questionnaire Pertaining to Each Player and Inputting its Contents into CPU 2 .
  • Step 1 has been described above.
  • Step 2 Generating a Player-Specific Question List for Each Player.
  • Step 2 is illustrated in FIG. 12 , a schematic of the method to generate a player-specific question list 60 for a given player.
  • CPU 2 filters out all questions 5 from question database 4 having an associated category 22 declined by such player in such player's questionnaire 8 .
  • the resultant player-specific question list 60 contains only questions 5 which the player has indicated in such player's questionnaire 8 fall within such player's comfort zone.
  • the questions 5 on player-specific question list 60 are sorted by CPU 2 in order of ascending level 20 .
  • Step 3 Generating a Player-Specific Dare List for Each Player.
  • Step 3 is illustrated in FIG. 13 , a schematic of the method to generate a player-specific dare list 70 for a given player.
  • the data from all players is inputted into CPU 2 .
  • CPU 2 filters out all dares 7 from dare database 6 having an associated category 22 declined by such player in such player's questionnaire 8 .
  • CPU 2 filters out all multi-player dares 7 whose associated categories 22 have all been declined by all other eligible players.
  • the dares 7 on the resultant player-specific dare list 70 are sorted by CPU 2 in order of ascending level 20 .
  • the resultant player-specific dare list 70 contains only dares 7 which the player has indicated in such player's questionnaire 8 fall within such player's comfort zone.
  • the level 20 associated with each question 5 or dare 7 is proportional to the daring or intensity associated with such question 5 or dare 7 : the higher the numerical value of the level, the more daring or intense the question 5 or dare 7 .
  • one of the important features of the instant invention is to provide a method wherein the daring or intensity of questions 5 and dares 7 increase with each round of play, as do the corresponding levels 20 associated with such questions 5 and dares 7 .
  • each player's player-specific question list 60 and player-specific dare list 70 is divided into as many equal fractions as there are rounds in the game, in ascending levels 20 , so that during the first round a question 5 and dare 7 is selected from the fraction containing the lowest levels 20 , the second round a question 5 and dare 7 from the second lowest levels 20 , and so on.
  • questions 5 and dares 7 become more daring or intense with each round of play, until the last round contains a question 5 and dare 7 from the highest daring or intensity level fractions of each player's player-specific question list 60 and player-specific dare list 70 .
  • a round of play is a segment of play wherein each player participates once, either by answering a question or performing a dare.
  • NRR is defined as the number of rounds remaining. At the beginning of the selection step for each round, the group of questions numbering l/NRR with the lowest level 20 value is removed from player-specific questions list 60 , and CPU 2 selects a single question from that group of questions.
  • Step 4 Generating a Question Pertaining to Each Player for Each Game Round.
  • Step 4 is illustrated in FIG. 14 , a schematic depicting the method to generate a player-specific round one question 82 , a player-specific round two question 88 , a player-specific round three question 94 , and a player-specific round four question 98 .
  • the game depicted in FIGS. 14 and 15 show four rounds of play for illustrative purposes only; it is intended to fall within the scope of this disclosure that any number of rounds be included in the game, as specified by the players.
  • the first group of questions removed from player-specific question list 60 is the 1 ⁇ 4 of player-specific question list 60 having the lowest numerical level 20 values, which become player-specific round one questions 80 .
  • CPU 2 randomly selects one question, which becomes player-specific round one question 82 .
  • post-round one player-specific question list 84 remains, which is player-specific question list 60 with its least daring or intense 1 ⁇ 4 questions removed.
  • CPU 2 now proceeds to selection of player-specific round two question 88 from the remaining questions in post-round one player-specific question list 84 .
  • CPU 2 randomly selects one question, which becomes player-specific round two question 88 .
  • post-round two player-specific question list 90 is post-round one player-specific question list 84 with its least daring or intense 1 ⁇ 3 questions removed.
  • CPU 2 now proceeds to selection of player-specific round three question 94 from the remaining questions in post-round two player-specific question list 90 .
  • CPU 2 randomly selects one question, which becomes player-specific round three question 94 .
  • player-specific round three question 94 Following the selection of player-specific round three question 94 , only player-specific round four questions 96 remain, containing the highest level 20 numerical values from the original player-specific question list 60 .
  • CPU 2 randomly selects one question from player-specific round four questions 96 , which becomes player-specific round four question 98 .
  • the original player-specific question list is divided into 1 ⁇ 4 fractions in ascending levels of daring as reflected by their level 20 numerical values, and a question randomly selected from each 1 ⁇ 4 fraction: player-specific round one question 82 (mild), player-specific round two question 88 (more daring), player-specific round three question 94 (more daring), and player-specific round four question 98 (most daring).
  • player-specific round one question 82 (mild), player-specific round two question 88 (more daring), player-specific round three question 94 (more daring), and player-specific round four question 98 (most daring) may be shown on a computer display, printed out and used as hard-copy cards, etc.
  • Step 5 Generating a Dare Pertaining to Each Player for Each Game Round.
  • Step 5 is illustrated in FIG. 15 , a schematic depicting the method to generate a dare for each player for each round in the example of a four-round game, and depicts the method to generate a player-specific round one dare 102 , a player-specific round two dare 108 , a player-specific round three dare 114 , and a player-specific round four dare 118 .
  • the first group of dares removed from player-specific dare list 70 is the 1 ⁇ 4 fraction of player-specific dare list 70 having the lowest numerical level 20 values, which become player-specific round one dares 100 .
  • CPU 2 randomly selects one dare, which becomes player-specific round one dare 102 .
  • post-round one player-specific dare list 104 remains, which is player-specific dare list 70 with its least daring or intense 1 ⁇ 4 dares removed.
  • CPU 2 now proceeds to selection of player-specific round two dare 108 from the remaining dares in post-round one player-specific dare list 104 .
  • post-round two player-specific dare list 110 remains, which is post-round one player-specific dare list 104 with its least daring or intense 1 ⁇ 3 dares removed.
  • the original player-specific dare list 70 is divided into 1 ⁇ 4 fractions in ascending levels of daring as reflected by their level 20 numerical values, and a dare is randomly selected from each 1 ⁇ 4: player-specific round one dare 102 (mild), player-specific round two dare 108 (more daring), player-specific round three dare 114 (more daring), and player-specific round four dare 118 (most daring).
  • player-specific round one dare 102 (mild), player-specific round two dare 108 (more daring), player-specific round three dare 114 (more daring), and player-specific round four dare 118 (most daring) may be shown on a computer display, printed out and used as hard-copy cards, etc.
