User-adaptable computer chess system
First Claim
1. A computer chess game system, comprising:
- computer readable code means for accessing a chess engine kingbrain to generate opponent signals representative of opponent chess moves, the kingbrain being characterized by a kingbrain rating which automatically adapts to the skill level of a player based on the players moves in previous games in a multiple game match;
computer readable code means for receiving one or more player inputs representative of respective player moves;
computer readable code means for establishing a kingbrain rating in response to one or more of the player moves;
computer readable code means for comparing one or more of the player moves with a player plan of expected player moves;
computer readable code means for generating one or more opponent moves according to a predetermined plan if a player move does not deviate from said player plan;
computer readable code means for adapting one or more opponent moves based on player'"'"'s ability if a player move deviates from said player plan; and
computer readable code means for simultaneously accessing a chess engine queen brain for generating opponent moves that are not based on the player'"'"'s ability;
wherein the kingbrain can be characterized by at least a heroic style characterized by high aggressiveness and a craven style characterized by high defensiveness, the system including computer readable code means to cause the kingbrain to assume the heroic style when at least one of;
the kingbrain and queen brain, determines that the player is losing, the system including code means to cause the kingbrain to assume the craven style when at least one of;
the kingbrain and queen brain, determines that the player is winning.
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Abstract
A computer-based strategic game system for, e.g., playing chess includes a kingbrain that is characterized by a rating and a queen brain. The rating of the kingbrain is automatically adjusted to the skill of the player, as determined by the queen brain, such that the kingbrain generates opponent moves to counter the player'"'"'s moves with an effectiveness that is marginally above the player'"'"'s ability. When the player is losing, the kingbrain can assume an aggressive heroic style of play. On the other hand, when the player is winning, the kingbrain can assume a defensive craven style of play. As the game unfolds, the queen brain evaluates each of the player'"'"'s moves, and audio-visual annotations and game commentary based on the queen brain'"'"'s evaluations are spooled to disk. At the end of the game, the annotations and commentary are immediately available to the player for instruction. A variation tree can also be generated that shows in graphical form the player'"'"'s moves and the kingbrain'"'"'s moves, and the player can manipulate the tree to explore the outcomes of alternate moves that the player might have made.
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Citations
26 Claims
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1. A computer chess game system, comprising:
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computer readable code means for accessing a chess engine kingbrain to generate opponent signals representative of opponent chess moves, the kingbrain being characterized by a kingbrain rating which automatically adapts to the skill level of a player based on the players moves in previous games in a multiple game match;
computer readable code means for receiving one or more player inputs representative of respective player moves;
computer readable code means for establishing a kingbrain rating in response to one or more of the player moves;
computer readable code means for comparing one or more of the player moves with a player plan of expected player moves;
computer readable code means for generating one or more opponent moves according to a predetermined plan if a player move does not deviate from said player plan;
computer readable code means for adapting one or more opponent moves based on player'"'"'s ability if a player move deviates from said player plan; and
computer readable code means for simultaneously accessing a chess engine queen brain for generating opponent moves that are not based on the player'"'"'s ability;
wherein the kingbrain can be characterized by at least a heroic style characterized by high aggressiveness and a craven style characterized by high defensiveness, the system including computer readable code means to cause the kingbrain to assume the heroic style when at least one of;
the kingbrain and queen brain, determines that the player is losing, the system including code means to cause the kingbrain to assume the craven style when at least one of;
the kingbrain and queen brain, determines that the player is winning.- View Dependent Claims (2, 3, 4, 5, 7, 8)
computer readable code means associated with the queen brain for comparing at least some player moves to hypothetical moves when the respective player signals are generated to generate a game analysis; and
computer readable code means for generating an audible representation of the analysis.
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5. The computer chess game system of claim 4, further comprising computer readable code means for generating a variation tree display, the variation tree display including a graphical tree including lines representing the player moves and opponent moves for a game.
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7. The game system of claim 5, further comprising:
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computer readable code means for comparing at least some player moves to hypothetical moves when the respective player signals are generated to generate a game analysis; and
computer readable code means for generating an audible representation of the analysis.
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8. The game system of claim 7, further comprising computer readable code means for generating a variation tree display, the variation tree display including a graphical tree including lines representing the player moves and opponent moves for a game.
