Methods For The Unambiguous Association Of At Least One Autonomous Storage Unit With At Least One Player In A Score Keeping Device
Abstract
The invention relates to methods for the unambiguous personal association of at least one autonomous storage unit ( 10 ) with at least one player in a score keeping device ( 20 ) in order to store at least one status of a game, especially a computer game, network game, or trading card game. The inventive method is characterized in that an unambiguous identification feature that is effective in the game environment is allocated in a way clearly indicating the player's action to a game status, particularly an amount of properties of a game piece created and/or guided by the player and/or an amount of game situations created and/or managed by the player within the group of players detected by the score keeping device, said game status being created and/or managed by the player, being stored in the at least one autonomous storage unit, and unambiguously identifying the player. For this purpose, data is exchanged in a registering manner between the at least one autonomous storage unit and a game manager's storage unit ( 30 ) which manages the at least one autonomous storage unit. As a result of said data exchange, a first register data set ( 40 ) that characterizes the player and is linked to the game status is created, stored, and processed in the game manager's storage unit ( 30 ) while a second register data set ( 41 ) which is comparable to the first register data set and is linked to the stored game status is created, stored, and processed in the autonomous storage unit.
Claims
exact text as granted — not AI-modified1 . A method for unambiguous association of at least one autonomous
storage unit ( 10 ) with at least one player in a score keeping device ( 20 ) for storing at least one game score of a game, in particular a computer, a network game, or a trading game, wherein, an unambiguous identifier, effective in the game environment, designating the actions of the player in an unambiguous manner, is associated with the game status generated and/or handled by the player, characterizing the player in an unambiguous manner and stored in at least one autonomous storage unit, in particular a sum of features of a game figure created and/or managed by the player, and/or a plurality of game situations generated and/or created by the player within the group of players registered in the score keeping device which is also network capable.
2 . A method according to claim 1 , wherein
between the at least one autonomous storage unit ( 10 ) and a game manager unit ( 30 ) managing the at least one storage unit, a registering data exchange is performed, wherein as a result of the data exchange a first register data set ( 40 ), linked with the stored game status, identifying the player, is generated, stored and processed in the game manager storage unit ( 30 ), and a second register data set ( 41 ), identical to the first register data set, and associated with the stored game status is generated, stored and processed in the autonomous storage unit.
3 . A method according to claim 2 , wherein
the registering data exchange is performed through transmitting a first component ( 50 a ) of a storage identifier ( 50 ) from the at least one autonomous storage unit ( 10 ) to the game manager storage unit ( 30 ); furthermore a first component ( 51 a ) of a game manager identifier ( 51 ) is transmitted from the game manager storage unit to the autonomous storage unit; the first component ( 50 a ) of the memory identifier ( 50 ) is linked in the game manager storage unit ( 30 ) with a second component ( 51 b ) of the game manager identifier ( 51 ) to form the first register data set ( 40 ); and the first component ( 51 a ) of the game manager identifier ( 51 ) is linked in the autonomous storage unit ( 10 ) with a second component ( 50 b ) of the storage identifier ( 50 ) to form the second register data set ( 41 ).
4 . A method according to claim 3 , wherein,
the first register data set ( 40 ) is processed in the game manager storage unit ( 30 ).
5 . A method according to claim 3 , wherein,
the first register data ser ( 40 ) is transmitted from the game manager storage unit ( 30 ) to a superimposed game data base ( 60 ).
6 . A method according to claim 3 , wherein,
the first register data set ( 40 ) is processed in the game manager storage unit ( 30 ) and transmitted to the superimposed player data base ( 60 ).
7 . A method according to claim 3 , wherein, the first and the second register data set ( 40 ), ( 41 ) are tested for conformity in at least one log in process of the autonomous storage unit ( 10 ) following the registering data exchange.
8 . A method according to claim 3 , wherein,
during the course of the game an ongoing update of the player relevant data, in particular an update of the current game status data, achieved game scores, positions in a player list, of the first, and also of the second register data set ( 40 , 41 ) is performed.
9 . A score keeping device ( 20 ) for performing a method according to claim 1 , characterized by
at least one game manager storage unit ( 30 ) integrated into the score keeping device, and an entirety of stored and processed game conditions ( 21 ), linked to a first register data set ( 40 ) in the game manager storage unit ( 30 ), and a second register data set ( 41 ), identical to the first register data set, and linked with the stored game status in the autonomous storage unit with an unambiguous association with at least one player.
10 . A device according to claim 9 , wherein
the game manager storage unit ( 30 ) is provided as a game manager card ( 70 ), readable by a card reader connected with a game console, provided as a chip card with a card shaped based body ( 75 ), a memory chip ( 80 ) integrated into the base body, and a data transmission device ( 85 ) connected to the memory chip.
11 . A device according to claim 10 , wherein
the data transmission device ( 85 ) is provided as an electrical contact field.
12 . A device according to claim 11 , wherein
the data transmission device ( 85 ) is provided as a touch free transponder device.
13 . A method according to claim 9 , wherein
the game manager storage unit ( 30 ) is provided as a modular component, in particular a circuit board or a plug in module ( 90 ) of a modified game console ( 100 ).
14 . A method according to claim 10 , wherein, the game console ( 100 ) has an interface ( 100 ) for a network connection, in particular an internet connection and/or a connection with a superimposed device for data storage.
15 . A method according to claim 4 , wherein,
the first and the second register data set ( 40 ), ( 41 ) are tested for conformity in at least one log in process of the autonomous storage unit ( 10 ) following the registering data exchange.
16 . A method according to claim 5 , wherein,
the first and the second register data set ( 40 ), ( 41 ) are tested for conformity in at least one log in process of the autonomous storage unit ( 10 ) following the registering data exchange.
17 . A method according to claim 6 , wherein,
the first and the second register data set ( 40 ), ( 41 ) are tested for conformity in at least one log in process of the autonomous storage unit ( 10 ) following the registering data exchange.
18 . A method according to claim 4 , wherein,
during the course of the game an ongoing update of the player relevant data, in particular an update of the current game status data, achieved game scores, positions in a player list, of the first, and also of the second register data set ( 40 , 41 ) is performed.
19 . A method according to claim 5 , wherein,
during the course of the game an ongoing update of the player relevant data, in particular an update of the current game status data, achieved game scores, positions in a player list, of the first, and also of the second register data set ( 40 , 41 ) is performed.
20 . A method according to claim 6 , wherein,
during the course of the game an ongoing update of the player relevant data, in particular an update of the current game status data, achieved game scores, positions in a player list, of the first, and also of the second register data set ( 40 , 41 ) is performed.Cited by (0)
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