  • Step 6 Playing the Game.
  • Step 6 comprises playing the game of truth or dare. This may be accomplished according to traditional rules, or according to such other variations on the traditional rules agreed to by the players. In general, play rotates around a circle of players, each of whom must choose a question card or a dare card without the benefit of knowing the specific question or dare contained on the question and dare card, and then in the case of the question card, answer the question, and in the case of the dare card, perform the dare specified on the dare card.
  • One optional method step is rather than randomly choosing a question or dare from each round's player-specific questions and dares, instructing CPU 2 to choose the question or dare having an associated category 22 ranked the highest by the player (ranked from ⁇ 3 to +3, as explained previously).
  • CPU 2 would choose the highest preferenced question in player-specific round one questions 80 to be player-specific round one question 82 , the highest preferenced question in player-specific round two questions 86 to be player-specific round two question 88 , etc.
  • CPU 2 would choose the highest preferenced dare in player-specific round one dares 100 to be player-specific round one dare 102 , the highest preferenced dare in player-specific round two dares 106 to be player-specific round two dare 108 , etc.
  • Another optional method step is for CPU 2 to avoid duplicate questions and dares from player to player, to avoid monotonous repetition of dares and/or questions.
  • the instant method comprises the steps of:
  • A. Providing a computer comprising a central processing unit (CPU), said CPU in communication with a question database, a dare database; a category database, and at least one player, at least one category in said category database being associated with each question in said question database, at least one said category being associated with each said dare in said dare database; B. Inputting into said CPU information pertaining to each player, the player information including the sex of the player, declined categories, and a preference ranking pertaining to each non-declined category; C. For each player, said CPU generating a player-specific question list by filtering out questions in said question database having an associated category which was declined by said player; and D.
  • CPU central processing unit
  • said CPU For each player, said CPU generating a player-specific dare list by filtering out dares in said dare database having an associated category which was declined by said player, and said CPU further filtering out dares in said database which both require the participation of more than one player and have an associated category which was declined by any participating player.
  • the method may comprise the further steps of:
  • E. Providing a level value associated with each said dare and said question, said level value being directly proportional to a daring or intensity associated with said dare or question;
  • F. Said CPU determining a player-specific question for each game round by defining NRR as number of rounds remaining to be played, for each round said CPU determining player-specific round questions by removing a fraction of questions from said player-specific question list equal to 1/NRR and having the lowest level values, and said CPU then randomly choosing one player-specific round question from said player-specific round questions; and G.
  • Said CPU determining a player-specific dare for each game round by defining NRR as number of rounds remaining to be played, for each round said CPU determining player-specific round dares by removing a fraction of dares from said player-specific dare list equal to 1/NRR and having the lowest level values, and said CPU then randomly choosing one player-specific round dare from said player-specific round dares.
  • the method may include the additional step of said CPU choosing a highest-preferenced question and dare from said player-specific round questions and said player-specific round dares:
  • the method may include the additional step of said CPU avoiding choosing the same question or dare for different players.
  • the method may include the additional step of providing a printer in communication with said CPU, and printing out said player-specific round questions and said player-specific round dares.
  • the method may include the additional step of providing a printer in communication with said CPU, and printing out said player-specific round questions onto question cards, each said question card having a question card front and a question card rear, a player name and a round number printed on said question card front and a question being printed on said question card rear.
  • the method may include the additional step of providing a printer in communication with said CPU, and printing out said player-specific dare questions onto dare cards, each said dare card having a dare card front and a dare card rear, a player name and a round number being printed on said dare card front, and a dare being printed on said dare card rear.
  • action is intended to encompass the dares 7 used above in the particular embodiment of a Truth or Dare game.
  • action is a broader term (encompassing dares 7 ) meaning a task to be performed by a player, when such player draws a card specifying such action.

Abstract

A method to play a game with computer-generated actions. A CPU is in communication with an action database and a list of categories. A level value and at least one category is associated with each action. Player information including player sex and category preferences (including declined categories) is input into the CPU. The CPU determines a player-specific list of actions by filtering out those actions with an associated declined category and by further filtering out multi-player actions for which no other player is available to participate. Then for each round the CPU generates a player-specific action, in ascending level values, so that with each game round the daring or intensity of questions and dares increases. A Truth or Dare embodiment includes question database, a level value, and category(ies) associated with each question. The CPU further determines a player-specific list of questions by filtering out questions having a declined category.

Description

    BACKGROUND OF THE INVENTION
  • 1. Field of the Invention
  • This invention relates to interactive multi-player games, and in particular to a method to play a game with computer-generated actions.
  • 2. Background of the Invention
  • A large number of games may be played by players drawing cards, and then performing an action specified on the card. Prior to drawing the card, the player generally doesn't know what action the player will be required to perform. Such games encompass a wide range of games, including adult games, Truth or Dare, and any game where players draw cards, and then perform the actions specified on the cards.
  • One of the better-known examples of this type of game is the classic, Truth or Dare. Accordingly, for clarity of explanation of the instant method to play a game with computer-generated actions invention, the example of Truth or Dare will be used. However, it is intended to fall within the scope of this disclosure, and of the instant claims, that any game wherein a player draws a card, and then performs the action specified on the card, be encompassed.
  • Truth or dare games are a popular interactive type of game which involves players choosing whether to answer a potentially embarrassing or personal question, or in the alternative perform a potentially daring, embarrassing or personal task.
  • A common problem associated with truth or dare games is the inability of a player to specify the comfort level such player would like to see questions and dares limited to. Some players may be more adventurous than others, just as some players may be comfortable with more intimate or personal questions than others. Thus, it would be desirable to provide a means for each player to specify his or her comfort level which would act as a limit to the types of questions and dares such player would encounter during the course of the game.
  • While many games are now played on computers, it can be advantageous to have physical, hard-copy truth and dare cards available for play. In the alternative, it is also sometimes desirable to have questions and dares displayed on a computer screen, thus avoiding the consumption of paper or card stock, and printer ink. Therefore, it would be desirable to provide an apparatus for playing a truth or dare game which is capable of providing either hard-copy truth and dare cards, or the questions and dares displayed on a computer screen.
  • In addition, it would be desirable to progressively increase the daring or intensity of questions and dares as the game progresses, to increase interest and excitement associated with play.