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6. An interactive game system, comprising:
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a computer-implemented opponent kingbrain to generate opponent signals representative of opponent chess moves, the kingbrain being characterized by a kingbrain rating which automatically adapts to the skill level of a player based on the player'"'"'s moves in previous games in a multiple game match;
means for receiving player signals from a player, the player signals being representative of player moves;
means responsive to the player signals for selectively establishing an expertise with which the opponent kingbrain counters the player moves in at least subsequent games;
computer readable code means for comparing one or more of the player moves with a player plan of expected player moves;
computer readable code means for generating one or more opponent moves according to a predetermined plan if a player move does not deviate from said player plan;
computer readable code means for adapting one or more opponent moves based on players ability if a player move deviates from said player plan; and
computer readable code means for simultaneously accessing a chess engine queen brain for generating opponent moves that are not based on the player'"'"'s ability;
wherein the kingbrain can be characterized by at least a heroic style characterized by high aggressiveness and a craven style characterized by high defensiveness, the system including computer readable code means to cause the kingbrain to assume the heroic style when at least one of;
the kinqbrain and queen brain, determines that the player is losing, the system including code means to cause the kingbrain to assume the craven style when at least one of;
the kinbrain and queen brain, determines that the player is winning.
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9. A computer-implemented method for playing chess, comprising the steps of:
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providing a kingbrain for generating opponent moves, the kingbrain being characterized by a kingbrain rating which automatically adapts to the skill level of a player based on the players moves in previous games in a multiple game match;
receiving player signals representative of player moves;
establishing a kingbrain rating based on at least one of;
at least one player move, and a sequence of player moves;
comparing one or more of the player moves with a player plan of expected player moves;
generating one or more opponent moves according to a predetermined plan if a player move does not deviate from said player plan;
adapting one or more opponent moves based on player'"'"'s ability if a player move deviates from said player plan; and
simultaneously accessing a chess engine queen brain for generating opponent moves that are not based on the player'"'"'s ability;
wherein the kingbrain can be characterized by at least a heroic style characterized by high aggressiveness and a craven style characterized by high defensiveness, the system including computer readable code means to cause the kingbrain to assume the heroic style when at least one of;
the kingbrain and queen brain, determines that the player is losing, the system including code means to cause the kingbrain to assume the craven style when at least one of;
the kingbrain and queen brain, determines that the player is winning.- View Dependent Claims (10, 11, 12, 13, 14)
comparing at least some player moves to hypothetical moves when the respective player signals are generated to generate a game analysis; and
generating an audible representation of the analysis.
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14. The method of claim 13, further comprising the step of generating a variation tree display, the variation tree display including a graphical tree including lines representing the player moves and opponent moves for a game.
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15. An interactive computer game system, comprising:
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at least one engine kingbrain to generate opponent signals representative of opponent chess moves, the kingbrain being characterized by a kingbrain rating which automatically adapts to the skill level of a player based on the player'"'"'s moves in previous games in a multiple game match;
computer readable code means for receiving player signals representative of player moves;
computer readable code means associated with the engine kingbrain for comparing at least some player moves to a player plan of hypothetical moves when the respective player signals are generated to generate a game analysis;
computer readable code means for generating one or more opponent moves according to a predetermined plan if a player move does not deviate from said player plan;
computer readable code means for adapting one or more opponent moves based on player'"'"'s ability if a player move deviates from said player plan;
computer readable code means for generating an audible representation of the analysis; and
computer readable code means for simultaneously accessing a chess engine queen brain for generating opponent moves that are not based on the player'"'"'s ability;
wherein the kingbrain can be characterized by at least a heroic style characterized by high aggressiveness and a craven style characterized by high defensiveness, the system including computer readable code means to cause the kingbrain to assume the heroic style when at least one of;
the kingbrain and queen brain, determines that the player is losing, the system including code means to cause the kingbrain to assume the craven style when at least one of the kinqbrain and queen brain, determines that the player is winning.- View Dependent Claims (16, 17, 18)
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19. A computer chess game system, comprising:
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a chess engine kingbrain characterized by at least a heroic style characterized by a high aggressiveness and a craven style characterized by high defensiveness, said kingbrain further characterized by a kingbrain rating which automatically adapts to the skill level of a player based on the player'"'"'s moves in previous games in a multiple game match;
means for receiving player signals representative of player moves;
computer readable code means for comparing one or more of the player moves with a player plan of expected player moves;
computer readable code means for generating one or more opponent moves according to a predetermined plan if a player move does not deviate from said player plan;
computer readable code means for adapting one or more opponent moves based on players ability if a player move deviates from said player plan;
computer readable code means to cause the kingbrain to assume the heroic style when the kingbrain determines that the player is losing based at least in part on the player moves; and
computer readable code means for simultaneously accessing a chess engine queen brain for generating of ponent moves that are not based on the player'"'"'s ability;
computer readable code means to cause the kingbrain to assume the heroic style when at least one of;
the kinqbrain and queen brains determines that the player is losing; and
computer readable code means to cause the kingbrain to assume the craven style when at least one of;
the kingbrain and queen brain, determines that the player is winning.- View Dependent Claims (20, 21, 22)
computer readable code means associated with the queen brain for comparing at least some player moves to hypothetical moves when the respective player signals are generated to generate a game analysis; and
computer readable code means for generating an audible representation of the analysis.