  • Existing Designs
  • A number of designs have been proposed for truth or dare, questions, or physical tasks games. U.S. Pat. No. 6,045,131 was granted Adams et al. for a method of playing truth or dare with a deck of predesigned cards. While the apparatus taught in this reference provided a deck of cards upon which both questions and dares were inscribed, no method of pre-selecting a player comfort level was taught, nor displaying the questions and dares on a computer screen.
  • U.S. Pat. No. 4,315,628 was granted Balash et al. for a card game which directed players to touch various parts of other players' bodies. While this reference provided a deck of cards upon which dare-like tasks were inscribed, no method of pre-selecting a player comfort level was taught, nor displaying the questions and dares on a computer screen.
  • A number of patent applications have also been filed for these types of games. US Pub. Nos. 2007/0284817 and 2008/0277873 are references attributable to Northrop and Sorbonne et al., respectively. These teach apparatuses which provide instructions to players to perform adult or intimate activities. While the apparatuses taught in these references provided a written instructions to perform adult or intimate actions, no method of pre-selecting a player comfort level was taught, nor displaying the questions and dares on a computer screen.
  • SUMMARY OF THE INVENTION
  • Accordingly, it is an object of the present invention to provide a method to play a game with computer-generated actions which permits each player to specify what types of actions such player is comfortable performing. Design features allowing this object to be accomplished include an action database, at least one category associated with each action, and the method steps of inputting player preferences into the CPU (including declined categories), and the CPU generating a player-specific list of actions. Advantages associated with the accomplishment of this object include each player being able to remain within his or her comfort zone when playing a game of truth or dare, and the ability to input a preference rating for each category.
  • It is another object of this invention to provide a method to play a game with computer-generated actions which provides more daring or intense actions as the game progresses. Design features enabling the accomplishment of this object include a level value associated with each action, the level value being directly proportional to the daring or intensity of the action, and the method steps of the CPU selecting an action for each succeeding game round, each action being more daring or intense than those occurring in previous game rounds, by selecting during succeeding game rounds questions of increasing level values. An advantage associated with the realization of this object is more interesting play, and a natural increase in excitement level as play progresses.
  • It is still another object of the present invention to provide a method to play a game with computer-generated actions whose actions may be seen on a computer display, or in the alternative, printed out as playing cards. Design features allowing this object to be accomplished include a computer display and a printer connected to a computer. Benefits associated with the accomplishment of this object include increased flexibility of time and location, as well as means, of playing the truth or dare game.
  • It is another object of the present invention to provide a method to play truth or dare which permits each player to specify what types of questions and dares such player is comfortable answering or performing. Design features allowing this object to be accomplished include a question database, dare database, at least one category associated with each question and with each dare, and the method steps of inputting player preferences into the CPU (including declined categories), and the CPU generating a player-specific list of questions and a player-specific list of dares. Advantages associated with the accomplishment of this object include each player being able to remain within his or her comfort zone when playing a game of truth or dare, and the ability to input a preference rating for each category.
  • It is another object of the present invention to provide a method to play truth or dare whose questions and dares may be seen on a computer display, or in the alternative, printed out as playing cards. Design features allowing this object to be accomplished include a computer display and a printer connected to a computer. Benefits associated with the accomplishment of this object include increased flexibility of time and location, as well as means, of playing the truth or dare game.
  • It is still another object of this invention to provide a method to play truth or dare which provides more daring or intense questions and dares as the game progresses. Design features enabling the accomplishment of this object include a level value associated with each question and dare, the level value being directly proportional to the daring or intensity of the question or dare, and the method steps of the CPU selecting a question and a dare for each succeeding game round, each question and dare pair being more daring or intense than those occurring in the previous game round, by selecting during succeeding game rounds questions and dares of increasing level values. An advantage associated with the realization of this object is more interesting play, and a natural increase in excitement level as play progresses.
  • BRIEF DESCRIPTION OF THE DRAWINGS
  • The invention, together with the other objects, features, aspects and advantages thereof will be more clearly understood from the following in conjunction with the accompanying drawings.
  • Thirteen sheets of drawings are provided. Sheet one contains FIG. 1. Sheet two contains FIG. 2. Sheet three contains FIG. 3. Sheet four contains FIG. 4. Sheet five contains FIG. 5. Sheet six contains FIG. 6. Sheet seven contains FIG. 7. Sheet eight contains FIGS. 8 and 9. Sheet nine contains FIGS. 10 and 11. Sheet ten contains FIG. 12. Sheet eleven contains FIG. 13. Sheet twelve contains FIG. 14. Sheet thirteen contains FIG. 15.
  • FIG. 1 is a top level schematic of the apparatus and method.
  • FIG. 2 is a depiction of the question database showing representative questions.
  • FIG. 3 is a depiction of the dare database showing representative dares.
  • FIG. 4 is a depiction of the category database showing representative categories.
  • FIG. 5 is a representative questionnaire to be completed by each player prior to commencement of play.
  • FIG. 6 is an exemplary list of Beth's cards containing questions or dares determined by the preferences contained in a questionnaire completed by Beth, an exemplary player.
  • FIG. 7 is an exemplary list of Beth's cards containing questions or dares further determined by the availability of other players required for dares requiring players other than Beth.
  • FIG. 8 is an exemplary round one Beth question card front.
  • FIG. 9 is an exemplary round one Beth question card rear.
  • FIG. 10 is an exemplary round one Beth dare card front.
  • FIG. 11 is an exemplary round one Beth dare card rear.
  • FIG. 12 is a schematic of the method to generate a player-specific question list for a given player.
  • FIG. 13 is a schematic of the method to generate a player-specific dare list for a given player.
  • FIG. 14 is a schematic of a four-round game, and depicts the method to generate a player-specific round 1 question, a player-specific round 2 question, a player-specific round 3 question, and a player-specific round 4 question.
  • FIG. 15 is a schematic of a four-round game, and depicts the method to generate a player-specific round 1 dare, a player-specific round 2 dare, a player-specific round 3 dare, and a player-specific round 4 dare.
  • DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENT
  • A large number of games may be played by players drawing cards, and then performing an action specified on the card. Prior to drawing the card, the player generally doesn't know what action the player will be required to perform. Such games encompass a wide range of games, including adult games, Truth or Dare, and any game where players draw cards, and then perform the actions specified on the cards.
  • One of the better-known examples of this type of game is the classic, Truth or Dare. Accordingly, for clarity of explanation of the instant method to play a game with computer-generated actions invention, the example of Truth or Dare will be used. However, it is intended to fall within the scope of this disclosure, and of the instant claims, that any game wherein a player draws a card, and then performs the action specified on the card, be encompassed.
  • FIG. 1 is a top level schematic of the instant apparatus and method to play the instant truth or dare game. CPU (central processing unit) 2 is in communication with questions database 4, dare database 6, and category database 21 as indicated by arrows 14. Before commencement of play, each player completes a questionnaire 8, and the data contained in questionnaire 8 is inputted into CPU 2 as indicated by arrow 16. Data in questionnaire 8 includes player name, sex, categories of questions and dares declined by the player, and ratings for those categories not declined by the player.
  • CPU 2 then filters out the questions and dares in categories declined by questionnaire 8, checks that available players exist for those dares which require more than one player and further filters out such dares for which at least one additional player isn't available, and from the resulting lists of questions and dares generates one question and one dare for each player, for each round of play, as indicted by arrows 18.
  • FIG. 2 is a depiction of question database 4 showing representative questions 5, from which all player questions are drawn. In the preferred embodiment, there could be hundreds or thousands (or more) questions 5 in question database 4.
  • Associated with each question 5 is its level 20, and one or more associated categories 22. In the preferred embodiment, question level 20 values ranged from 0 to 100. Lower levels 20 are assigned to milder questions and dares; higher levels 20 are assigned to more daring or intense questions and dares. It is intended for the milder questions and dares (having lower level 20 values) to occur earlier in the game, and as the game progresses, the questions and dares become more daring or intense, with correspondingly higher level 20 values.
  • FIG. 3 is a depiction of dare database 6 showing representative dares 7, from which all player dares are drawn. In the preferred embodiment, there could be hundreds or thousands (or more) dares 7 in dare database 6.
  • Associated with each dare 7 is its level 20, and one or more associated categories 22. In the preferred embodiment, dare levels 20 ranged from 0 to 100. Lower levels 20 are assigned to milder questions and dares; higher levels 20 are assigned to more daring or intense questions and dares. It is intended for the milder questions and dares (having lower level 20 values) to occur earlier in the game, and as the game progresses, the questions and dares become more daring or intense, with correspondingly higher level 20 values.
  • FIG. 4 is a depiction of the category database 21 showing representative categories 22. In the preferred embodiment, there could be a greater number of categories 22 than are illustrated in FIG. 4. A category abbreviation 23 is associated with each category 22. Prior to play, each player fills out a questionnaire listing categories 22, and for each category 22 either declines the category 22 by entering a value of “X”, or ranks it between −3 and +3 (−3 being least pleasant; +3 being most pleasant).
  • FIG. 5 is depicts a representative questionnaire 8 to be filled out by each player prior to commencement of play—Beth in this case. Prior to play, each player completes a questionnaire listing categories 22, and for each category 22 either declines the category 22 by entering a value of “X”, or ranks it between −3 and +3 (−3 being least pleasant; +3 being most pleasant). Questionnaire 8 also contains spaces to enter the desired number of rounds in the game, and the sex of the player filling in the questionnaire. Although the questionnaire 8 depicted in FIG. 5 shows a place to enter number of rounds in the game, it is intended to fall within the scope of this embodiment that the number of rounds in the game may also be entered directly into CPU 2 as a global parameter for all the players in a given game.
  • It may be observed in FIG. 5 Beth has declined some categories 22 entirely by entering an “X” for such categories. In the example of FIG. 5 the declined categories 22 are “Wildly embarrassing”, “Embarrassing dare outdoors”, “Physically challenging dares”, “Undress below the waist”, and “Spank/get spanked”. Beth has ranked the remainder of the categories 22 according to Beth's associated degree of pleasantness/unpleasantness on a scale of −3 to +3, as explained above. For example, Beth has ranked “Kiss a person of the opposite sex” as +3, or very pleasant; and kiss a person of the same sex” as +1, or mildly pleasant. In contrast, Beth ranked “Eating something unusual” as −3, or very unpleasant.
  • The data on questionnaire 8 is entered into CPU 2, which then for each player filters out all questions 5 in question database 4, and all dares 7 in dare database 6, associated with categories declined by such player.
  • By way of example, FIG. 6 depicts Beth's questions and dares determined by Beth's preferences list 30. The FIG. 6 list contains questions 5 or dares 7 after all questions 5 and dares 7 have been filtered out of question database 4 and dare database 6 which were associated with any of the categories 22 which Beth declined in her questionnaire 8.
  • Specifically, all questions 5 and dares 7 have been filtered out of question database 4 and dare database 6 which were associated with declined categories 22 “Wildly embarrassing”, “Embarrassing dare outdoors”, “Physically challenging dares”, “Undress below the waist”, and “Spank/get spanked”, and none of none of the questions 5 and dares 7 in FIG. 6 are associated with these declined categories.
  • Note that after this first filtration step, no questions 5 and dares 7 which remain on Beth's cards determined by Beth's preferences list 30 are in categories which Beth indicated in her questionnaire 8 are beyond her personal comfort level. This feature is one of the key advances inherent in the instant invention: the ability to play a game of truth or dare wherein none of the questions 5 or dares 7 exceed the individual comfort level of each individual player.
  • As described above, each specific question 5 and dare 7 has an associated level 20. The questions 5 and dares 7 contained in Beth's cards determined by Beth's preferences list 30 are ordered in ascending levels 20 indicating ascending order of daring or intensity, which roughly corresponds to their order of play.
  • While in interest of clarity, Beth's cards determined by Beth's preferences list 30 contains only a few questions and dares; in the preferred embodiment it is envisioned that such player-specific question and dare lists could contain hundreds or thousands or more questions and dares.
  • For purposes of conceptual illustration, Beth's cards determined by Beth's preferences list 30 illustrated in FIGS. 6 and 7 contain both questions 5 and dares 7; in practice a player-specific question list is determined independently from a player-specific dare list, as will be described below. FIGS. 6 and 7 list in succeeding columns the level 20 associated with each question 5 and dare 7, whether the line corresponds to a question (“Q”) or dare (“D”), the text of the question or dare, and the category abbreviation 23.
  • It is axiomatic that dares 7 involving more than one player (called multi-player dares) require at least one other player to perform. Thus for dares 7, a further technical filtration is required, to filter out any dares 7 for which no other player is available because of the first filtration process described above. Expressed differently, in this second filtration step, CPU 2 further filters out each multi-player dare 7 whose associated categories 22 have all been declined by all of the other players. In other words, to survive this second filtration step there must be at least two players who haven't declined all categories 22 associated with a given multi-player dare 7.