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22. The system of claim 19, further comprising computer readable code means for generating a variation tree display, the variation tree display including annotations based on the game analysis and a graphical tree including lines representing the player moves and opponent moves for a game.
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23. A computer-based strategic game system, comprising:
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computer readable code means for accessing a chess engine kingbrain to generate opponent signals representative of opponent chess moves, the kingbrain being characterized by a kingbrain rating which automatically adapts to the skill level of a player based on the player'"'"'s moves in previous games in a multiple game match;
means for receiving player signals representative of player moves;
means for generating opponent moves In response to the player moves;
computer readable code means for comparing one or more of the player moves with a player plan of expected player moves;
computer readable code means for generating one or more opponent moves according to a predetermined plan if a player move does not deviate from said player plan;
computer readable code means for adapting one or more opponent moves based on player'"'"'s ability if a player move deviates from said player plan;
means for analyzing the player moves;
computer readable code means for simultaneously accessing a chess engine queen brain for generating opponent moves that are not based on the plaver'"'"'s ability;
wherein the kingbrain can be characterized by at least a heroic style characterized by high aggressiveness and a craven style characterized by high defensiveness, the system including computer readable code means to cause the kingbrain to assume the heroic style when at least one of;
the kingbrain and queen brain, determines that the player is losing, the system including code means to cause the kingbrain to assume the craven style when at least one of;
the kingbrain and queen brain, determines that the player is winning; and
means for generating a variation tree, the variation tree including a graphical tree including lines representing the player moves and opponent moves for a game. - View Dependent Claims (24)
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25. A computer chess game system, comprising:
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(a) a programmed data processor; and
(b) programming associated with said programmed data processor for carrying out the operations of (i) receiving one or more player inputs representative of respective player moves, (ii) accessing a chess engine kingbrain to generate opponent signals representative of opponent chess moves, the kingbrain being characterized by a kingbrain rating which automatically adapts to the skill level of a player based on the player'"'"'s moves in previous games in a multiple game match, (iii) establishing a kingbrain rating in response to one or more of the player moves, (iv) comparing one or more of the player moves with a player plan of expected player moves;
(v) generating one or more opponent moves according to a predetermined plan if a player move does not deviate from said player plan;
(vi) adapting one or more opponent moves based on player'"'"'s ability if a player move deviates from said player plan; and
(v) simultaneously accessing a chess engine queen brain for generating opponent moves that are not based on the players ability;
(vi) wherein the kingbrain can be characterized by at least a heroic style characterized by high aggressiveness and a craven style characterized by high defensiveness, the system including computer readable code means to cause the kingbrain to assume the heroic style when at least one of;
the kingbrain and queen brain, determines that the player is losing, the system including code means to cause the kinqbrain to assume the craven style when at least one of;
the kingbrain and queen brain, determines that the player is winning.
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26. A chess program, comprising a set of instructions stored on a media accessible by a computer and executable on said computer, wherein said computer program performs the steps of:
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(a) receiving one or more player inputs representative of respective player moves;
(b) generating opponent signals with a chess engine kingbrain, said opponent signals representative of opponent chess moves, said kingbrain being characterized by a kingbrain rating which automatically adapts to the skill level of a player based on the player'"'"'s moves in previous games in a multiple game match;
(c) establishing a kingbrain rating in response to one or more of the player moves;
(d) comparing one or more player moves with a player plan of expected player moves;
(e) generating one or more opponent moves according to a predetermined plan if said player moves do not deviate from said player plan;
(f) adapting one or more opponent moves based on player'"'"'s ability if said player moves deviate from said player plan; and
(g) simultaneously accessing a chess engine queen brain for generating opponent moves that are not based on the player'"'"'s ability;
(h) wherein the kingbrain can be characterized by at least a heroic style characterized by high aggressiveness and a craven style characterzed by high defensiveness, the system including computer readable code means to cause the kingbrain to assume the heroic style when at least one of;
the kingbrain and queen brain, determines that the player is losing, the system including code means to cause the kinqbrain to assume the craven style when at least one of;
the kingbrain and queen brain, determines that the player is winning.
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Specification