  • FIG. 7 shows the state of Beth's player-specific card list following this second filtration: Beth's cards further determined by the availability of other players list 32. Note that the second to the last dare, “Kiss a person of the same sex” has been deleted from Beth's cards further determined by the availability of other players list 32, because no other same-sex available player exists to kiss—all other females declined category 22 “Kiss a person of the same sex” in their questionnaires 8, and so this dare 7 must be filtered out of Beth's cards further determined by the availability of other players list 32 for lack of at least one other female player who hasn't declined the category 22 “Kiss a person of the same sex”.
  • FIGS. 8 and 9 depict an exemplary round one Beth question card 40. FIG. 8 depicts question card front 42. In the preferred embodiment, question card front 42 identified the player (Beth in this case), that the card is in fact a question card 40, and the round number (Round 1 in this case).
  • FIG. 9 depicts question card rear 44. In the preferred embodiment, question card rear 44 contained a question 5.
  • FIGS. 10 and 11 depict an exemplary round one Beth dare card 50. FIG. 10 depicts dare card front 52. In the preferred embodiment, dare card front 52 identified the player (Beth in this case), that the card is in fact a dare card 50, and the round number (Round 1 in this case).
  • FIG. 9 depicts dare card rear 54. In the preferred embodiment, dare card rear 54 contained a dare 7.
  • Question cards 40 and dare cards 50 may be virtual (that is, shown on a computer display) or hard-copy, printed out from a printer attached to a computer which includes the CPU 2 which generated each player's questions 5 and dares 7.
  • The instant method of playing a truth or dare game comprises six main steps: 1. completing a questionnaire pertaining to each player and inputting its contents into CPU 2; 2. generating a player-specific question list for each player; 3 generating a player-specific dare list for each player; 4. generating a question pertaining to each player for each game round; 5 generating a dare pertaining to each player for each game round; and 6. playing the game.
  • Step 1: Completing a Questionnaire Pertaining to Each Player and Inputting its Contents into CPU 2.
  • Step 1 has been described above.
  • Step 2: Generating a Player-Specific Question List for Each Player.
  • Step 2 is illustrated in FIG. 12, a schematic of the method to generate a player-specific question list 60 for a given player. For each player, CPU 2 filters out all questions 5 from question database 4 having an associated category 22 declined by such player in such player's questionnaire 8. The resultant player-specific question list 60 contains only questions 5 which the player has indicated in such player's questionnaire 8 fall within such player's comfort zone. The questions 5 on player-specific question list 60 are sorted by CPU 2 in order of ascending level 20.
  • Step 3: Generating a Player-Specific Dare List for Each Player.
  • Step 3 is illustrated in FIG. 13, a schematic of the method to generate a player-specific dare list 70 for a given player. First, the data from all players is inputted into CPU 2. Then, for each player, CPU 2 filters out all dares 7 from dare database 6 having an associated category 22 declined by such player in such player's questionnaire 8.
  • Next, CPU 2 filters out all multi-player dares 7 whose associated categories 22 have all been declined by all other eligible players. The dares 7 on the resultant player-specific dare list 70 are sorted by CPU 2 in order of ascending level 20. The resultant player-specific dare list 70 contains only dares 7 which the player has indicated in such player's questionnaire 8 fall within such player's comfort zone.
  • As previously discussed, the level 20 associated with each question 5 or dare 7 is proportional to the daring or intensity associated with such question 5 or dare 7: the higher the numerical value of the level, the more daring or intense the question 5 or dare 7. Thus, one of the important features of the instant invention is to provide a method wherein the daring or intensity of questions 5 and dares 7 increase with each round of play, as do the corresponding levels 20 associated with such questions 5 and dares 7.
  • In order to accomplish this objective, each player's player-specific question list 60 and player-specific dare list 70 is divided into as many equal fractions as there are rounds in the game, in ascending levels 20, so that during the first round a question 5 and dare 7 is selected from the fraction containing the lowest levels 20, the second round a question 5 and dare 7 from the second lowest levels 20, and so on. In this way, questions 5 and dares 7 become more daring or intense with each round of play, until the last round contains a question 5 and dare 7 from the highest daring or intensity level fractions of each player's player-specific question list 60 and player-specific dare list 70. A round of play is a segment of play wherein each player participates once, either by answering a question or performing a dare.
  • NRR is defined as the number of rounds remaining. At the beginning of the selection step for each round, the group of questions numbering l/NRR with the lowest level 20 value is removed from player-specific questions list 60, and CPU 2 selects a single question from that group of questions.
  • Step 4: Generating a Question Pertaining to Each Player for Each Game Round.
  • Step 4 is illustrated in FIG. 14, a schematic depicting the method to generate a player-specific round one question 82, a player-specific round two question 88, a player-specific round three question 94, and a player-specific round four question 98. The game depicted in FIGS. 14 and 15 show four rounds of play for illustrative purposes only; it is intended to fall within the scope of this disclosure that any number of rounds be included in the game, as specified by the players.
  • In the example depicted in FIG. 14, there are four rounds of play, so before the player-specific round one question 82 selection four rounds remain to be played, and NRR=4 at this point. Therefore the first group of questions removed from player-specific question list 60 is the ¼ of player-specific question list 60 having the lowest numerical level 20 values, which become player-specific round one questions 80. From the player-specific round one questions 80 thus selected, CPU 2 randomly selects one question, which becomes player-specific round one question 82.
  • Following the selection of player-specific round one question 82, post-round one player-specific question list 84 remains, which is player-specific question list 60 with its least daring or intense ¼ questions removed.
  • CPU 2 now proceeds to selection of player-specific round two question 88 from the remaining questions in post-round one player-specific question list 84. Three rounds of play remain at this point, so NRR=3. Therefore the next group of questions removed from post-round one player-specific question list 84 is the ⅓ of post-round one player-specific question list 84 having the lowest numerical level 20 values, which become player-specific round two questions 86. From the player-specific round two questions 86 thus selected, CPU 2 randomly selects one question, which becomes player-specific round two question 88.
  • Following the selection of player-specific round two question 88, post-round two player-specific question list 90 remains, which is post-round one player-specific question list 84 with its least daring or intense ⅓ questions removed.
  • CPU 2 now proceeds to selection of player-specific round three question 94 from the remaining questions in post-round two player-specific question list 90. Two rounds of play remain at this point, so NRR=2. Therefore the next group of questions removed from post-round two player-specific question list 90 is the ½ of post-round two player-specific question list 90 having the lowest numerical level 20 values, which become player-specific round three questions 92. From the player-specific round three questions 92 thus selected, CPU 2 randomly selects one question, which becomes player-specific round three question 94.
  • Following the selection of player-specific round three question 94, only player-specific round four questions 96 remain, containing the highest level 20 numerical values from the original player-specific question list 60. CPU 2 randomly selects one question from player-specific round four questions 96, which becomes player-specific round four question 98.
  • In this fashion, for the four-round game illustrated, the original player-specific question list is divided into ¼ fractions in ascending levels of daring as reflected by their level 20 numerical values, and a question randomly selected from each ¼ fraction: player-specific round one question 82 (mild), player-specific round two question 88 (more daring), player-specific round three question 94 (more daring), and player-specific round four question 98 (most daring). As was previously mentioned, player-specific round one question 82 (mild), player-specific round two question 88 (more daring), player-specific round three question 94 (more daring), and player-specific round four question 98 (most daring) may be shown on a computer display, printed out and used as hard-copy cards, etc.
  • Step 5: Generating a Dare Pertaining to Each Player for Each Game Round.
  • Step 5 is illustrated in FIG. 15, a schematic depicting the method to generate a dare for each player for each round in the example of a four-round game, and depicts the method to generate a player-specific round one dare 102, a player-specific round two dare 108, a player-specific round three dare 114, and a player-specific round four dare 118.
  • In the example depicted in FIG. 15, there are four rounds of play, so before the selection of player-specific round one dare 102 four rounds remain to be played, and NRR=4 at this point. Therefore the first group of dares removed from player-specific dare list 70 is the ¼ fraction of player-specific dare list 70 having the lowest numerical level 20 values, which become player-specific round one dares 100. From the player-specific round one dares 100 thus selected, CPU 2 randomly selects one dare, which becomes player-specific round one dare 102.
  • Following the selection of player-specific round one dare 102, post-round one player-specific dare list 104 remains, which is player-specific dare list 70 with its least daring or intense ¼ dares removed.
  • CPU 2 now proceeds to selection of player-specific round two dare 108 from the remaining dares in post-round one player-specific dare list 104. Three rounds of play remain at this point, so NRR=3. Therefore the next group of dares removed from post-round one player-specific dare list 104 is the ⅓ fraction of post-round one player-specific dare list 104 having the lowest numerical level 20 values, which become player-specific round two dares 106. From the player-specific round two dares 106 thus selected, CPU 2 randomly selects one dare, which becomes player-specific round two dare 108.
  • Following the selection of player-specific round two dare 108, post-round two player-specific dare list 110 remains, which is post-round one player-specific dare list 104 with its least daring or intense ⅓ dares removed.
  • CPU 2 now proceeds to selection of player-specific round three dare 114 from the remaining dares in post-round two player-specific dare list 110. Two rounds of play remain at this point, so NRR=2. Therefore the next group of dares removed from post-round two player-specific dare list 110 is the ½ fraction of post-round two player-specific dare list 110 having the lowest numerical level 20 values, which become player-specific round three dares 112. From the player-specific round three dares 112 thus selected, CPU 2 randomly selects one dare, which becomes player-specific round three dare 114.
  • Following the selection of player-specific round three dare 114, only player-specific round four dares 116 remain, containing the highest level 20 numerical values from the original player-specific dare list 70. CPU 2 randomly selects one dare from player-specific round four dares 116, which becomes player-specific round four dare 118.
  • In this fashion; for the four-round game illustrated, the original player-specific dare list 70 is divided into ¼ fractions in ascending levels of daring as reflected by their level 20 numerical values, and a dare is randomly selected from each ¼: player-specific round one dare 102 (mild), player-specific round two dare 108 (more daring), player-specific round three dare 114 (more daring), and player-specific round four dare 118 (most daring). As was previously mentioned, player-specific round one dare 102 (mild), player-specific round two dare 108 (more daring), player-specific round three dare 114 (more daring), and player-specific round four dare 118 (most daring) may be shown on a computer display, printed out and used as hard-copy cards, etc.
  • Step 6: Playing the Game.
  • Step 6 comprises playing the game of truth or dare. This may be accomplished according to traditional rules, or according to such other variations on the traditional rules agreed to by the players. In general, play rotates around a circle of players, each of whom must choose a question card or a dare card without the benefit of knowing the specific question or dare contained on the question and dare card, and then in the case of the question card, answer the question, and in the case of the dare card, perform the dare specified on the dare card.
  • One optional method step is rather than randomly choosing a question or dare from each round's player-specific questions and dares, instructing CPU 2 to choose the question or dare having an associated category 22 ranked the highest by the player (ranked from −3 to +3, as explained previously). In the example given above, CPU 2 would choose the highest preferenced question in player-specific round one questions 80 to be player-specific round one question 82, the highest preferenced question in player-specific round two questions 86 to be player-specific round two question 88, etc. Similarly, CPU 2 would choose the highest preferenced dare in player-specific round one dares 100 to be player-specific round one dare 102, the highest preferenced dare in player-specific round two dares 106 to be player-specific round two dare 108, etc.
  • Another optional method step is for CPU 2 to avoid duplicate questions and dares from player to player, to avoid monotonous repetition of dares and/or questions.
  • Accordingly, the instant method comprises the steps of:
  • A. Providing a computer comprising a central processing unit (CPU), said CPU in communication with a question database, a dare database; a category database, and at least one player, at least one category in said category database being associated with each question in said question database, at least one said category being associated with each said dare in said dare database;
    B. Inputting into said CPU information pertaining to each player, the player information including the sex of the player, declined categories, and a preference ranking pertaining to each non-declined category;
    C. For each player, said CPU generating a player-specific question list by filtering out questions in said question database having an associated category which was declined by said player; and
    D. For each player, said CPU generating a player-specific dare list by filtering out dares in said dare database having an associated category which was declined by said player, and said CPU further filtering out dares in said database which both require the participation of more than one player and have an associated category which was declined by any participating player.
  • The method may comprise the further steps of:
  • E. Providing a level value associated with each said dare and said question, said level value being directly proportional to a daring or intensity associated with said dare or question;
    F. Said CPU determining a player-specific question for each game round by defining NRR as number of rounds remaining to be played, for each round said CPU determining player-specific round questions by removing a fraction of questions from said player-specific question list equal to 1/NRR and having the lowest level values, and said CPU then randomly choosing one player-specific round question from said player-specific round questions; and
    G. Said CPU determining a player-specific dare for each game round by defining NRR as number of rounds remaining to be played, for each round said CPU determining player-specific round dares by removing a fraction of dares from said player-specific dare list equal to 1/NRR and having the lowest level values, and said CPU then randomly choosing one player-specific round dare from said player-specific round dares.
  • The method may include the additional step of said CPU choosing a highest-preferenced question and dare from said player-specific round questions and said player-specific round dares:
  • The method may include the additional step of said CPU avoiding choosing the same question or dare for different players.
  • The method may include the additional step of providing a printer in communication with said CPU, and printing out said player-specific round questions and said player-specific round dares.
  • The method may include the additional step of providing a printer in communication with said CPU, and printing out said player-specific round questions onto question cards, each said question card having a question card front and a question card rear, a player name and a round number printed on said question card front and a question being printed on said question card rear.
  • The method may include the additional step of providing a printer in communication with said CPU, and printing out said player-specific dare questions onto dare cards, each said dare card having a dare card front and a dare card rear, a player name and a round number being printed on said dare card front, and a dare being printed on said dare card rear.
  • While a method to play Truth or Dare has been described above as an embodiment of the instant invention, it is intended to fall within the scope of this disclosure, and of the instant claims, that any game wherein a player draws a card, and then performs the action specified on the card, be encompassed.
  • Where a method to play a game with computer-generated actions is claimed in the Claims section, the term “action” is intended to encompass the dares 7 used above in the particular embodiment of a Truth or Dare game. Thus action is a broader term (encompassing dares 7) meaning a task to be performed by a player, when such player draws a card specifying such action.
  • While a preferred embodiment of the invention has been illustrated herein, it is to be understood that changes and variations may be made by those skilled in the art without departing from the spirit of the appending claims.
  • DRAWING ITEM INDEX
    • 2 CPU
    • 4 question database
    • 5 question
    • 6 dare database
    • 7 dare
    • 8 questionnaire
    • 10 player-specific questions
    • 12 player-specific dares
    • 14 arrow
    • 16 arrow
    • 18 arrow
    • 20 level
    • 21 category database
    • 22 category
    • 23 category abbreviation
    • 30 Beth's cards determined by Beth's preferences list
    • 32 Beth's cards further determined by available other players
    • 40 question card
    • 42 question card front
    • 44 question card rear
    • 50 dare card
    • 52 dare card front
    • 54 dare card rear
    • 60 player-specific question list
    • 70 player specific dare list
    • 80 player-specific round one questions
    • 82 player-specific round one question
    • 84 post-round one player-specific question list
    • 86 player-specific round two questions
    • 88 player-specific round two question
    • 90 post-round two player-specific question list
    • 92 player-specific round three questions
    • 94 player-specific round three question
    • 96 player-specific round four questions
    • 98 player-specific round four question
    • 100 player-specific round one dares
    • 102 player-specific round one dare
    • 104 post-round one player-specific dare list
    • 106 player-specific round two dares
    • 108 player-specific round two dare
    • 110 post-round two player-specific dare list
    • 112 player-specific round three dares
    • 114 player-specific round three dare
    • 116 player-specific round four dares
    • 118 player-specific round four dare

Claims (25)

1. A method of playing a game of truth or dare comprising the steps of:
A. Providing a computer comprising a central processing unit (CPU), said CPU in communication with a question database, a dare database; a list of categories, and at least one player, at least one said category being associated with each question in said question database, at least one said category being associated with each said dare in said dare database;
B. Inputting into said CPU information pertaining to each player, the player information including the sex of the player, each category declined by said player, and said player's preference ranking pertaining to each non-declined said category;
C. For each player, said CPU generating a player-specific question list by filtering out questions in said question database having an associated said category which was declined by said player; and
D. For each player, said CPU generating a player-specific dare list by filtering out dares in said dare database having an associated category which was declined by said player, and said CPU further filtering out dares in said database both requiring the participation of more than one player and having an associated said category which was declined by any participating player.
2. The method of playing a game of truth or dare of claim 1 comprising the further steps of:
E. Providing a level value associated with each said dare and each said question, said level value being directly proportional to a daring or intensity associated with said dare or said question;
F. Said CPU determining a player-specific question for each game round by defining NRR as number of rounds remaining to be played, for each round said CPU determining player-specific round questions by removing a fraction of questions from said player-specific question list equal to 1/NRR and having lowest level values, and said CPU then randomly choosing one player-specific round question from said player-specific round questions; and
G. Said CPU determining a player-specific dare for each game round by defining NRR as number of rounds remaining to be played, for each round said CPU determining player-specific round dares by removing a fraction of dares from said player-specific dare list equal to 1/NRR and having lowest level values, and said CPU then randomly choosing one player-specific round dare from said player-specific round dares.
3. The method of playing a game of truth or dare of claim 2 comprising the further step of said CPU choosing a highest-preferenced question from said player-specific round questions and a highest-preferenced dare from said player-specific round dares:
4. The method of playing a game of truth or dare of claim 2 comprising the further step of said CPU avoiding choosing a same question or dare for different players.
5. The method of playing a game of truth or dare of claim 2 comprising the further steps of providing a printer in communication with said CPU, and printing out said player-specific round questions and said player-specific round dares.
6. The method of playing a game of truth or dare of claim 5 comprising the further steps of including the additional steps of providing a question card front and a question card rear on each said question, a player name and a round number being displayed on said question card front and a question being displayed on said question card rear.
7. The method of playing a game of truth or dare of claim 5 comprising the further step of providing a dare card front and a dare card rear on each said dare card, a player name and a round number being displayed on said dare card front, and a dare being displayed on said dare card rear.
8. The method of playing a game of truth or dare of claim 2 comprising the further steps of playing a game of truth or dare by rotating play around a circle of players, each player sequentially choosing a question card or a dare card without the benefit of knowing a specific question or a specific dare contained on said question or dare card, and then in either answering a question on said question card or perform a dare on the dare card.
9. A method of playing a game of truth or dare comprising the steps of:
A. Providing a computer comprising a central processing unit (CPU), said CPU in communication with a question database, a dare database; a list of categories, and at least one player, at least one said category being associated with each question in said question database, at least one said category being associated with each said dare in said dare database;
B. Inputting into said CPU a number of rounds to be played; and information pertaining to each player, the player information including the sex of the player, each category declined by said player, and said player's preference ranking pertaining to each non-declined said category;
C. For each player, said CPU generating a player-specific question list by filtering out questions in said question database having an associated said category which was declined by said player;
D. For each player, said CPU generating a player-specific dare list by filtering out dares in said dare database having an associated category which was declined by said player, and said CPU further filtering out dares in said database requiring both the participation of more than one player and having an associated said category which was declined by every other player;
E. Providing a level value associated with each said dare and each said question, said level value being directly proportional to a daring or intensity associated with said dare or said question;
F. Said CPU determining a player-specific question for a game round by defining NRR as number of rounds remaining to be played, said CPU determining player-specific round questions for said round by removing a fraction of questions from said player-specific question list equal to 1/NRR and having lowest level values, and said CPU then choosing one player-specific round question from said player-specific round questions;
G. Repeating step F until a player-specific round question has been selected for each game round;
H. Said CPU determining a player-specific dare for each game round by defining NRR as number of rounds remaining to be played, for each round said CPU determining player-specific round dares by removing a fraction of dares from said player-specific dare list equal to 1/NRR and having lowest level values, and said CPU then randomly choosing one player-specific round dare from said player-specific round dares; and
I. Repeating step H until a player-specific round dare has been selected for each game round.
10. The method of playing a game of truth or dare of claim 9 comprising the further step of said CPU randomly choosing a player-specific round question from said player-specific round questions, and randomly choosing a player-specific round dare from said player-specific round dares.
11. The method of playing a game of truth or dare of claim 9 comprising the further step of said CPU choosing a highest-preferenced question from said player-specific round questions and a highest-preferenced dare from said player-specific round dares.
12. The method of playing a game of truth or dare of claim 9 comprising the further steps of providing a printer in communication with said CPU, and printing out said player-specific round questions and said player-specific round dares.
13. The method of playing a game of truth or dare of claim 12 comprising the further steps of providing a question card front and a question card rear on each said question, a player name and a round number printed on said question card front and a question printed on said question card rear.
14. The method of playing a game of truth or dare of claim 12 comprising the further step of providing a dare card front and a dare card rear on each said dare card, a player name and a round number printed on said dare card front, and a dare being printed on said dare card rear.
15. The method of playing a game of truth or dare of claim 9 comprising the further steps of playing a game of truth or dare by rotating play around a circle of players, each player sequentially choosing a question card or a dare card without the benefit of knowing a specific question or a specific dare contained on said question or dare card, and then in either answering a question on said question card or perform a dare on said dare card.
16. The method of playing a game of truth or dare of claim 9 comprising the further step of said CPU avoiding choosing a same question or dare for different players.
17. The method of playing a game of truth or dare of claim 9 comprising the further steps of providing a questionnaire to each player, said questionnaire comprising a list of categories and space for said player to decline or rate each category, and space to enter said player's sex; each to player completing one said questionnaire; and entry into said CPU of questionnaire data prior to commencement of play.
18. A method of playing a game with computer-generated actions comprising the steps of:
A. Providing a computer comprising a central processing unit (CPU), said CPU in communication with an action database; a list of categories, and at least one player, at least one said category being associated each said action in said action database;
B. Inputting into said CPU information pertaining to each player, the player information including the sex of the player, each category declined by said player, and said player's preference ranking pertaining to each non-declined said category; and
C. For each player, said CPU generating a player-specific action list by filtering out actions in said action database having an associated category which was declined by said player.
19. The method of playing a game with computer-generated actions of claim 18 comprising the further step of said CPU said CPU generating said player-specific action list by filtering out actions in said action database both requiring the participation of more than one player and having an associated said category which was declined by any participating player.
20. The method of playing a game with computer-generated actions of claim 18 comprising the further steps of:
D. Providing a level value associated with each said action, said level value being directly proportional to intensity associated with said action; and
E. Said CPU determining a player-specific action for each game round by defining NRR as number of rounds remaining to be played, for each round said CPU determining player-specific round action by removing a fraction of actions from said player-specific action list equal to 1/NRR and having lowest said level values, and said CPU then randomly choosing one player-specific round action from said player-specific round actions.
21. The method of playing a game with computer-generated actions of claim 20 comprising the further step of said CPU choosing a highest-preferenced action from said player-specific round actions.
22. The method of playing a game with computer-generated actions of claim 20 comprising the further step of said CPU avoiding choosing a same action for different players.
23. The method of playing a game with computer-generated actions of claim 19 comprising the further steps of providing a printer in communication with said CPU, and printing out said player-specific round actions.
24. The method of playing a game with computer-generated actions of claim 23 comprising the further steps of including the additional steps of providing an action card front and an action card rear on each said question, a player name and a round number being displayed on said action card front and an action being displayed on said action card rear.
25. The method of playing a game with computer-generated actions of claim 19 comprising the further steps of playing a game with computer-generated actions by rotating play around a circle of players, each player sequentially choosing an action card without the benefit of knowing a specific action contained on said action card, and then in performing an action on the action card.
US12/653,102 2009-12-08 2009-12-08 Method to play a game with computer-generated actions Abandoned US20110136560A1 (en)

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Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20160071146A1 (en) * 2014-09-05 2016-03-10 Stephanie Yinman Chan System and method for digital advertising

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US5690336A (en) * 1996-11-26 1997-11-25 Oliver; Matilda Joanne Educational card game
US6045131A (en) * 1998-10-20 2000-04-04 Adams; Darius Method of playing a card game
US20050090307A1 (en) * 1997-06-30 2005-04-28 Walker Jay S. Methods and apparatus for facilitating play of a game of knowledge
US20070186007A1 (en) * 2006-02-08 2007-08-09 Field Andrew S Downloadable server-client collaborative mobile social computing application
US20080116632A1 (en) * 2006-08-24 2008-05-22 Russell Mary K Portable Game Body and Method of Using Same

Patent Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US5690336A (en) * 1996-11-26 1997-11-25 Oliver; Matilda Joanne Educational card game
US20050090307A1 (en) * 1997-06-30 2005-04-28 Walker Jay S. Methods and apparatus for facilitating play of a game of knowledge
US6045131A (en) * 1998-10-20 2000-04-04 Adams; Darius Method of playing a card game
US20070186007A1 (en) * 2006-02-08 2007-08-09 Field Andrew S Downloadable server-client collaborative mobile social computing application
US20080116632A1 (en) * 2006-08-24 2008-05-22 Russell Mary K Portable Game Body and Method of Using Same

Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20160071146A1 (en) * 2014-09-05 2016-03-10 Stephanie Yinman Chan System and method for digital advertising

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